refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -64,7 +64,7 @@ void CombatAI::EnterCombat(Unit* who)
if (AISpellInfo[*i].condition == AICOND_AGGRO)
me->CastSpell(who, *i, false);
else if (AISpellInfo[*i].condition == AICOND_COMBAT)
events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand() % AISpellInfo[*i].cooldown);
}
}
@@ -81,7 +81,7 @@ void CombatAI::UpdateAI(uint32 diff)
if (uint32 spellId = events.ExecuteEvent())
{
DoCast(spellId);
events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand() % AISpellInfo[spellId].cooldown);
}
else
DoMeleeAttackIfReady();
@@ -108,7 +108,7 @@ void CasterAI::EnterCombat(Unit* who)
if (spells.empty())
return;
uint32 spell = rand()%spells.size();
uint32 spell = rand() % spells.size();
uint32 count = 0;
for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
{
@@ -219,7 +219,7 @@ bool TurretAI::CanAIAttack(const Unit* /*who*/) const
{
// TODO: use one function to replace it
if (!me->IsWithinCombatRange(me->GetVictim(), me->m_CombatDistance)
|| (m_minRange && me->IsWithinCombatRange(me->GetVictim(), m_minRange)))
|| (m_minRange && me->IsWithinCombatRange(me->GetVictim(), m_minRange)))
return false;
return true;
}

View File

@@ -15,94 +15,94 @@ class Creature;
class AggressorAI : public CreatureAI
{
public:
explicit AggressorAI(Creature* c) : CreatureAI(c) {}
public:
explicit AggressorAI(Creature* c) : CreatureAI(c) {}
void UpdateAI(uint32);
static int Permissible(const Creature*);
void UpdateAI(uint32);
static int Permissible(const Creature*);
};
typedef std::vector<uint32> SpellVct;
class CombatAI : public CreatureAI
{
public:
explicit CombatAI(Creature* c) : CreatureAI(c) {}
public:
explicit CombatAI(Creature* c) : CreatureAI(c) {}
void InitializeAI();
void Reset();
void EnterCombat(Unit* who);
void JustDied(Unit* killer);
void UpdateAI(uint32 diff);
void InitializeAI();
void Reset();
void EnterCombat(Unit* who);
void JustDied(Unit* killer);
void UpdateAI(uint32 diff);
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
protected:
EventMap events;
SpellVct spells;
protected:
EventMap events;
SpellVct spells;
};
class CasterAI : public CombatAI
{
public:
explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
void InitializeAI();
void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
void UpdateAI(uint32 diff);
void EnterCombat(Unit* /*who*/);
private:
float m_attackDist;
public:
explicit CasterAI(Creature* c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
void InitializeAI();
void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
void UpdateAI(uint32 diff);
void EnterCombat(Unit* /*who*/);
private:
float m_attackDist;
};
struct ArcherAI : public CreatureAI
{
public:
explicit ArcherAI(Creature* c);
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
public:
explicit ArcherAI(Creature* c);
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
protected:
float m_minRange;
protected:
float m_minRange;
};
struct TurretAI : public CreatureAI
{
public:
explicit TurretAI(Creature* c);
bool CanAIAttack(const Unit* who) const;
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
public:
explicit TurretAI(Creature* c);
bool CanAIAttack(const Unit* who) const;
void AttackStart(Unit* who);
void UpdateAI(uint32 diff);
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
protected:
float m_minRange;
protected:
float m_minRange;
};
#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct VehicleAI : public CreatureAI
{
public:
explicit VehicleAI(Creature* creature);
public:
explicit VehicleAI(Creature* creature);
void UpdateAI(uint32 diff);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void OnCharmed(bool apply);
void UpdateAI(uint32 diff);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void OnCharmed(bool apply);
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
static int Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
private:
void LoadConditions();
void CheckConditions(uint32 diff);
ConditionList conditions;
uint32 m_ConditionsTimer;
bool m_DoDismiss;
uint32 m_DismissTimer;
private:
void LoadConditions();
void CheckConditions(uint32 diff);
ConditionList conditions;
uint32 m_ConditionsTimer;
bool m_DoDismiss;
uint32 m_DismissTimer;
};
#endif

View File

@@ -16,49 +16,49 @@
class GameObjectAI
{
protected:
GameObject* const go;
public:
explicit GameObjectAI(GameObject* g) : go(g) {}
virtual ~GameObjectAI() {}
protected:
GameObject* const go;
public:
explicit GameObjectAI(GameObject* g) : go(g) {}
virtual ~GameObjectAI() {}
virtual void UpdateAI(uint32 /*diff*/) {}
virtual void UpdateAI(uint32 /*diff*/) {}
virtual void InitializeAI() { Reset(); }
virtual void InitializeAI() { Reset(); }
virtual void Reset() { }
virtual void Reset() { }
// Pass parameters between AI
virtual void DoAction(int32 /*param = 0 */) {}
virtual void SetGUID(uint64 /*guid*/, int32 /*id = 0 */) {}
virtual uint64 GetGUID(int32 /*id = 0 */) const { return 0; }
// Pass parameters between AI
virtual void DoAction(int32 /*param = 0 */) {}
virtual void SetGUID(uint64 /*guid*/, int32 /*id = 0 */) {}
virtual uint64 GetGUID(int32 /*id = 0 */) const { return 0; }
static int Permissible(GameObject const* go);
static int Permissible(GameObject const* go);
virtual bool GossipHello(Player* /*player*/, bool /*reportUse*/) { return false; }
virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
virtual uint32 GetDialogStatus(Player* /*player*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
virtual uint32 GetData(uint32 /*id*/) const { return 0; }
virtual void SetData64(uint32 /*id*/, uint64 /*value*/) {}
virtual uint64 GetData64(uint32 /*id*/) const { return 0; }
virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) {}
virtual void EventInform(uint32 /*eventId*/) {}
virtual void SpellHit(Unit* /*unit*/, const SpellInfo* /*spellInfo*/) {}
virtual bool GossipHello(Player* /*player*/, bool /*reportUse*/) { return false; }
virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
virtual uint32 GetDialogStatus(Player* /*player*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
virtual uint32 GetData(uint32 /*id*/) const { return 0; }
virtual void SetData64(uint32 /*id*/, uint64 /*value*/) {}
virtual uint64 GetData64(uint32 /*id*/) const { return 0; }
virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) {}
virtual void EventInform(uint32 /*eventId*/) {}
virtual void SpellHit(Unit* /*unit*/, const SpellInfo* /*spellInfo*/) {}
};
class NullGameObjectAI : public GameObjectAI
{
public:
explicit NullGameObjectAI(GameObject* g);
public:
explicit NullGameObjectAI(GameObject* g);
void UpdateAI(uint32 /*diff*/) {}
void UpdateAI(uint32 /*diff*/) {}
static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
};
#endif

View File

@@ -13,13 +13,13 @@ class Creature;
class GuardAI : public ScriptedAI
{
public:
explicit GuardAI(Creature* creature);
public:
explicit GuardAI(Creature* creature);
static int Permissible(Creature const* creature);
static int Permissible(Creature const* creature);
void Reset();
void EnterEvadeMode();
void JustDied(Unit* killer);
void Reset();
void EnterEvadeMode();
void JustDied(Unit* killer);
};
#endif

