/*
* 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);
}