/*
* 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 General Public License as published by
* the Free Software Foundation; either version 2 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 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 "Cell.h"
#include "CellImpl.h"
#include "Containers.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "ObjectMgr.h"
#include "ScriptedCreature.h"
#include "Spell.h"
#include "TemporarySummon.h"
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
#include "GridNotifiersImpl.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} extern* SpellSummary;
void SummonList::DoZoneInCombat(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
{
summon->AI()->DoZoneInCombat();
}
}
}
void SummonList::DespawnEntry(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (!summon)
i = storage_.erase(i);
else if (summon->GetEntry() == entry)
{
i = storage_.erase(i);
summon->DespawnOrUnsummon();
}
else
++i;
}
}
void SummonList::DespawnAll(Milliseconds delay /*= 0ms*/)
{
while (!storage_.empty())
{
Creature* summon = ObjectAccessor::GetCreature(*me, storage_.front());
storage_.pop_front();
if (summon)
summon->DespawnOrUnsummon(delay);
}
}
void SummonList::RemoveNotExisting()
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
if (ObjectAccessor::GetCreature(*me, *i))
++i;
else
i = storage_.erase(i);
}
}
bool SummonList::HasEntry(uint32 entry) const
{
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (summon && summon->GetEntry() == entry)
return true;
}
return false;
}
uint32 SummonList::GetEntryCount(uint32 entry) const
{
uint32 count = 0;
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (summon && summon->GetEntry() == entry)
++count;
}
return count;
}
void SummonList::Respawn()
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
{
summon->Respawn(true);
++i;
}
else
i = storage_.erase(i);
}
}
Creature* SummonList::GetCreatureWithEntry(uint32 entry) const
{
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
if (summon->GetEntry() == entry)
return summon;
}
return nullptr;
}
Creature* SummonList::GetRandomCreatureWithEntry(uint32 entry) const
{
std::vector candidates;
candidates.reserve(storage_.size());
for (auto const guid : storage_)
if (Creature* summon = ObjectAccessor::GetCreature(*me, guid))
if (summon->GetEntry() == entry)
candidates.push_back(guid);
if (candidates.empty())
return nullptr;
ObjectGuid randomGuid = Acore::Containers::SelectRandomContainerElement(candidates);
return ObjectAccessor::GetCreature(*me, randomGuid);
}
bool SummonList::IsAnyCreatureAlive() const
{
for (auto const& guid : storage_)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, guid))
{
if (summon->IsAlive())
{
return true;
}
}
}
return false;
}
bool SummonList::IsAnyCreatureWithEntryAlive(uint32 entry) const
{
for (auto const& guid : storage_)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, guid))
{
if (summon->GetEntry() == entry && summon->IsAlive())
{
return true;
}
}
}
return false;
}
bool SummonList::IsAnyCreatureInCombat() const
{
for (auto const& guid : storage_)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, guid))
{
if (summon->IsInCombat())
{
return true;
}
}
}
return false;
}
ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
me(creature)
{
_isHeroic = me->GetMap()->IsHeroic();
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
_invincible = false;
_canAutoAttack = true;
}
void ScriptedAI::AttackStartNoMove(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
DoStartNoMovement(who);
}
void ScriptedAI::AttackStart(Unit* who)
{
if (me->IsCombatMovementAllowed())
CreatureAI::AttackStart(who);
else
AttackStartNoMove(who);
}
void ScriptedAI::UpdateAI(uint32 /*diff*/)
{
//Check if we have a current target
if (!UpdateVictim())
return;
if (IsAutoAttackAllowed())
DoMeleeAttackIfReady();
}
void ScriptedAI::DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/)
{
if (IsInvincible() && damage >= me->GetHealth())
damage = me->GetHealth() - 1;
}
void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
{
if (victim)
me->GetMotionMaster()->MoveChase(victim, distance, angle);
}
void ScriptedAI::DoStartNoMovement(Unit* victim)
{
if (!victim)
return;
me->GetMotionMaster()->MoveIdle();
}
void ScriptedAI::DoStopAttack()
{
if (me->GetVictim())
me->AttackStop();
}
void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered)
{
if (!target || me->IsNonMeleeSpellCast(false))
return;
me->StopMoving();
me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
{
if (!source)
return;
if (!sSoundEntriesStore.LookupEntry(soundId))
{
LOG_ERROR("entities.unit.ai", "Invalid soundId {} used in DoPlaySoundToSet (Source: {})", soundId, source->GetGUID().ToString());
return;
}
source->PlayDirectSound(soundId);
}