View File

@@ -12,65 +12,65 @@
class PassiveAI : public CreatureAI
{
public:
explicit PassiveAI(Creature* c);
public:
explicit PassiveAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32);
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
class PossessedAI : public CreatureAI
{
public:
explicit PossessedAI(Creature* c);
public:
explicit PossessedAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit* target);
void UpdateAI(uint32);
void EnterEvadeMode() {}
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit* target);
void UpdateAI(uint32);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
void JustDied(Unit*);
void KilledUnit(Unit* victim);
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
class NullCreatureAI : public CreatureAI
{
public:
explicit NullCreatureAI(Creature* c);
public:
explicit NullCreatureAI(Creature* c);
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32) {}
void EnterEvadeMode() {}
void OnCharmed(bool /*apply*/) {}
void MoveInLineOfSight(Unit*) {}
void AttackStart(Unit*) {}
void UpdateAI(uint32) {}
void EnterEvadeMode() {}
void OnCharmed(bool /*apply*/) {}
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
static int Permissible(const Creature*) { return PERMIT_BASE_IDLE; }
};
class CritterAI : public PassiveAI
{
public:
explicit CritterAI(Creature* c) : PassiveAI(c) { _combatTimer = 0; }
public:
explicit CritterAI(Creature* c) : PassiveAI(c) { _combatTimer = 0; }
void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
void EnterEvadeMode();
void UpdateAI(uint32);
void DamageTaken(Unit* /*done_by*/, uint32& /*damage*/, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask);
void EnterEvadeMode();
void UpdateAI(uint32);
// Xinef: Added
private:
uint32 _combatTimer;
private:
uint32 _combatTimer;
};
class TriggerAI : public NullCreatureAI
{
public:
explicit TriggerAI(Creature* c) : NullCreatureAI(c) {}
void IsSummonedBy(Unit* summoner);
public:
explicit TriggerAI(Creature* c) : NullCreatureAI(c) {}
void IsSummonedBy(Unit* summoner);
};
#endif

View File

@@ -40,12 +40,12 @@ bool PetAI::_needToStop()
return true;
// xinef: dont allow to follow targets out of visibility range
if (me->GetExactDist(me->GetVictim()) > me->GetVisibilityRange()-5.0f)
if (me->GetExactDist(me->GetVictim()) > me->GetVisibilityRange() - 5.0f)
return true;
// dont allow pets to follow targets far away from owner
if (Unit* owner = me->GetCharmerOrOwner())
if (owner->GetExactDist(me) >= (owner->GetVisibilityRange()-10.0f))
if (owner->GetExactDist(me) >= (owner->GetVisibilityRange() - 10.0f))
return true;
if (!me->_CanDetectFeignDeathOf(me->GetVictim()))
@@ -95,39 +95,39 @@ bool PetAI::_canMeleeAttack()
case ENTRY_IMP:
case ENTRY_WATER_ELEMENTAL:
case ENTRY_WATER_ELEMENTAL_PERM:
{
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = me->GetPetAutoSpellOnPos(i);
switch (spellID)
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
case IMP_FIREBOLT_RANK_1:
case IMP_FIREBOLT_RANK_2:
case IMP_FIREBOLT_RANK_3:
case IMP_FIREBOLT_RANK_4:
case IMP_FIREBOLT_RANK_5:
case IMP_FIREBOLT_RANK_6:
case IMP_FIREBOLT_RANK_7:
case IMP_FIREBOLT_RANK_8:
case IMP_FIREBOLT_RANK_9:
case WATER_ELEMENTAL_WATERBOLT_1:
case WATER_ELEMENTAL_WATERBOLT_2:
uint32 spellID = me->GetPetAutoSpellOnPos(i);
switch (spellID)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
int32 mana = me->GetPower(POWER_MANA);
case IMP_FIREBOLT_RANK_1:
case IMP_FIREBOLT_RANK_2:
case IMP_FIREBOLT_RANK_3:
case IMP_FIREBOLT_RANK_4:
case IMP_FIREBOLT_RANK_5:
case IMP_FIREBOLT_RANK_6:
case IMP_FIREBOLT_RANK_7:
case IMP_FIREBOLT_RANK_8:
case IMP_FIREBOLT_RANK_9:
case WATER_ELEMENTAL_WATERBOLT_1:
case WATER_ELEMENTAL_WATERBOLT_2:
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
int32 mana = me->GetPower(POWER_MANA);
if (mana >= spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
{
combatRange = spellInfo->GetMaxRange();
return true;
}
if (mana >= spellInfo->CalcPowerCost(me, spellInfo->GetSchoolMask()))
{
combatRange = spellInfo->GetMaxRange();
return true;
}
}
default:
break;
}
default:
break;
}
return false;
}
return false;
}
default:
break;
}
@@ -349,7 +349,7 @@ void PetAI::UpdateAllies()
Unit* owner = me->GetCharmerOrOwner();
Group* group = nullptr;
m_updateAlliesTimer = 10*IN_MILLISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
m_updateAlliesTimer = 10 * IN_MILLISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
if (!owner)
return;
@@ -622,29 +622,29 @@ void PetAI::MovementInform(uint32 moveType, uint32 data)
switch (moveType)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
break;
}
break;
}
case FOLLOW_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
}
break;
}
break;
}
default:
break;
}
@@ -698,7 +698,7 @@ bool PetAI::CanAttack(Unit* target, const SpellInfo* spellInfo)
// Stay - can attack if target is within range or commanded to
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
return (me->IsWithinMeleeRange(target) || me->GetCharmInfo()->IsCommandAttack());
// Pets attacking something (or chasing) should only switch targets if owner tells them to
if (me->GetVictim() && me->GetVictim() != target)
{
@@ -708,14 +708,14 @@ bool PetAI::CanAttack(Unit* target, const SpellInfo* spellInfo)
ownerTarget = owner->GetSelectedUnit();
else
ownerTarget = me->GetCharmerOrOwner()->GetVictim();
if (ownerTarget && me->GetCharmInfo()->IsCommandAttack())
return (target->GetGUID() == ownerTarget->GetGUID());
}
// Follow
if (me->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
return !me->GetCharmInfo()->IsReturning();
return !me->GetCharmInfo()->IsReturning();
// default, though we shouldn't ever get here
return false;

View File

@@ -34,47 +34,47 @@ enum SpecialPets
class PetAI : public CreatureAI
{
public:
public:
explicit PetAI(Creature* c);
explicit PetAI(Creature* c);
void UpdateAI(uint32);
static int Permissible(const Creature*);
void UpdateAI(uint32);
static int Permissible(const Creature*);
void KilledUnit(Unit* /*victim*/);
void AttackStart(Unit* target);
void MovementInform(uint32 moveType, uint32 data);
void OwnerAttackedBy(Unit* attacker);
void OwnerAttacked(Unit* target);
void AttackedBy(Unit* attacker);
void ReceiveEmote(Player* player, uint32 textEmote);
void KilledUnit(Unit* /*victim*/);
void AttackStart(Unit* target);
void MovementInform(uint32 moveType, uint32 data);
void OwnerAttackedBy(Unit* attacker);
void OwnerAttacked(Unit* target);
void AttackedBy(Unit* attacker);
void ReceiveEmote(Player* player, uint32 textEmote);
// The following aren't used by the PetAI but need to be defined to override
// default CreatureAI functions which interfere with the PetAI
//
void MoveInLineOfSight(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void EnterEvadeMode() {} // For fleeing, pets don't use this type of Evade mechanic
void SpellHit(Unit* caster, const SpellInfo* spellInfo);
// The following aren't used by the PetAI but need to be defined to override
// default CreatureAI functions which interfere with the PetAI
//
void MoveInLineOfSight(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
void EnterEvadeMode() {} // For fleeing, pets don't use this type of Evade mechanic
void SpellHit(Unit* caster, const SpellInfo* spellInfo);
private:
bool _isVisible(Unit*) const;
bool _needToStop(void);
void _stopAttack(void);
void _doMeleeAttack();
bool _canMeleeAttack();
private:
bool _isVisible(Unit*) const;
bool _needToStop(void);
void _stopAttack(void);
void _doMeleeAttack();
bool _canMeleeAttack();
void UpdateAllies();
void UpdateAllies();
TimeTracker i_tracker;
std::set<uint64> m_AllySet;
uint32 m_updateAlliesTimer;
float combatRange;
TimeTracker i_tracker;
std::set<uint64> m_AllySet;
uint32 m_updateAlliesTimer;
float combatRange;
Unit* SelectNextTarget(bool allowAutoSelect) const;
void HandleReturnMovement();
void DoAttack(Unit* target, bool chase);
bool CanAttack(Unit* target, const SpellInfo* spellInfo = nullptr);
void ClearCharmInfoFlags();
Unit* SelectNextTarget(bool allowAutoSelect) const;
void HandleReturnMovement();
void DoAttack(Unit* target, bool chase);
bool CanAttack(Unit* target, const SpellInfo* spellInfo = nullptr);
void ClearCharmInfoFlags();
};
#endif

