Using TC structure allowing easier patches importing

This commit is contained in:
Yehonal
2017-12-20 20:48:35 +01:00
parent 0fc4a6a153
commit 17332304fd
1197 changed files with 0 additions and 69 deletions

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef TRINITY_SMARTAI_H
#define TRINITY_SMARTAI_H
#include "Common.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Unit.h"
#include "Spell.h"
#include "SmartScript.h"
#include "SmartScriptMgr.h"
#include "GameObjectAI.h"
enum SmartEscortState
{
SMART_ESCORT_NONE = 0x000, //nothing in progress
SMART_ESCORT_ESCORTING = 0x001, //escort is in progress
SMART_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
SMART_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
};
enum SmartEscortVars
{
SMART_ESCORT_MAX_PLAYER_DIST = 60,
SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2,
};
class SmartAI : public CreatureAI
{
public:
~SmartAI(){};
explicit SmartAI(Creature* c);
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = NULL);
bool LoadPath(uint32 entry);
void PausePath(uint32 delay, bool forced = false);
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
void EndPath(bool fail = false);
void ResumePath();
WayPoint* GetNextWayPoint();
void GenerateWayPointArray(Movement::PointsArray* points);
bool HasEscortState(uint32 uiEscortState) { return (mEscortState & uiEscortState); }
void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
virtual bool IsEscorted() { return (mEscortState & SMART_ESCORT_ESCORTING); }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
void SetCombatMove(bool on);
bool CanCombatMove() { return mCanCombatMove; }
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0, bool aliveState = true);
void StopFollow(bool complete);
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
SmartScript* GetScript() { return &mScript; }
bool IsEscortInvokerInRange();
// Called when creature is spawned or respawned
void JustRespawned();
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome();
// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
void EnterCombat(Unit* enemy);
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode();
// Called when the creature is killed
void JustDied(Unit* killer);
// Called when the creature kills a unit
void KilledUnit(Unit* victim);
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature);
// Tell creature to attack and follow the victim
void AttackStart(Unit* who);
// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit* who);
// Called when hit by a spell
void SpellHit(Unit* unit, const SpellInfo* spellInfo);
// Called when spell hits a target
void SpellHitTarget(Unit* target, const SpellInfo* spellInfo);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* done_by, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
// Called when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth);
// Called at World update tick
void UpdateAI(uint32 diff);
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote);
// Called at waypoint reached or point movement finished
void MovementInform(uint32 MovementType, uint32 Data);
// Called when creature is summoned by another unit
void IsSummonedBy(Unit* summoner);
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType damagetyp);
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit);
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay);
// Called at World update tick if creature is charmed
void UpdateAIWhileCharmed(const uint32 diff);
// Called when a Player/Creature enters the creature (vehicle)
void PassengerBoarded(Unit* who, int8 seatId, bool apply);
// Called when gets initialized, when creature is added to world
void InitializeAI();
// Called when creature gets charmed by another unit
void OnCharmed(bool apply);
// Called when victim is in line of sight
bool CanAIAttack(const Unit* who) const;