void ScriptedAI::DoPlayMusic(uint32 soundId, bool zone)
{
ObjectList* targets = nullptr;
if (me && me->FindMap())
{
Map::PlayerList const& players = me->GetMap()->GetPlayers();
targets = new ObjectList();
if (!players.IsEmpty())
{
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
if (Player* player = i->GetSource())
{
if (player->GetZoneId() == me->GetZoneId())
{
if (!zone)
{
if (player->GetAreaId() == me->GetAreaId())
targets->push_back(player);
}
else
targets->push_back(player);
}
}
}
}
if (targets)
{
for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
(*itr)->SendPlayMusic(soundId, true);
}
delete targets;
}
}
Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
{
return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
}
void ScriptedAI::ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function exec, Milliseconds repeatMin, Milliseconds repeatMax, uint32 uniqueId)
{
if (uniqueId && IsUniqueTimedEventDone(uniqueId))
{
return;
}
scheduler.Schedule(timerMin == 0ms ? timerMax : timerMin, timerMax, [exec, repeatMin, repeatMax, uniqueId](TaskContext context)
{
exec();
if (!uniqueId)
{
repeatMax > 0ms ? context.Repeat(repeatMin, repeatMax) : context.Repeat(repeatMin);
}
});
if (uniqueId)
{
SetUniqueTimedEventDone(uniqueId);
}
}
SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
{
//No target so we can't cast
if (!target)
return nullptr;
//Silenced so we can't cast
if (me->HasUnitFlag(UNIT_FLAG_SILENCED))
return nullptr;
//Using the extended script system we first create a list of viable spells
SpellInfo const* apSpell[MAX_CREATURE_SPELLS];
memset(apSpell, 0, MAX_CREATURE_SPELLS * sizeof(SpellInfo*));
uint32 spellCount = 0;
SpellInfo const* tempSpell = nullptr;
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < MAX_CREATURE_SPELLS; i++)
{
tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
//This spell doesn't exist
if (!tempSpell)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets - 1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects - 1))))
continue;
//Check for school if specified
if (school && (tempSpell->SchoolMask & school) == 0)
continue;
//Check for spell mechanic if specified
if (mechanic && tempSpell->Mechanic != mechanic)
continue;
//Make sure that the spell uses the requested amount of power
if (powerCostMin && tempSpell->ManaCost < powerCostMin)
continue;
if (powerCostMax && tempSpell->ManaCost > powerCostMax)
continue;
//Continue if we don't have the mana to actually cast this spell
if (tempSpell->ManaCost > me->GetPower(Powers(tempSpell->PowerType)))
continue;
//Check if the spell meets our range requirements
if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
continue;
if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
continue;
//Check if our target is in range
if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
continue;
//All good so lets add it to the spell list
apSpell[spellCount] = tempSpell;
++spellCount;
}
//We got our usable spells so now lets randomly pick one
if (!spellCount)
return nullptr;
return apSpell[urand(0, spellCount - 1)];
}
void ScriptedAI::DoAddThreat(Unit* unit, float amount)
{
if (!unit)
return;
me->GetThreatMgr().AddThreat(unit, amount);
}
void ScriptedAI::DoModifyThreatByPercent(Unit* unit, int32 pct)
{
if (!unit)
return;
me->GetThreatMgr().ModifyThreatByPercent(unit, pct);
}
void ScriptedAI::DoResetThreat(Unit* unit)
{
if (!unit)
return;
me->GetThreatMgr().ResetThreat(unit);
}
void ScriptedAI::DoResetThreatList()
{
if (!me->CanHaveThreatList() || me->GetThreatMgr().isThreatListEmpty())
{
LOG_ERROR("entities.unit.ai", "DoResetThreatList called for creature that either cannot have threat list or has empty threat list (me entry = {})", me->GetEntry());
return;
}
me->GetThreatMgr().ResetAllThreat();
}
float ScriptedAI::DoGetThreat(Unit* unit)
{
if (!unit)
return 0.0f;
return me->GetThreatMgr().GetThreat(unit);
}
void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
{
if (!unit)
return;
if (Player* player = unit->ToPlayer())
player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
else
LOG_ERROR("entities.unit.ai", "Creature {} Tried to teleport non-player unit {} to x: {} y:{} z: {} o: {}. Aborted.",
me->GetGUID().ToString(), unit->GetGUID().ToString(), x, y, z, o);
}
void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
{
Map* map = me->GetMap();
if (!map->IsDungeon())
return;
Map::PlayerList const& PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->IsAlive())
player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
Unit* unit = nullptr;
Acore::MostHPMissingInRange u_check(me, range, minHPDiff);
Acore::UnitLastSearcher searcher(me, unit, u_check);
Cell::VisitObjects(me, searcher, range);
return unit;
}
std::list ScriptedAI::DoFindFriendlyCC(float range)
{
std::list list;