View File

@@ -13,13 +13,13 @@ class Unit;
class ReactorAI : public CreatureAI
{
public:
public:
explicit ReactorAI(Creature* c) : CreatureAI(c) {}
explicit ReactorAI(Creature* c) : CreatureAI(c) {}
void MoveInLineOfSight(Unit*) {}
void UpdateAI(uint32 diff);
void MoveInLineOfSight(Unit*) {}
void UpdateAI(uint32 diff);
static int Permissible(const Creature*);
static int Permissible(const Creature*);
};
#endif

View File

@@ -68,8 +68,8 @@ void TotemAI::UpdateAI(uint32 /*diff*/)
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if (!victim ||
!victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) ||
me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim))
!victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) ||
me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim))
{
victim = nullptr;
acore::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range);
@@ -96,7 +96,7 @@ void TotemAI::AttackStart(Unit* /*victim*/)
// Sentry totem sends ping on attack
if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4));
data << me->GetGUID();
data << me->GetPositionX();
data << me->GetPositionY();

View File

@@ -15,35 +15,35 @@ class Totem;
class TotemAI : public CreatureAI
{
public:
public:
explicit TotemAI(Creature* c);
explicit TotemAI(Creature* c);
void MoveInLineOfSight(Unit* who);
void AttackStart(Unit* victim);
void EnterEvadeMode();
void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/);
void DoAction(int32 param);
void MoveInLineOfSight(Unit* who);
void AttackStart(Unit* victim);
void EnterEvadeMode();
void SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/);
void DoAction(int32 param);
void UpdateAI(uint32 diff);
static int Permissible(Creature const* creature);
void UpdateAI(uint32 diff);
static int Permissible(Creature const* creature);
private:
uint64 i_victimGuid;
private:
uint64 i_victimGuid;
};
class KillMagnetEvent : public BasicEvent
{
public:
KillMagnetEvent(Unit& self) : _self(self) { }
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
_self.setDeathState(JUST_DIED);
return true;
}
public:
KillMagnetEvent(Unit& self) : _self(self) { }
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
_self.setDeathState(JUST_DIED);
return true;
}
protected:
Unit& _self;
protected:
Unit& _self;
};
#endif

View File

@@ -31,7 +31,7 @@ void UnitAI::DoMeleeAttackIfReady()
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
Unit *victim = me->GetVictim();
Unit* victim = me->GetVictim();
if (!victim || !victim->IsInWorld())
return;
@@ -130,32 +130,40 @@ void UnitAI::DoCast(uint32 spellId)
switch (AISpellInfo[spellId].target)
{
default:
case AITARGET_SELF: target = me; break;
case AITARGET_VICTIM: target = me->GetVictim(); break;
case AITARGET_SELF:
target = me;
break;
case AITARGET_VICTIM:
target = me->GetVictim();
break;
case AITARGET_ENEMY:
{
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
//float range = GetSpellMaxRange(spellInfo, false);
target = SelectTarget(SELECT_TARGET_RANDOM, 0, spellInfo->GetMaxRange(false), playerOnly);
{
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
//float range = GetSpellMaxRange(spellInfo, false);
target = SelectTarget(SELECT_TARGET_RANDOM, 0, spellInfo->GetMaxRange(false), playerOnly);
break;
}
case AITARGET_ALLY:
target = me;
break;
case AITARGET_BUFF:
target = me;
break;
}
case AITARGET_ALLY: target = me; break;
case AITARGET_BUFF: target = me; break;
case AITARGET_DEBUFF:
{
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
float range = spellInfo->GetMaxRange(false);
{
const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
float range = spellInfo->GetMaxRange(false);
DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId);
if (!(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM)
&& targetSelector(me->GetVictim()))
target = me->GetVictim();
else
target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector);
break;
}
DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId);
if (!(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM)
&& targetSelector(me->GetVictim()))
target = me->GetVictim();
else
target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector);
break;
}
}
if (target)
@@ -213,27 +221,27 @@ void UnitAI::FillAISpellInfo()
if (!spellInfo->GetMaxRange(false))
UPDATE_TARGET(AITARGET_SELF)
else
{
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
else
{
uint32 targetType = spellInfo->Effects[j].TargetA.GetTarget();
if (targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DEST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if (targetType == TARGET_UNIT_DEST_AREA_ENEMY)
UPDATE_TARGET(AITARGET_ENEMY)
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (targetType == TARGET_UNIT_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_DEBUFF)
else if (spellInfo->IsPositive())
UPDATE_TARGET(AITARGET_BUFF)
uint32 targetType = spellInfo->Effects[j].TargetA.GetTarget();
if (targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DEST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if (targetType == TARGET_UNIT_DEST_AREA_ENEMY)
UPDATE_TARGET(AITARGET_ENEMY)
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
{
if (targetType == TARGET_UNIT_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_DEBUFF)
else if (spellInfo->IsPositive())
UPDATE_TARGET(AITARGET_BUFF)
}
}
}
}
AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime;
AIInfo->maxRange = spellInfo->GetMaxRange(false) * 3 / 4;
}
@@ -247,7 +255,7 @@ void PlayerAI::OnCharmed(bool apply)
void SimpleCharmedAI::UpdateAI(uint32 /*diff*/)
{
Creature* charmer = me->GetCharmer()->ToCreature();
Creature* charmer = me->GetCharmer()->ToCreature();
//kill self if charm aura has infinite duration
if (charmer->IsInEvadeMode())