// Used in scripts to share variables
void DoAction(int32 param = 0);
// Used in scripts to share variables
uint32 GetData(uint32 id = 0) const;
// Used in scripts to share variables
void SetData(uint32 id, uint32 value);
// Used in scripts to share variables
void SetGUID(uint64 guid, int32 id = 0);
// Used in scripts to share variables
uint64 GetGUID(int32 id = 0) const;
//core related
static int32 Permissible(const Creature*);
// Called at movepoint reached
void MovepointReached(uint32 id);
// Makes the creature run/walk
void SetRun(bool run = true);
void SetFly(bool fly = true);
void SetSwim(bool swim = true);
void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
void sGossipHello(Player* player);
void sGossipSelect(Player* player, uint32 sender, uint32 action);
void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code);
void sQuestAccept(Player* player, Quest const* quest);
//void sQuestSelect(Player* player, Quest const* quest);
//void sQuestComplete(Player* player, Quest const* quest);
void sQuestReward(Player* player, Quest const* quest, uint32 opt);
void sOnGameEvent(bool start, uint16 eventId);
uint32 mEscortQuestID;
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void OnSpellClick(Unit* clicker, bool& result);
// Xinef
void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
void SetForcedCombatMove(float dist);
private:
uint32 mFollowCreditType;
uint32 mFollowArrivedTimer;
uint32 mFollowCredit;
uint32 mFollowArrivedEntry;
bool mFollowArrivedAlive;
uint64 mFollowGuid;
float mFollowDist;
float mFollowAngle;
void ReturnToLastOOCPos();
void UpdatePath(const uint32 diff);
SmartScript mScript;
WPPath* mWayPoints;
uint32 mEscortState;
uint32 mCurrentWPID;
bool mWPReached;
bool mOOCReached;
uint32 mWPPauseTimer;
WayPoint* mLastWP;
uint32 mEscortNPCFlags;
uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
bool mCanRepeatPath;
bool mRun;
bool mCanAutoAttack;
bool mCanCombatMove;
bool mForcedPaused;
uint32 mInvincibilityHpLevel;
bool AssistPlayerInCombat(Unit* who);
uint32 mDespawnTime;
uint32 mDespawnState;
void UpdateDespawn(const uint32 diff);
uint32 mEscortInvokerCheckTimer;
bool mJustReset;
// Xinef: Vehicle conditions
void CheckConditions(const uint32 diff);
ConditionList conditions;
uint32 m_ConditionsTimer;
};
class SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* g) : GameObjectAI(g) {}
~SmartGameObjectAI() {}
void UpdateAI(uint32 diff);
void InitializeAI();
void Reset();
SmartScript* GetScript() { return &mScript; }
static int32 Permissible(const GameObject* g);
bool GossipHello(Player* player, bool reportUse);
bool GossipSelect(Player* player, uint32 sender, uint32 action);
bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/);
bool QuestAccept(Player* player, Quest const* quest);
bool QuestReward(Player* player, Quest const* quest, uint32 opt);
void Destroyed(Player* player, uint32 eventId);
void SetData(uint32 id, uint32 value);
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
void OnGameEvent(bool start, uint16 eventId);
void OnStateChanged(uint32 state, Unit* unit);
void EventInform(uint32 eventId);
void SpellHit(Unit* unit, const SpellInfo* spellInfo);
protected:
SmartScript mScript;
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef TRINITY_SMARTSCRIPT_H
#define TRINITY_SMARTSCRIPT_H
#include "Common.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Unit.h"
#include "Spell.h"
#include "GridNotifiers.h"
#include "SmartScriptMgr.h"
//#include "SmartAI.h"
class SmartScript
{
public:
SmartScript();
~SmartScript();
void OnInitialize(WorldObject* obj, AreaTriggerEntry const* at = NULL);
void GetScript();
void FillScript(SmartAIEventList e, WorldObject* obj, AreaTriggerEntry const* at);
void ProcessEventsFor(SMART_EVENT e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = NULL);