Acore::FriendlyCCedInRange u_check(me, range);
Acore::CreatureListSearcher searcher(me, list, u_check);
Cell::VisitObjects(me, searcher, range);
return list;
}
std::list ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
{
std::list list;
Acore::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
Acore::CreatureListSearcher searcher(me, list, u_check);
Cell::VisitObjects(me, searcher, range);
return list;
}
Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
{
Player* player = nullptr;
Acore::PlayerAtMinimumRangeAway check(me, minimumRange);
Acore::PlayerSearcher searcher(me, player, check);
Cell::VisitObjects(me, searcher, minimumRange);
return player;
}
void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
{
if (loadDefault)
{
me->LoadEquipment(me->GetOriginalEquipmentId(), true);
return;
}
if (mainHand >= 0)
{
me->SetVirtualItem(0, uint32(mainHand));
me->UpdateDamagePhysical(BASE_ATTACK);
}
if (offHand >= 0)
{
me->SetVirtualItem(1, uint32(offHand));
}
if (ranged >= 0)
{
me->SetVirtualItem(2, uint32(ranged));
me->UpdateDamagePhysical(RANGED_ATTACK);
}
}
enum eNPCs
{
NPC_BROODLORD = 12017,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860,
NPC_FREYA = 32906,
};
Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura, bool mustBeInLOS) const
{
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
std::vector tList;
for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
{
if (!me->IsWithinDistInMap(itr->GetSource(), maxdist, true, false, false) || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
continue;
if (excludeAura && itr->GetSource()->HasAura(excludeAura))
continue;
if (mustBeInLOS && !me->IsWithinLOSInMap(itr->GetSource()))
continue;
tList.push_back(itr->GetSource());
}
if (!tList.empty())
return tList[urand(0, tList.size() - 1)];
else
return nullptr;
}
// BossAI - for instanced bosses
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
instance(creature->GetInstanceScript()),
summons(creature),
_bossId(bossId),
_nextHealthCheck(0, { }, false)
{
callForHelpRange = 0.0f;
if (instance)
SetBoundary(instance->GetBossBoundary(bossId));
// Prevents updating the scheduler's timer while the creature is casting.
// Clear it in the script if you need it to update while the creature is casting.
scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
}
bool BossAI::CanRespawn()
{
if (instance)
{
if (instance->GetBossState(_bossId) == DONE)
{
return false;
}
}
return true;
}
void BossAI::_Reset()
{
if (!me->IsAlive())
return;
if (me->IsEngaged())
return;
me->SetCombatPulseDelay(0);
me->ResetLootMode();
events.Reset();
scheduler.CancelAll();
me->m_Events.KillAllEvents(false);
summons.DespawnAll();
ClearUniqueTimedEventsDone();
_healthCheckEvents.clear();
if (instance)
instance->SetBossState(_bossId, NOT_STARTED);
}
void BossAI::_JustDied()
{
events.Reset();
scheduler.CancelAll();
summons.DespawnAll();
_healthCheckEvents.clear();
if (instance)
{
instance->SetBossState(_bossId, DONE);
instance->SaveToDB();
}
}
void BossAI::_JustEngagedWith()
{
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
ScheduleTasks();
if (callForHelpRange)
{
ScheduleTimedEvent(0ms, [&]
{
me->CallForHelp(callForHelpRange);
}, 2s);
}
if (instance)
{
// bosses do not respawn, check only on enter combat
if (!instance->CheckRequiredBosses(_bossId))
{
EnterEvadeMode();
return;
}
instance->SetBossState(_bossId, IN_PROGRESS);
}
}
void BossAI::_EnterEvadeMode(EvadeReason why)
{
CreatureAI::EnterEvadeMode(why);
if (instance && instance->GetBossState(_bossId) != DONE)
{
instance->SetBossState(_bossId, NOT_STARTED);
instance->SaveToDB();
}
}
void BossAI::TeleportCheaters()
{
float x, y, z;
me->GetPosition(x, y, z);
ThreatContainer::StorageType threatList = me->GetThreatMgr().GetThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
if (Unit* target = (*itr)->getTarget())
if (target->IsPlayer() && !IsInBoundary(target))
target->NearTeleportTo(x, y, z, 0);
}
void BossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
if (me->IsEngaged())
DoZoneInCombat(summon);
}
void BossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
void BossAI::SummonedCreatureDespawnAll()
{
summons.DespawnAll();
}
void BossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
{
return;
}
events.Update(diff);
scheduler.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
{
return;
}
while (uint32 const eventId = events.ExecuteEvent())
{
ExecuteEvent(eventId);
if (me->HasUnitState(UNIT_STATE_CASTING))
{
return;
}
}
if (IsAutoAttackAllowed())
DoMeleeAttackIfReady();
}
void BossAI::OnSpellCastFinished(SpellInfo const* spellInfo, SpellFinishReason reason)
{
ScriptedAI::OnSpellCastFinished(spellInfo, reason);
// Check if any health check events are pending (i.e. waiting for the boss to stop casting.