View File

@@ -80,13 +80,13 @@ struct DefaultTargetSelector : public acore::unary_function<Unit*, bool>
// TODO: Add more checks from Spell::CheckCast
struct SpellTargetSelector : public acore::unary_function<Unit*, bool>
{
public:
SpellTargetSelector(Unit* caster, uint32 spellId);
bool operator()(Unit const* target) const;
public:
SpellTargetSelector(Unit* caster, uint32 spellId);
bool operator()(Unit const* target) const;
private:
Unit const* _caster;
SpellInfo const* _spellInfo;
private:
Unit const* _caster;
SpellInfo const* _spellInfo;
};
// Very simple target selector, will just skip main target
@@ -94,13 +94,13 @@ struct SpellTargetSelector : public acore::unary_function<Unit*, bool>
// because tank will not be in the temporary list
struct NonTankTargetSelector : public acore::unary_function<Unit*, bool>
{
public:
NonTankTargetSelector(Creature* source, bool playerOnly = true) : _source(source), _playerOnly(playerOnly) { }
bool operator()(Unit const* target) const;
public:
NonTankTargetSelector(Creature* source, bool playerOnly = true) : _source(source), _playerOnly(playerOnly) { }
bool operator()(Unit const* target) const;
private:
Creature const* _source;
bool _playerOnly;
private:
Creature const* _source;
bool _playerOnly;
};
// Simple selector for units using mana
@@ -165,165 +165,165 @@ private:
class UnitAI
{
protected:
Unit* const me;
public:
explicit UnitAI(Unit* unit) : me(unit) {}
virtual ~UnitAI() {}
protected:
Unit* const me;
public:
explicit UnitAI(Unit* unit) : me(unit) {}
virtual ~UnitAI() {}
virtual bool CanAIAttack(Unit const* /*target*/) const { return true; }
virtual void AttackStart(Unit* /*target*/);
virtual void UpdateAI(uint32 diff) = 0;
virtual bool CanAIAttack(Unit const* /*target*/) const { return true; }
virtual void AttackStart(Unit* /*target*/);
virtual void UpdateAI(uint32 diff) = 0;
virtual void InitializeAI() { if (!me->isDead()) Reset(); }
virtual void InitializeAI() { if (!me->isDead()) Reset(); }
virtual void Reset() {};
virtual void Reset() {};
// Called when unit is charmed
virtual void OnCharmed(bool apply) = 0;
// Called when unit is charmed
virtual void OnCharmed(bool apply) = 0;
// Pass parameters between AI
virtual void DoAction(int32 /*param*/) {}
virtual uint32 GetData(uint32 /*id = 0*/) const { return 0; }
virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
virtual void SetGUID(uint64 /*guid*/, int32 /*id*/ = 0) {}
virtual uint64 GetGUID(int32 /*id*/ = 0) const { return 0; }
// Pass parameters between AI
virtual void DoAction(int32 /*param*/) {}
virtual uint32 GetData(uint32 /*id = 0*/) const { return 0; }
virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
virtual void SetGUID(uint64 /*guid*/, int32 /*id*/ = 0) {}
virtual uint64 GetGUID(int32 /*id*/ = 0) const { return 0; }
Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
// Select the targets satifying the predicate.
// predicate shall extend acore::unary_function<Unit*, bool>
template <class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const& predicate)
Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
// Select the targets satifying the predicate.
// predicate shall extend acore::unary_function<Unit*, bool>
template <class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const& predicate)
{
ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
if (position >= threatlist.size())
return nullptr;
std::list<Unit*> targetList;
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
if (position >= targetList.size())
return nullptr;
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(acore::ObjectDistanceOrderPred(me));
switch (targetType)
{
ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
if (position >= threatlist.size())
return nullptr;
std::list<Unit*> targetList;
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
if (position >= targetList.size())
return nullptr;
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(acore::ObjectDistanceOrderPred(me));
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::iterator itr = targetList.begin();
std::advance(itr, position);
return *itr;
}
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
std::advance(ritr, position);
return *ritr;
}
case SELECT_TARGET_RANDOM:
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::iterator itr = targetList.begin();
std::advance(itr, urand(position, targetList.size() - 1));
return *itr;
}
default:
break;
}
return nullptr;
default:
break;
}
void SelectTargetList(std::list<Unit*>& targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
return nullptr;
}
// Select the targets satifying the predicate.
// predicate shall extend acore::unary_function<Unit*, bool>
template <class PREDICATE> void SelectTargetList(std::list<Unit*>& targetList, PREDICATE const& predicate, uint32 maxTargets, SelectAggroTarget targetType)
{
ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
if (threatlist.empty())
return;
void SelectTargetList(std::list<Unit*>& targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
// Select the targets satifying the predicate.
// predicate shall extend acore::unary_function<Unit*, bool>
template <class PREDICATE> void SelectTargetList(std::list<Unit*>& targetList, PREDICATE const& predicate, uint32 maxTargets, SelectAggroTarget targetType)
{
ThreatContainer::StorageType const& threatlist = me->getThreatManager().getThreatList();
if (threatlist.empty())
return;
if (targetList.size() < maxTargets)
return;
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(acore::ObjectDistanceOrderPred(me));
if (targetList.size() < maxTargets)
return;
if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
targetList.reverse();
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(acore::ObjectDistanceOrderPred(me));
if (targetType == SELECT_TARGET_RANDOM)
acore::Containers::RandomResizeList(targetList, maxTargets);
else
targetList.resize(maxTargets);
}
if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
targetList.reverse();
// Called at any Damage to any victim (before damage apply)
virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { }
if (targetType == SELECT_TARGET_RANDOM)
acore::Containers::RandomResizeList(targetList, maxTargets);
else
targetList.resize(maxTargets);
}
// Called at any Damage from any attacker (before damage apply)
// Note: it for recalculation damage or special reaction at damage
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/ ) {}
// Called at any Damage to any victim (before damage apply)
virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { }
// Called when the creature receives heal
virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
// Called at any Damage from any attacker (before damage apply)
// Note: it for recalculation damage or special reaction at damage
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/ ) {}
// Called when the unit heals
virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
// Called when the creature receives heal
virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
void AttackStartCaster(Unit* victim, float dist);
// Called when the unit heals
virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
void DoAddAuraToAllHostilePlayers(uint32 spellid);
void DoCast(uint32 spellId);
void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
inline void DoCastSelf(uint32 spellId, bool triggered = false) { DoCast(me, spellId, triggered); }
void DoCastToAllHostilePlayers(uint32 spellid, bool triggered = false);
void DoCastVictim(uint32 spellId, bool triggered = false);
void DoCastAOE(uint32 spellId, bool triggered = false);
void AttackStartCaster(Unit* victim, float dist);
float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
void DoAddAuraToAllHostilePlayers(uint32 spellid);
void DoCast(uint32 spellId);
void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
inline void DoCastSelf(uint32 spellId, bool triggered = false) { DoCast(me, spellId, triggered); }
void DoCastToAllHostilePlayers(uint32 spellid, bool triggered = false);
void DoCastVictim(uint32 spellId, bool triggered = false);
void DoCastAOE(uint32 spellId, bool triggered = false);
void DoMeleeAttackIfReady();
bool DoSpellAttackIfReady(uint32 spell);
float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
static AISpellInfoType* AISpellInfo;
static void FillAISpellInfo();
void DoMeleeAttackIfReady();
bool DoSpellAttackIfReady(uint32 spell);
virtual void sGossipHello(Player* /*player*/) {}
virtual void sGossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) {}
virtual void sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) {}
virtual void sQuestAccept(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestSelect(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestComplete(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) {}
virtual void sOnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
static AISpellInfoType* AISpellInfo;
static void FillAISpellInfo();
virtual void sGossipHello(Player* /*player*/) {}
virtual void sGossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) {}
virtual void sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) {}
virtual void sQuestAccept(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestSelect(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestComplete(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) {}
virtual void sOnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
};
class PlayerAI : public UnitAI
{
protected:
Player* const me;
public:
explicit PlayerAI(Player* player) : UnitAI((Unit*)player), me(player) {}
protected:
Player* const me;
public:
explicit PlayerAI(Player* player) : UnitAI((Unit*)player), me(player) {}
void OnCharmed(bool apply);
void OnCharmed(bool apply);
};
class SimpleCharmedAI : public PlayerAI
{
public:
void UpdateAI(uint32 diff);
SimpleCharmedAI(Player* player): PlayerAI(player) {}
public:
void UpdateAI(uint32 diff);
SimpleCharmedAI(Player* player): PlayerAI(player) {}
};
#endif