void ProcessEvent(SmartScriptHolder& e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = NULL);
bool CheckTimer(SmartScriptHolder const& e) const;
void RecalcTimer(SmartScriptHolder& e, uint32 min, uint32 max);
void UpdateTimer(SmartScriptHolder& e, uint32 const diff);
void InitTimer(SmartScriptHolder& e);
void ProcessAction(SmartScriptHolder& e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = NULL);
void ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = NULL);
ObjectList* GetTargets(SmartScriptHolder const& e, Unit* invoker = NULL);
ObjectList* GetWorldObjectsInDist(float dist);
void InstallTemplate(SmartScriptHolder const& e);
SmartScriptHolder CreateEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 phaseMask = 0);
void AddEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 phaseMask = 0);
void SetPathId(uint32 id) { mPathId = id; }
uint32 GetPathId() const { return mPathId; }
WorldObject* GetBaseObject()
{
WorldObject* obj = NULL;
if (me)
obj = me;
else if (go)
obj = go;
return obj;
}
bool IsUnit(WorldObject* obj)
{
return obj && obj->IsInWorld() && (obj->GetTypeId() == TYPEID_UNIT || obj->GetTypeId() == TYPEID_PLAYER);
}
bool IsPlayer(WorldObject* obj)
{
return obj && obj->IsInWorld() && obj->GetTypeId() == TYPEID_PLAYER;
}
bool IsCreature(WorldObject* obj)
{
return obj && obj->IsInWorld() && obj->GetTypeId() == TYPEID_UNIT;
}
bool IsGameObject(WorldObject* obj)
{
return obj && obj->IsInWorld() && obj->GetTypeId() == TYPEID_GAMEOBJECT;
}
void OnUpdate(const uint32 diff);
void OnMoveInLineOfSight(Unit* who);
Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff);
void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
void DoFindFriendlyMissingBuff(std::list<Creature*>& list, float range, uint32 spellid);
Unit* DoFindClosestFriendlyInRange(float range, bool playerOnly);
void StoreTargetList(ObjectList* targets, uint32 id)
{
if (!targets)
return;
if (mTargetStorage->find(id) != mTargetStorage->end())
{
// check if already stored
if ((*mTargetStorage)[id]->Equals(targets))
return;
delete (*mTargetStorage)[id];
}
(*mTargetStorage)[id] = new ObjectGuidList(targets, GetBaseObject());
}
bool IsSmart(Creature* c = NULL)
{
bool smart = true;
if (c && c->GetAIName() != "SmartAI")
smart = false;
if (!me || me->GetAIName() != "SmartAI")
smart = false;
if (!smart)
sLog->outErrorDb("SmartScript: Action target Creature(entry: %u) is not using SmartAI, action skipped to prevent crash.", c ? c->GetEntry() : (me ? me->GetEntry() : 0));
return smart;
}
bool IsSmartGO(GameObject* g = NULL)
{
bool smart = true;
if (g && g->GetAIName() != "SmartGameObjectAI")
smart = false;
if (!go || go->GetAIName() != "SmartGameObjectAI")
smart = false;
if (!smart)
sLog->outErrorDb("SmartScript: Action target GameObject(entry: %u) is not using SmartGameObjectAI, action skipped to prevent crash.", g ? g->GetEntry() : (go ? go->GetEntry() : 0));
return smart;
}
ObjectList* GetTargetList(uint32 id)
{
ObjectListMap::iterator itr = mTargetStorage->find(id);
if (itr != mTargetStorage->end())
return (*itr).second->GetObjectList();
return NULL;
}
void StoreCounter(uint32 id, uint32 value, uint32 reset)
{
CounterMap::iterator itr = mCounterList.find(id);
if (itr != mCounterList.end())
{
if (reset == 0)
itr->second += value;
else
itr->second = value;
}
else
mCounterList.insert(std::make_pair(id, value));
ProcessEventsFor(SMART_EVENT_COUNTER_SET, NULL, id);
}
uint32 GetCounterValue(uint32 id)
{
CounterMap::iterator itr = mCounterList.find(id);
if (itr != mCounterList.end())
return itr->second;
return 0;
}
GameObject* FindGameObjectNear(WorldObject* searchObject, uint32 guid) const
{
GameObject* gameObject = NULL;
CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
Trinity::GameObjectWithDbGUIDCheck goCheck(guid);
Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(searchObject, gameObject, goCheck);