if (_nextHealthCheck.IsPending() && me->IsInCombat())
{
_nextHealthCheck.UpdateStatus(HEALTH_CHECK_PROCESSED);
// This must be delayed because creature might still have unit state casting at this point, which might break scripts.
scheduler.Schedule(1s, [this](TaskContext context)
{
if (me->HasUnitState(UNIT_STATE_CASTING))
context.Repeat();
else
ProcessHealthCheck();
});
}
}
void BossAI::DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask)
{
ScriptedAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
if (!_nextHealthCheck.HasBeenProcessed())
{
if (me->HealthBelowPctDamaged(_nextHealthCheck._healthPct, damage))
{
if (!_nextHealthCheck._allowedWhileCasting && me->HasUnitState(UNIT_STATE_CASTING))
{
_nextHealthCheck.UpdateStatus(HEALTH_CHECK_PENDING);
return;
}
ProcessHealthCheck();
}
}
}
/**
* @brief Executes a function once the creature reaches the defined health point percent.
*
* @param healthPct The health percent at which the code will be executed.
* @param exec The fuction to be executed.
* @param allowedWhileCasting If false, the event will not be checked while the creature is casting.
*/
void BossAI::ScheduleHealthCheckEvent(uint32 healthPct, std::function exec, bool allowedWhileCasting /*=true*/)
{
_healthCheckEvents.push_back(HealthCheckEventData(healthPct, exec, HEALTH_CHECK_SCHEDULED, allowedWhileCasting));
_nextHealthCheck = _healthCheckEvents.front();
};
void BossAI::ScheduleHealthCheckEvent(std::initializer_list healthPct, std::function exec, bool allowedWhileCasting /*=true*/)
{
for (auto const& checks : healthPct)
_healthCheckEvents.push_back(HealthCheckEventData(checks, exec, HEALTH_CHECK_SCHEDULED, allowedWhileCasting));
_nextHealthCheck = _healthCheckEvents.front();
}
void BossAI::ProcessHealthCheck()
{
_nextHealthCheck.UpdateStatus(HEALTH_CHECK_PROCESSED);
_nextHealthCheck._exec();
_healthCheckEvents.remove_if([&](HealthCheckEventData data) -> bool
{
return data._healthPct == _nextHealthCheck._healthPct;
});
if (!_healthCheckEvents.empty())
_nextHealthCheck = _healthCheckEvents.front();
}
void BossAI::ScheduleEnrageTimer(uint32 spellId, Milliseconds timer, uint8 textId /*= 0*/)
{
me->m_Events.AddEventAtOffset([this, spellId, textId]
{
if (!me->IsAlive())
return;
if (textId)
Talk(textId);
DoCastSelf(spellId, true);
}, timer);
}
// WorldBossAI - for non-instanced bosses
WorldBossAI::WorldBossAI(Creature* creature) :
ScriptedAI(creature),
summons(creature)
{
}
void WorldBossAI::_Reset()
{
if (!me->IsAlive())
return;
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_JustEngagedWith()
{
Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true);
if (target)
AttackStart(target);
}
void WorldBossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true);
if (target)
summon->AI()->AttackStart(target);
}
void WorldBossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
void WorldBossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
ExecuteEvent(eventId);
DoMeleeAttackIfReady();
}
// SD2 grid searchers.
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
{
return source->FindNearestCreature(entry, maxSearchRange, alive);
}
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool onlySpawned /*= false*/)
{
return source->FindNearestGameObject(entry, maxSearchRange, onlySpawned);
}
void GetCreatureListWithEntryInGrid(std::list& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
}
void GetGameObjectListWithEntryInGrid(std::list& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
}
void GetDeadCreatureListInGrid(std::list& list, WorldObject* source, float maxSearchRange, bool alive /*= false*/)
{
source->GetDeadCreatureListInGrid(list, maxSearchRange, alive);
}