View File

@@ -118,8 +118,8 @@ void CreatureAI::MoveInLineOfSight(Unit* who)
// 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
!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))

View File

@@ -53,122 +53,122 @@ enum SCEquip
class CreatureAI : public UnitAI
{
protected:
Creature* const me;
protected:
Creature* const me;
bool UpdateVictim();
bool UpdateVictimWithGaze();
bool UpdateVictim();
bool UpdateVictimWithGaze();
void SetGazeOn(Unit* target);
void SetGazeOn(Unit* target);
Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {}
public:
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {}
virtual ~CreatureAI() {}
virtual ~CreatureAI() {}
/// == Reactions At =================================
/// == Reactions At =================================
// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
// Trigger Creature "Alert" state (creature can see stealthed unit)
void TriggerAlert(Unit const* who) const;
// Trigger Creature "Alert" state (creature can see stealthed unit)
void TriggerAlert(Unit const* who) const;
// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
virtual bool CanRespawn() { return true; }
// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
virtual bool CanRespawn() { return true; }
// Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode();
// Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode();
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
virtual void EnterCombat(Unit* /*victim*/) {}
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
virtual void EnterCombat(Unit* /*victim*/) {}
// Called when the creature is killed
virtual void JustDied(Unit* /*killer*/) {}
// Called when the creature is killed
virtual void JustDied(Unit* /*killer*/) {}
// Called when the creature kills a unit
virtual void KilledUnit(Unit* /*victim*/) {}
// Called when the creature kills a unit
virtual void KilledUnit(Unit* /*victim*/) {}
// Called when the creature summon successfully other creature
virtual void JustSummoned(Creature* /*summon*/) {}
virtual void IsSummonedBy(Unit* /*summoner*/) {}
// Called when the creature summon successfully other creature
virtual void JustSummoned(Creature* /*summon*/) {}
virtual void IsSummonedBy(Unit* /*summoner*/) {}
virtual void SummonedCreatureDespawn(Creature* /*summon*/) {}
virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {}
virtual void SummonedCreatureDespawn(Creature* /*summon*/) {}
virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {}
// Called when hit by a spell
virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
// Called when hit by a spell
virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
// Called when spell hits a target
virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
// Called when spell hits a target
virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
virtual void AttackedBy(Unit* /*attacker*/) {}
virtual bool IsEscorted() { return false; }
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
virtual void AttackedBy(Unit* /*attacker*/) {}
virtual bool IsEscorted() { return false; }
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() { Reset(); }
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() { Reset(); }
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
void OnCharmed(bool apply);
void OnCharmed(bool apply);
// Called at reaching home after evade
virtual void JustReachedHome() {}
// Called at reaching home after evade
virtual void JustReachedHome() {}
void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f);
void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f);
// Called at text emote receive from player
virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {}
// Called at text emote receive from player
virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {}
// Called when owner takes damage
virtual void OwnerAttackedBy(Unit* /*attacker*/) {}
// Called when owner takes damage
virtual void OwnerAttackedBy(Unit* /*attacker*/) {}
// Called when owner attacks something
virtual void OwnerAttacked(Unit* /*target*/) {}
// Called when owner attacks something
virtual void OwnerAttacked(Unit* /*target*/) {}
/// == Triggered Actions Requested ==================
/// == Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
//virtual void AttackStart(Unit*) {}
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
//virtual void AttackStart(Unit*) {}
// Called at World update tick
//virtual void UpdateAI(uint32 /*diff*/) {}
// Called at World update tick
//virtual void UpdateAI(uint32 /*diff*/) {}
/// == State checks =================================
/// == State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit*) const { return false; }
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit*) const { return false; }
// called when the corpse of this creature gets removed
virtual void CorpseRemoved(uint32& /*respawnDelay*/) {}
// called when the corpse of this creature gets removed
virtual void CorpseRemoved(uint32& /*respawnDelay*/) {}
// Called when victim entered water and creature can not enter water
//virtual bool CanReachByRangeAttack(Unit*) { return false; }
// Called when victim entered water and creature can not enter water
//virtual bool CanReachByRangeAttack(Unit*) { return false; }
/// == Fields =======================================
virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) {}
/// == Fields =======================================
virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) {}
virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { }
virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { }
virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; }
virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; }
virtual bool CanBeSeen(Player const* /*seer*/) { return true; }
virtual bool CanBeSeen(Player const* /*seer*/) { return true; }
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);
bool _EnterEvadeMode();
bool _EnterEvadeMode();
private:
bool m_MoveInLineOfSight_locked;
private:
bool m_MoveInLineOfSight_locked;
};
enum Permitions

View File

@@ -16,7 +16,7 @@
#include <type_traits>
template<typename First, typename Second, typename... Rest>
static inline First const& RAND(First const& first, Second const& second, Rest const&... rest)
static inline First const& RAND(First const& first, Second const& second, Rest const& ... rest)
{
std::reference_wrapper<typename std::add_const<First>::type> const pack[] = { first, second, rest... };
return pack[urand(0, sizeof...(rest) + 1)].get();
@@ -44,7 +44,7 @@ enum AICondition
struct AISpellInfoType
{
AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT)
, cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f){}
, cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f) {}
AITarget target;
AICondition condition;
uint32 cooldown;

View File

@@ -32,7 +32,7 @@ namespace FactorySelector
return scriptedAI;
// AIname in db
std::string ainame=creature->GetAIName();
std::string ainame = creature->GetAIName();
if (!ai_factory && !ainame.empty())
ai_factory = ai_registry.GetRegistryItem(ainame);

View File

@@ -1,6 +1,6 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
*
*
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
@@ -211,7 +211,7 @@ void ScriptedAI::DoPlayMusic(uint32 soundId, bool zone)
if (me && me->FindMap())
{
Map::PlayerList const &players = me->GetMap()->GetPlayers();
Map::PlayerList const& players = me->GetMap()->GetPlayers();
targets = new ObjectList();
if (!players.isEmpty())
@@ -278,11 +278,11 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
// 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))))
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))))
if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects - 1))))
continue;
//Check for school if specified
@@ -482,7 +482,7 @@ Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura
tList.push_back(itr->GetSource());
}
if (!tList.empty())
return tList[urand(0,tList.size()-1)];
return tList[urand(0, tList.size() - 1)];
else
return nullptr;
}

