/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "CreatureAI.h" #include "AreaBoundary.h" #include "Creature.h" #include "CreatureAIImpl.h" #include "CreatureGroups.h" #include "CreatureTextMgr.h" #include "GameObjectAI.h" #include "Log.h" #include "MapReference.h" #include "Player.h" #include "ScriptMgr.h" #include "TemporarySummon.h" #include "World.h" #include "Vehicle.h" #include "ZoneScript.h" #include //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool /*apply*/) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } AISpellInfoType* UnitAI::AISpellInfo; AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } /** * @brief Causes the creature to talk/say the text assigned to their entry in the `creature_text` database table. * * @param uint8 id Text ID from `creature_text`. * @param WorldObject target The target of the speech, in case it has elements such as $n, where the target's name will be referrenced. * @param Milliseconds delay Delay until the creature says the text line. Creatures will talk immediately by default. */ void CreatureAI::Talk(uint8 id, WorldObject const* target /*= nullptr*/, Milliseconds delay /*= 0s*/) { if (delay > Seconds::zero()) { ObjectGuid targetGuid; if (target) targetGuid = target->GetGUID(); me->m_Events.AddEventAtOffset([this, id, targetGuid]() { // Target can be nullptr here, it will be handled inside the function. sCreatureTextMgr->SendChat(me, id, ObjectAccessor::GetUnit(*me, targetGuid)); }, delay); } else sCreatureTextMgr->SendChat(me, id, target); } /** * @brief Returns the summoner creature/object, if the creature is a temporary summon. */ WorldObject* CreatureAI::GetSummoner() const { if (TempSummon* summon = me->ToTempSummon()) return summon->GetSummoner(); return nullptr; } inline bool IsValidCombatTarget(Creature* source, Player* target) { if (target->IsGameMaster()) { return false; } if (!source->IsInWorld() || !target->IsInWorld()) { return false; } if (!source->IsAlive() || !target->IsAlive()) { return false; } if (!source->InSamePhase(target)) { return false; } if (source->HasUnitState(UNIT_STATE_IN_FLIGHT) || target->HasUnitState(UNIT_STATE_IN_FLIGHT)) { return false; } return true; } void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /*= 250.0f*/) { if (!creature) { creature = me; } if (creature->IsInEvadeMode()) { return; } Map* map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->IsCreature() ? creature->ToCreature()->GetEntry() : 0); return; } Map::PlayerList const& playerList = map->GetPlayers(); if (playerList.IsEmpty()) { return; } for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr) { if (Player* player = itr->GetSource()) { if (!IsValidCombatTarget(creature, player)) { continue; } if (!creature->IsWithinDistInMap(player, maxRangeToNearestTarget)) { continue; } creature->SetInCombatWith(player); player->SetInCombatWith(creature); if (creature->CanHaveThreatList()) { creature->AddThreat(player, 0.0f); } } } } // scripts does not take care about MoveInLineOfSight loops // MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow void CreatureAI::MoveInLineOfSight_Safe(Unit* who) { if (m_MoveInLineOfSight_locked) { return; } m_MoveInLineOfSight_locked = true; MoveInLineOfSight(who); m_MoveInLineOfSight_locked = false; } void CreatureAI::MoveInLineOfSight(Unit* who) { if (me->IsEngaged()) return; // pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!) if (me->IsMoveInLineOfSightDisabled()) if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return !who->IsInCombat() || // if not in combat, nothing more to do !me->IsWithinDist(who, ATTACK_DISTANCE, true, false)) // if in combat and in dist - neutral to all can actually assist other creatures return; if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who)) AttackStart(who); } // Distract creature, if player gets too close while stealthed/prowling void CreatureAI::TriggerAlert(Unit const* who) const { // If there's no target, or target isn't a player do nothing if (!who || !who->IsPlayer()) return; // If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing if (!me->IsCreature() || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED)) return; // Only alert for hostiles! if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who)) return; // Only alert if target is within line of sight if (!me->IsWithinLOSInMap(who)) return; // Send alert sound (if any) for this creature me->SendAIReaction(AI_REACTION_ALERT); // Face the unit (stealthed player) and set distracted state for 5 seconds me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY())); me->StopMoving(); me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS); } void CreatureAI::EnterEvadeMode(EvadeReason why) { if (!