summaryrefslogtreecommitdiff
path: root/src/server/game/AI/CreatureAI.cpp
blob: 7d7719042a425220c73a909377e72c515c1e19dd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
/*
* Copyright (C) 2016+     AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "Creature.h"
#include "World.h"
#include "SpellMgr.h"
#include "Vehicle.h"
#include "Log.h"
#include "MapReference.h"
#include "Player.h"
#include "CreatureTextMgr.h"

//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]; }

void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= NULL*/)
{
    sCreatureTextMgr->SendChat(me, id, whisperTarget);
}

void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
{
    if (!creature)
        creature = me;

    if (!creature->CanHaveThreatList() || creature->IsInEvadeMode())
        return;

    Map* map = creature->GetMap();
    if (!map->IsDungeon())                                  //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
    {
        sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
        return;
    }

    if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
    {
        if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
            creature->AI()->AttackStart(nearTarget);
        else if (creature->IsSummon())
        {
            if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
            {
                Unit* target = summoner->getAttackerForHelper();
                if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
                    target = summoner->getThreatManager().getHostilTarget();
                if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
                    creature->AI()->AttackStart(target);
            }
        }
    }

    if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
    {
        sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
        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 (player->IsGameMaster())
                continue;

            if (player->IsAlive())
            {
                creature->SetInCombatWith(player);
                player->SetInCombatWith(creature);
                creature->AddThreat(player, 0.0f);
            }

            /* Causes certain things to never leave the threat list (Priest Lightwell, etc):
            for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
            {
                creature->SetInCombatWith(*itr);
                (*itr)->SetInCombatWith(creature);
                creature->AddThreat(*itr, 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 == true)
        return;
    m_MoveInLineOfSight_locked = true;
    MoveInLineOfSight(who);
    m_MoveInLineOfSight_locked = false;
}

void CreatureAI::MoveInLineOfSight(Unit* who)
{
    if (me->GetVictim())
        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))                      // if in combat and in dist - neutral to all can actually assist other creatures
            return;

    if (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->GetTypeId() != TYPEID_PLAYER)
        return;
    // If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
    if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || 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;
    // 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()
{
    if (!_EnterEvadeMode())
        return;

#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
    sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
#endif

    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);
}

/*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->IsInCombat())
        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->IsInCombat())
        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->getThreatManager().isThreatListEmpty())
    {
        EnterEvadeMode();
        return false;
    }

    return true;
}

bool CreatureAI::_EnterEvadeMode()
{
    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();

    // sometimes bosses stuck in combat?
    me->DeleteThreatList();
    me->CombatStop(true);
    me->LoadCreaturesAddon(true);
    me->SetLootRecipient(nullptr);
    me->ResetPlayerDamageReq();
    me->SetLastDamagedTime(0);

    if (me->IsInEvadeMode())
        return false;

    return true;
}

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(pos, 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(pos, radius);
    pos.m_positionZ += flightZ;
    return me->SummonCreature(entry, pos, summonType, despawnTime);
}