View File

@@ -80,7 +80,7 @@ public:
void DespawnAll();
template <typename T>
void DespawnIf(T const &predicate)
void DespawnIf(T const& predicate)
{
storage_.remove_if(predicate);
}
@@ -135,25 +135,25 @@ private:
class EntryCheckPredicate
{
public:
EntryCheckPredicate(uint32 entry) : _entry(entry) {}
bool operator()(uint64 guid) { return GUID_ENPART(guid) == _entry; }
public:
EntryCheckPredicate(uint32 entry) : _entry(entry) {}
bool operator()(uint64 guid) { return GUID_ENPART(guid) == _entry; }
private:
uint32 _entry;
private:
uint32 _entry;
};
class PlayerOrPetCheck
{
public:
bool operator() (WorldObject* unit) const
{
if (unit->GetTypeId() != TYPEID_PLAYER)
if (!IS_PLAYER_GUID(unit->ToUnit()->GetOwnerGUID()))
return true;
public:
bool operator() (WorldObject* unit) const
{
if (unit->GetTypeId() != TYPEID_PLAYER)
if (!IS_PLAYER_GUID(unit->ToUnit()->GetOwnerGUID()))
return true;
return false;
}
return false;
}
};
struct ScriptedAI : public CreatureAI
@@ -353,92 +353,92 @@ struct ScriptedAI : public CreatureAI
Player* SelectTargetFromPlayerList(float maxdist, uint32 excludeAura = 0, bool mustBeInLOS = false) const;
private:
Difficulty _difficulty;
uint32 _evadeCheckCooldown;
bool _isCombatMovementAllowed;
bool _isHeroic;
private:
Difficulty _difficulty;
uint32 _evadeCheckCooldown;
bool _isCombatMovementAllowed;
bool _isHeroic;
};
class BossAI : public ScriptedAI
{
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
virtual void UpdateAI(uint32 diff);
virtual void UpdateAI(uint32 diff);
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void JustReachedHome() { _JustReachedHome(); }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void JustReachedHome() { _JustReachedHome(); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
bool CheckInRoom()
{
if (CheckBoundary(me))
return true;
bool CheckInRoom()
{
if (CheckBoundary(me))
return true;
EnterEvadeMode();
return false;
}
EnterEvadeMode();
return false;
}
bool CheckBoundary(Unit* who);
void TeleportCheaters();
bool CheckBoundary(Unit* who);
void TeleportCheaters();
EventMap events;
SummonList summons;
EventMap events;
SummonList summons;
private:
BossBoundaryMap const* const _boundary;
uint32 const _bossId;
private:
BossBoundaryMap const* const _boundary;
uint32 const _bossId;
};
class WorldBossAI : public ScriptedAI
{
public:
WorldBossAI(Creature* creature);
virtual ~WorldBossAI() {}
public:
WorldBossAI(Creature* creature);
virtual ~WorldBossAI() {}
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
virtual void UpdateAI(uint32 diff);
virtual void UpdateAI(uint32 diff);
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
EventMap events;
SummonList summons;
EventMap events;
SummonList summons;
};
// SD2 grid searchers.

View File

@@ -131,7 +131,7 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
void npc_escortAI::JustRespawned()
{
RemoveEscortState(STATE_ESCORT_ESCORTING|STATE_ESCORT_RETURNING|STATE_ESCORT_PAUSED);
RemoveEscortState(STATE_ESCORT_ESCORTING | STATE_ESCORT_RETURNING | STATE_ESCORT_PAUSED);
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
@@ -432,7 +432,7 @@ void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false
if (WaypointList.empty())
{
sLog->outErrorDb("TSCR: EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
return;
}
@@ -556,7 +556,7 @@ void npc_escortAI::GenerateWaypointArray(Movement::PointsArray* points)
uint32 startingWaypointId = CurrentWP->id;
// Flying unit, just fill array
if (me->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY)))
if (me->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY)))
{
// xinef: first point in vector is unit real position
points->clear();
@@ -571,7 +571,7 @@ void npc_escortAI::GenerateWaypointArray(Movement::PointsArray* points)
std::vector<G3D::Vector3> pVector;
// xinef: first point in vector is unit real position
pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
uint32 length = (WaypointList.size() - startingWaypointId)*size;
uint32 length = (WaypointList.size() - startingWaypointId) * size;
uint32 cnt = 0;
for (std::list<Escort_Waypoint>::const_iterator itr = CurrentWP; itr != WaypointList.end() && cnt <= length; ++itr, ++cnt)
@@ -579,11 +579,11 @@ void npc_escortAI::GenerateWaypointArray(Movement::PointsArray* points)
if (pVector.size() > 2) // more than source + dest
{
G3D::Vector3 middle = (pVector[0] + pVector[pVector.size()-1]) / 2.f;
G3D::Vector3 middle = (pVector[0] + pVector[pVector.size() - 1]) / 2.f;
G3D::Vector3 offset;
bool continueLoop = false;
for (uint32 i = 1; i < pVector.size()-1; ++i)
for (uint32 i = 1; i < pVector.size() - 1; ++i)
{
offset = middle - pVector[i];
if (fabs(offset.x) >= 0xFF || fabs(offset.y) >= 0xFF || fabs(offset.z) >= 0x7F)
@@ -599,6 +599,6 @@ void npc_escortAI::GenerateWaypointArray(Movement::PointsArray* points)
// everything ok
*points = pVector;
break;
}
}
}
}

View File

@@ -38,92 +38,92 @@ enum eEscortState
struct npc_escortAI : public ScriptedAI
{
public:
explicit npc_escortAI(Creature* creature);
~npc_escortAI() {}
public:
explicit npc_escortAI(Creature* creature);
~npc_escortAI() {}
// CreatureAI functions
void AttackStart(Unit* who);
// CreatureAI functions
void AttackStart(Unit* who);
void MoveInLineOfSight(Unit* who);
void MoveInLineOfSight(Unit* who);
void JustDied(Unit*);
void JustDied(Unit*);
void JustRespawned();
void JustRespawned();
void ReturnToLastPoint();
void ReturnToLastPoint();
void EnterEvadeMode();
void EnterEvadeMode();
void UpdateAI(uint32 diff); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(uint32 diff); //used when it's needed to add code in update (abilities, scripted events, etc)
void UpdateAI(uint32 diff); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(uint32 diff); //used when it's needed to add code in update (abilities, scripted events, etc)
void MovementInform(uint32, uint32);
void MovementInform(uint32, uint32);
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime = 0); // waitTime is in ms
//this will set the current position to x/y/z/o, and the current WP to pointId.
bool SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation);
//this will set the current position to x/y/z/o, and the current WP to pointId.
bool SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation);
//this will set the current position to WP start position (if setPosition == true),
//and the current WP to pointId
bool SetNextWaypoint(uint32 pointId, bool setPosition = true);
//this will set the current position to WP start position (if setPosition == true),
//and the current WP to pointId
bool SetNextWaypoint(uint32 pointId, bool setPosition = true);
bool GetWaypointPosition(uint32 pointId, float& x, float& y, float& z);
bool GetWaypointPosition(uint32 pointId, float& x, float& y, float& z);
void GenerateWaypointArray(Movement::PointsArray* points);
void GenerateWaypointArray(Movement::PointsArray* points);
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) {}
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) {}
void Start(bool isActiveAttacker = true, bool run = false, uint64 playerGUID = 0, Quest const* quest = NULL, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
void Start(bool isActiveAttacker = true, bool run = false, uint64 playerGUID = 0, Quest const* quest = NULL, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
void SetRun(bool on = true);
void SetEscortPaused(bool on);
void SetRun(bool on = true);
void SetEscortPaused(bool on);
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
void AddEscortState(uint32 escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(uint32 escortState) { m_uiEscortState &= ~escortState; }
void AddEscortState(uint32 escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(uint32 escortState) { m_uiEscortState &= ~escortState; }
protected:
Player* GetPlayerForEscort() { return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID); }
protected:
Player* GetPlayerForEscort() { return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
private:
bool AssistPlayerInCombat(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
uint64 m_uiPlayerGUID;
uint32 m_uiWPWaitTimer;
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
uint64 m_uiPlayerGUID;
uint32 m_uiWPWaitTimer;
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
Quest const* m_pQuestForEscort; //generally passed in Start() when regular escort script.
Quest const* m_pQuestForEscort; //generally passed in Start() when regular escort script.
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
};
#endif