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > objectChecker(checker);
cell.Visit(p, objectChecker, *searchObject->GetMap(), *searchObject, searchObject->GetVisibilityRange());
return gameObject;
}
Creature* FindCreatureNear(WorldObject* searchObject, uint32 guid) const
{
Creature* creature = NULL;
CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
Trinity::CreatureWithDbGUIDCheck target_check(guid);
Trinity::CreatureSearcher<Trinity::CreatureWithDbGUIDCheck> checker(searchObject, creature, target_check);
TypeContainerVisitor<Trinity::CreatureSearcher <Trinity::CreatureWithDbGUIDCheck>, GridTypeMapContainer > unit_checker(checker);
cell.Visit(p, unit_checker, *searchObject->GetMap(), *searchObject, searchObject->GetVisibilityRange());
return creature;
}
ObjectListMap* mTargetStorage;
void OnReset();
void ResetBaseObject()
{
if (meOrigGUID)
{
if (Creature* m = HashMapHolder<Creature>::Find(meOrigGUID))
{
me = m;
go = NULL;
}
}
if (goOrigGUID)
{
if (GameObject* o = HashMapHolder<GameObject>::Find(goOrigGUID))
{
me = NULL;
go = o;
}
}
goOrigGUID = 0;
meOrigGUID = 0;
}
//TIMED_ACTIONLIST (script type 9 aka script9)
void SetScript9(SmartScriptHolder& e, uint32 entry);
Unit* GetLastInvoker(Unit* invoker = NULL);
uint64 mLastInvoker;
typedef UNORDERED_MAP<uint32, uint32> CounterMap;
CounterMap mCounterList;
// Xinef: Fix Combat Movement
void SetActualCombatDist(uint32 dist) { mActualCombatDist = dist; }
void RestoreMaxCombatDist() { mActualCombatDist = mMaxCombatDist; }
uint32 GetActualCombatDist() const { return mActualCombatDist; }
uint32 GetMaxCombatDist() const { return mMaxCombatDist; }
// Xinef: SmartCasterAI, replace above
void SetCasterActualDist(float dist) { smartCasterActualDist = dist; }
void RestoreCasterMaxDist() { smartCasterActualDist = smartCasterMaxDist; }
Powers GetCasterPowerType() const { return smartCasterPowerType; }
float GetCasterActualDist() const { return smartCasterActualDist; }
float GetCasterMaxDist() const { return smartCasterMaxDist; }
bool AllowPhaseReset() const { return _allowPhaseReset; }
void SetPhaseReset(bool allow) { _allowPhaseReset = allow; }
private:
void IncPhase(uint32 p)
{
// Xinef: protect phase from overflowing
mEventPhase = std::min<uint32>(SMART_EVENT_PHASE_12, mEventPhase + p);
}
void DecPhase(uint32 p)
{
if (p >= mEventPhase)
mEventPhase = 0;
else
mEventPhase -= p;
}
bool IsInPhase(uint32 p) const
{
if (mEventPhase == 0)
return false;
return (1 << (mEventPhase - 1)) & p;
}
void SetPhase(uint32 p = 0) { mEventPhase = p; }
SmartAIEventList mEvents;
SmartAIEventList mInstallEvents;
SmartAIEventList mTimedActionList;
bool isProcessingTimedActionList;
Creature* me;
uint64 meOrigGUID;
GameObject* go;
uint64 goOrigGUID;
AreaTriggerEntry const* trigger;
SmartScriptType mScriptType;
uint32 mEventPhase;
UNORDERED_MAP<int32, int32> mStoredDecimals;
uint32 mPathId;
SmartAIEventStoredList mStoredEvents;
std::list<uint32> mRemIDs;
uint32 mTextTimer;
uint32 mLastTextID;
uint32 mTalkerEntry;
bool mUseTextTimer;
// Xinef: Fix Combat Movement
uint32 mActualCombatDist;
uint32 mMaxCombatDist;
// Xinef: SmartCasterAI, replace above in future
uint32 smartCasterActualDist;
uint32 smartCasterMaxDist;
Powers smartCasterPowerType;
// Xinef: misc
bool _allowPhaseReset;
SMARTAI_TEMPLATE mTemplate;
void InstallEvents();
void RemoveStoredEvent (uint32 id)
{
if (!mStoredEvents.empty())
{
for (SmartAIEventStoredList::iterator i = mStoredEvents.begin(); i != mStoredEvents.end(); ++i)
{
if (i->event_id == id)
{
mStoredEvents.erase(i);
return;
}
}
}
}
SmartScriptHolder FindLinkedEvent (uint32 link)
{
if (!mEvents.empty())
{
for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
{
if (i->event_id == link)
{
return (*i);
}
}
}
SmartScriptHolder s;
return s;
}
};
#endif

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