_EnterEvadeMode(why)) return; LOG_DEBUG("entities.unit", "Creature {} enters evade mode.", me->GetEntry()); if (!me->GetVehicle()) // otherwise me will be in evade mode forever { if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->Clear(false); me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); } else { // Required to prevent attacking creatures that are evading and cause them to reenter combat // Does not apply to MoveFollow me->AddUnitState(UNIT_STATE_EVADE); me->GetMotionMaster()->MoveTargetedHome(); } } Reset(); if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons! { me->GetVehicleKit()->Reset(true); } sScriptMgr->OnUnitEnterEvadeMode(me, why); // despawn bosses at reset - only verified tbc/woltk bosses with this reset type CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(me->GetEntry()); if (cInfo && cInfo->HasFlagsExtra(CREATURE_FLAG_EXTRA_HARD_RESET)) { me->DespawnOnEvade(); } } /*void CreatureAI::AttackedBy(Unit* attacker) { if (!me->GetVictim()) AttackStart(attacker); }*/ void CreatureAI::SetGazeOn(Unit* target) { if (me->IsValidAttackTarget(target)) { AttackStart(target); me->SetReactState(REACT_PASSIVE); } } bool CreatureAI::UpdateVictimWithGaze() { if (!me->IsEngaged()) return false; if (me->HasReactState(REACT_PASSIVE)) { if (me->GetVictim()) return true; else me->SetReactState(REACT_AGGRESSIVE); } if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } bool CreatureAI::UpdateVictim() { if (!me->IsEngaged()) return false; if (!me->HasReactState(REACT_PASSIVE)) { if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } // xinef: if we have any victim, just return true else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f) return true; else if (me->GetThreatMgr().isThreatListEmpty()) { EnterEvadeMode(); return false; } return true; } bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/) { if (!me->IsAlive()) { return false; } // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle // don't remove clone caster on evade (to be verified) me->RemoveEvadeAuras(); me->ClearComboPointHolders(); // Remove all combo points targeting this unit // sometimes bosses stuck in combat? me->GetThreatMgr().ClearAllThreat(); me->CombatStop(true); me->LoadCreaturesAddon(true); me->SetLootRecipient(nullptr); me->ResetPlayerDamageReq(); me->ClearLastLeashExtensionTimePtr(); me->SetCannotReachTarget(); if (ZoneScript* zoneScript = me->GetZoneScript() ? me->GetZoneScript() : (ZoneScript*)me->GetInstanceScript()) zoneScript->OnCreatureEvade(me); if (me->IsInEvadeMode()) { return false; } else if (CreatureGroup* formation = me->GetFormation()) { formation->MemberEvaded(me); } if (TempSummon* summon = me->ToTempSummon()) { if (WorldObject* summoner = summon->GetSummoner()) { if (summoner->ToCreature() && summoner->ToCreature()->IsAIEnabled) { summoner->ToCreature()->AI()->SummonedCreatureEvade(me); } else if (summoner->ToGameObject() && summoner->ToGameObject()->AI()) { summoner->ToGameObject()->AI()->SummonedCreatureEvade(me); } } } return true; } void CreatureAI::MoveCircleChecks() { Unit *victim = me->GetVictim(); if ( !victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) || !me->IsWithinMeleeRange(victim) || me == victim->GetVictim() ) { return; } /** * optimization, disable circling movement for NPC vs NPC combat */ if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet()) return; me->GetMotionMaster()->MoveCircleTarget(me->GetVictim()); } void CreatureAI::MoveBackwardsChecks() { Unit *victim = me->GetVictim(); if (!victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT)) return; /** * optimization, disable