View File

@@ -21,48 +21,48 @@ enum eFollowState
class FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* creature);
~FollowerAI() {}
public:
explicit FollowerAI(Creature* creature);
~FollowerAI() {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
//virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 motionType, uint32 pointId);
void MovementInform(uint32 motionType, uint32 pointId);
void AttackStart(Unit*);
void AttackStart(Unit*);
void MoveInLineOfSight(Unit*);
void MoveInLineOfSight(Unit*);
void EnterEvadeMode();
void EnterEvadeMode();
void JustDied(Unit*);
void JustDied(Unit*);
void JustRespawned();
void JustRespawned();
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
protected:
Player* GetLeaderForFollower();
protected:
Player* GetLeaderForFollower();
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
bool AssistPlayerInCombat(Unit* who);
bool AssistPlayerInCombat(Unit* who);
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
const Quest* m_pQuestForFollow; //normally we have a quest
const Quest* m_pQuestForFollow; //normally we have a quest
};
#endif

View File

@@ -112,7 +112,7 @@ void SmartAI::GenerateWayPointArray(Movement::PointsArray* points)
return;
// Flying unit, just fill array
if (me->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY)))
if (me->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY)))
{
// xinef: first point in vector is unit real position
points->clear();
@@ -132,7 +132,7 @@ void SmartAI::GenerateWayPointArray(Movement::PointsArray* points)
std::vector<G3D::Vector3> pVector;
// xinef: first point in vector is unit real position
pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
uint32 length = (mWayPoints->size() - mCurrentWPID)*size;
uint32 length = (mWayPoints->size() - mCurrentWPID) * size;
uint32 cnt = 0;
uint32 wpCounter = mCurrentWPID;
@@ -145,11 +145,11 @@ void SmartAI::GenerateWayPointArray(Movement::PointsArray* points)
if (pVector.size() > 2) // more than source + dest
{
G3D::Vector3 middle = (pVector[0] + pVector[pVector.size()-1]) / 2.f;
G3D::Vector3 middle = (pVector[0] + pVector[pVector.size() - 1]) / 2.f;
G3D::Vector3 offset;
bool continueLoop = false;
for (uint32 i = 1; i < pVector.size()-1; ++i)
for (uint32 i = 1; i < pVector.size() - 1; ++i)
{
offset = middle - pVector[i];
if (fabs(offset.x) >= 0xFF || fabs(offset.y) >= 0xFF || fabs(offset.z) >= 0x7F)
@@ -516,7 +516,7 @@ bool SmartAI::IsEscortInvokerInRange()
ObjectList* targets = GetScript()->GetTargetList(SMART_ESCORT_TARGETS);
if (targets)
{
float checkDist = me->GetInstanceScript() ? SMART_ESCORT_MAX_PLAYER_DIST*2 : SMART_ESCORT_MAX_PLAYER_DIST;
float checkDist = me->GetInstanceScript() ? SMART_ESCORT_MAX_PLAYER_DIST * 2 : SMART_ESCORT_MAX_PLAYER_DIST;
if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
{
Player* player = (*targets->begin())->ToPlayer();
@@ -616,7 +616,7 @@ void SmartAI::EnterEvadeMode()
// xinef: fixes strange jumps when charming SmartAI npc
if (!me->IsAlive() || me->IsInEvadeMode())
return;
if (IS_PLAYER_GUID(me->GetCharmerGUID()) || me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
me->AttackStop();
@@ -653,7 +653,7 @@ void SmartAI::EnterEvadeMode()
else
{
me->GetMotionMaster()->MoveTargetedHome();
// xinef: do not forget to reset scripts as we wont call reached home
if (!me->HasUnitState(UNIT_STATE_EVADE))
GetScript()->OnReset();
@@ -1027,7 +1027,7 @@ void SmartAI::StopFollow(bool complete)
mFollowArrivedTimer = 1000;
mFollowArrivedEntry = 0;
mFollowCreditType = 0;
me->GetMotionMaster()->Clear(false);
me->StopMoving();
me->GetMotionMaster()->MoveIdle();
@@ -1177,23 +1177,23 @@ void SmartGameObjectAI::SpellHit(Unit* unit, const SpellInfo* spellInfo)
class SmartTrigger : public AreaTriggerScript
{
public:
public:
SmartTrigger() : AreaTriggerScript("SmartTrigger") {}
SmartTrigger() : AreaTriggerScript("SmartTrigger") {}
bool OnTrigger(Player* player, AreaTrigger const* trigger)
{
if (!player->IsAlive())
return false;
bool OnTrigger(Player* player, AreaTrigger const* trigger)
{
if (!player->IsAlive())
return false;
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->entry);
sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->entry);
#endif
SmartScript script;
script.OnInitialize(nullptr, trigger);
script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->entry);
return true;
}
SmartScript script;
script.OnInitialize(nullptr, trigger);
script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->entry);
return true;
}
};
void AddSC_SmartScripts()