backwards movement for NPC vs NPC combat */ if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet()) { return; } float moveDist = me->GetMeleeRange(victim) / 2; me->GetMotionMaster()->MoveBackwards(victim, moveDist); } int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill, bool checkZ) const { static constexpr float BOUNDARY_STEP = 5.0f; static constexpr uint32 BOUNDARY_VISUALIZE_CREATURE = 21659; // Floaty Flavor Eye static constexpr float BOUNDARY_VISUALIZE_CREATURE_SCALE = 0.25f; static constexpr uint32 BOUNDARY_MAX_SPAWNS = 8000; static constexpr float BOUNDARY_MAX_DISTANCE = MAX_SEARCHER_DISTANCE; float boundaryStep = fill && checkZ ? BOUNDARY_STEP * 2 : BOUNDARY_STEP; Position const boundaryDirections[6] = { {boundaryStep, 0, 0 }, {-boundaryStep, 0, 0 }, {0, boundaryStep, 0 }, {0, -boundaryStep, 0 }, {0, 0, boundaryStep }, {0, 0, -boundaryStep} }; if (!owner) return -1; if (!_boundary || _boundary->empty()) return LANG_CREATURE_MOVEMENT_NOT_BOUNDED; Position startPosition = owner->GetPosition(); if (!IsInBoundary(&startPosition)) // fall back to creature position { startPosition = me->GetPosition(); if (!IsInBoundary(&startPosition)) // fall back to creature home position { startPosition = me->GetHomePosition(); if (!IsInBoundary(&startPosition)) return LANG_CREATURE_NO_INTERIOR_POINT_FOUND; } } // Helper to spawn visualization creature auto spawnVisualizationCreature = [owner, duration, checkZ](Position const& pos) { if (TempSummon* summon = owner->SummonCreature(BOUNDARY_VISUALIZE_CREATURE, pos, TEMPSUMMON_TIMED_DESPAWN, duration)) { summon->SetObjectScale(BOUNDARY_VISUALIZE_CREATURE_SCALE); summon->SetUnitFlag(UNIT_FLAG_STUNNED); summon->SetImmuneToAll(true); summon->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE_2); if (!checkZ) summon->SetDisableGravity(false); } }; struct PositionHash { std::size_t operator()(Position const& pos) const { // Convert to fixed precision coordinates. // We lose precision here, but we don't care about the exact position int32 x = int32(pos.m_positionX); int32 y = int32(pos.m_positionY); int32 z = int32(pos.m_positionZ); return std::hash()(x) ^ std::hash()(y) ^ std::hash()(z); } }; std::unordered_set visited; std::queue queue; queue.push(startPosition); visited.insert(startPosition); uint8 maxDirections = checkZ ? 6 : 4; uint32 spawns = 0; while (!queue.empty()) { Position currentPosition = queue.front(); queue.pop(); for (uint8 i = 0; i < maxDirections; ++i) { Position const& direction = boundaryDirections[i]; Position nextPosition = currentPosition; nextPosition.RelocateOffset(direction); if (startPosition.GetExactDist(&nextPosition) > BOUNDARY_MAX_DISTANCE) break; if (visited.find(nextPosition) != visited.end()) continue; // already visited visited.insert(nextPosition); bool isInBoundary = IsInBoundary(&nextPosition); if ((isInBoundary && fill) || !isInBoundary) { spawnVisualizationCreature(currentPosition); ++spawns; if (spawns > BOUNDARY_MAX_SPAWNS) return LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED; } if (isInBoundary) queue.push(nextPosition); // continue visiting } } return 0; } bool CreatureAI::IsInBoundary(Position const* who) const { if (!_boundary) return true; if (!who) who = me; return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary); } bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos) { for (AreaBoundary const* areaBoundary : boundary) if (!areaBoundary->IsWithinBoundary(pos)) return false; return true; } bool CreatureAI::CheckInRoom() { if (IsInBoundary()) return true; else { EnterEvadeMode(EVADE_REASON_BOUNDARY); return false; } } void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/) { _boundary = boundary; _negateBoundary = negateBoundaries; me->DoImmediateBoundaryCheck(); } Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType) { return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos = obj->GetRandomNearPosition(radius); return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos = obj->GetRandomNearPosition(radius); pos.m_positionZ += flightZ; return me->SummonCreature(entry, pos, summonType, despawnTime); }