View File

@@ -33,231 +33,231 @@ enum SmartEscortVars
class SmartAI : public CreatureAI
{
public:
~SmartAI(){};
explicit SmartAI(Creature* c);
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 = nullptr);
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);
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = nullptr);
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();
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
SmartScript* GetScript() { return &mScript; }
bool IsEscortInvokerInRange();
// Called when creature is spawned or respawned
void JustRespawned();
// Called when creature is spawned or respawned
void JustRespawned();
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome();
// 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 nullptr)
void EnterCombat(Unit* enemy);
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
void EnterCombat(Unit* enemy);
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode();
// 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 is killed
void JustDied(Unit* killer);
// Called when the creature kills a unit
void KilledUnit(Unit* victim);
// Called when the creature kills a unit
void KilledUnit(Unit* victim);
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature);
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature);
// Tell creature to attack and follow the victim
void AttackStart(Unit* who);
// 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 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 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 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 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 when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth);
// Called at World update tick
void UpdateAI(uint32 diff);
// Called at World update tick
void UpdateAI(uint32 diff);
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote);
// 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 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 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 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 a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit);
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay);
// 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 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 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 gets initialized, when creature is added to world
void InitializeAI();
// Called when creature gets charmed by another unit
void OnCharmed(bool apply);
// 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;
// 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
void DoAction(int32 param = 0);
// Used in scripts to share variables
uint32 GetData(uint32 id = 0) const;
// 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 SetData(uint32 id, uint32 value);
// Used in scripts to share variables
void SetGUID(uint64 guid, int32 id = 0);
// 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;
// Used in scripts to share variables
uint64 GetGUID(int32 id = 0) const;
//core related
static int32 Permissible(const Creature*);
//core related
static int32 Permissible(const Creature*);
// Called at movepoint reached
void MovepointReached(uint32 id);
// Called at movepoint reached
void MovepointReached(uint32 id);
// Makes the creature run/walk
void SetRun(bool run = true);
// Makes the creature run/walk
void SetRun(bool run = true);
void SetFly(bool fly = true);
void SetFly(bool fly = true);
void SetSwim(bool swim = true);
void SetSwim(bool swim = true);
void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
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);
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;
uint32 mEscortQuestID;
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void OnSpellClick(Unit* clicker, bool& result);
void OnSpellClick(Unit* clicker, bool& result);
// Xinef
void SetWPPauseTimer(uint32 time) { mWPPauseTimer = time; }
void SetForcedCombatMove(float dist);
// 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;
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;
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);
bool AssistPlayerInCombat(Unit* who);
uint32 mDespawnTime;
uint32 mDespawnState;
void UpdateDespawn(const uint32 diff);
uint32 mEscortInvokerCheckTimer;
bool mJustReset;
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;
// Xinef: Vehicle conditions
void CheckConditions(const uint32 diff);
ConditionList conditions;
uint32 m_ConditionsTimer;
};
class SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* g) : GameObjectAI(g) {}
~SmartGameObjectAI() {}
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);
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);
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;
protected:
SmartScript mScript;
};
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -19,314 +19,314 @@
class SmartScript
{
public:
SmartScript();
~SmartScript();
public:
SmartScript();
~SmartScript();
void OnInitialize(WorldObject* obj, AreaTrigger const* at = nullptr);
void GetScript();
void FillScript(SmartAIEventList e, WorldObject* obj, AreaTrigger const* at);
void OnInitialize(WorldObject* obj, AreaTrigger const* at = nullptr);
void GetScript();
void FillScript(SmartAIEventList e, WorldObject* obj, AreaTrigger 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 = nullptr);
void ProcessEvent(SmartScriptHolder& e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = nullptr);
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 = nullptr);
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 = nullptr);
ObjectList* GetTargets(SmartScriptHolder const& e, Unit* invoker = nullptr);
ObjectList* GetWorldObjectsInDist(float dist);
void InstallTemplate(SmartScriptHolder const& e);
SmartScriptHolder CreateSmartEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, 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 target_param4, uint32 phaseMask);
void AddEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, 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 target_param4, uint32 phaseMask);
void SetPathId(uint32 id) { mPathId = id; }
uint32 GetPathId() const { return mPathId; }
WorldObject* GetBaseObject()
void ProcessEventsFor(SMART_EVENT e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = nullptr);
void ProcessEvent(SmartScriptHolder& e, Unit* unit = NULL, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, const SpellInfo* spell = NULL, GameObject* gob = nullptr);
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 = nullptr);
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 = nullptr);
ObjectList* GetTargets(SmartScriptHolder const& e, Unit* invoker = nullptr);
ObjectList* GetWorldObjectsInDist(float dist);
void InstallTemplate(SmartScriptHolder const& e);
SmartScriptHolder CreateSmartEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, 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 target_param4, uint32 phaseMask);
void AddEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, 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 target_param4, uint32 phaseMask);
void SetPathId(uint32 id) { mPathId = id; }
uint32 GetPathId() const { return mPathId; }
WorldObject* GetBaseObject()
{
WorldObject* obj = nullptr;
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())
{
WorldObject* obj = nullptr;
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)
// check if already stored
if ((*mTargetStorage)[id]->Equals(targets))
return;
if (mTargetStorage->find(id) != mTargetStorage->end())
delete (*mTargetStorage)[id];
}
(*mTargetStorage)[id] = new ObjectGuidList(targets, GetBaseObject());
}
bool IsSmart(Creature* c = nullptr)
{
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 = nullptr)
{
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 nullptr;
}
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 = nullptr;
CellCoord p(acore::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
acore::GameObjectWithDbGUIDCheck goCheck(guid);
acore::GameObjectSearcher<acore::GameObjectWithDbGUIDCheck> checker(searchObject, gameObject, goCheck);
TypeContainerVisitor<acore::GameObjectSearcher<acore::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > objectChecker(checker);
cell.Visit(p, objectChecker, *searchObject->GetMap(), *searchObject, searchObject->GetVisibilityRange());
return gameObject;
}
Creature* FindCreatureNear(WorldObject* searchObject, uint32 guid) const
{
Creature* creature = nullptr;
CellCoord p(acore::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
acore::CreatureWithDbGUIDCheck target_check(guid);
acore::CreatureSearcher<acore::CreatureWithDbGUIDCheck> checker(searchObject, creature, target_check);
TypeContainerVisitor<acore::CreatureSearcher <acore::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))
{
// check if already stored
if ((*mTargetStorage)[id]->Equals(targets))
me = m;
go = nullptr;
}
}
if (goOrigGUID)
{
if (GameObject* o = HashMapHolder<GameObject>::Find(goOrigGUID))
{
me = nullptr;
go = o;
}
}
goOrigGUID = 0;
meOrigGUID = 0;
}
//TIMED_ACTIONLIST (script type 9 aka script9)
void SetScript9(SmartScriptHolder& e, uint32 entry);
Unit* GetLastInvoker(Unit* invoker = nullptr);
uint64 mLastInvoker;
typedef std::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;
AreaTrigger const* trigger;
SmartScriptType mScriptType;
uint32 mEventPhase;
std::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;
delete (*mTargetStorage)[id];
}
(*mTargetStorage)[id] = new ObjectGuidList(targets, GetBaseObject());
}
bool IsSmart(Creature* c = nullptr)
{
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 = nullptr)
{
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 nullptr;
}
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 = nullptr;
CellCoord p(acore::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
acore::GameObjectWithDbGUIDCheck goCheck(guid);
acore::GameObjectSearcher<acore::GameObjectWithDbGUIDCheck> checker(searchObject, gameObject, goCheck);
TypeContainerVisitor<acore::GameObjectSearcher<acore::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > objectChecker(checker);
cell.Visit(p, objectChecker, *searchObject->GetMap(), *searchObject, searchObject->GetVisibilityRange());
return gameObject;
}
Creature* FindCreatureNear(WorldObject* searchObject, uint32 guid) const
{
Creature* creature = nullptr;
CellCoord p(acore::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
acore::CreatureWithDbGUIDCheck target_check(guid);
acore::CreatureSearcher<acore::CreatureWithDbGUIDCheck> checker(searchObject, creature, target_check);
TypeContainerVisitor<acore::CreatureSearcher <acore::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 = nullptr;
}
}
if (goOrigGUID)
}
}
SmartScriptHolder FindLinkedEvent (uint32 link)
{
if (!mEvents.empty())
{
for (SmartAIEventList::iterator i = mEvents.begin(); i != mEvents.end(); ++i)
{
if (GameObject* o = HashMapHolder<GameObject>::Find(goOrigGUID))
if (i->event_id == link)
{
me = nullptr;
go = o;
return (*i);
}
}
goOrigGUID = 0;
meOrigGUID = 0;
}
//TIMED_ACTIONLIST (script type 9 aka script9)
void SetScript9(SmartScriptHolder& e, uint32 entry);
Unit* GetLastInvoker(Unit* invoker = nullptr);
uint64 mLastInvoker;
typedef std::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;
AreaTrigger const* trigger;
SmartScriptType mScriptType;
uint32 mEventPhase;
std::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;
}
SmartScriptHolder s;
return s;
}
};
#endif

View File

@@ -80,8 +80,7 @@ void SmartWaypointMgr::LoadFromDB()
last_entry = entry;
total++;
}
while (result->NextRow());
} while (result->NextRow());
sLog->outString(">> Loaded %u SmartAI waypoint paths (total %u waypoints) in %u ms", count, total, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
@@ -141,32 +140,32 @@ void SmartAIMgr::LoadSmartAIFromDB()
switch (source_type)
{
case SMART_SCRIPT_TYPE_CREATURE:
{
if (!sObjectMgr->GetCreatureTemplate((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: Creature entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
if (!sObjectMgr->GetCreatureTemplate((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: Creature entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
}
break;
}
break;
}
case SMART_SCRIPT_TYPE_GAMEOBJECT:
{
if (!sObjectMgr->GetGameObjectTemplate((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: GameObject entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
if (!sObjectMgr->GetGameObjectTemplate((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: GameObject entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
}
break;
}
break;
}
case SMART_SCRIPT_TYPE_AREATRIGGER:
{
if (!sObjectMgr->GetAreaTrigger((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: AreaTrigger entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
if (!sObjectMgr->GetAreaTrigger((uint32)temp.entryOrGuid))
{
sLog->outErrorDb("SmartAIMgr::LoadSmartAIFromDB: AreaTrigger entry (%u) does not exist, skipped loading.", uint32(temp.entryOrGuid));
continue;
}
break;
}
break;
}
case SMART_SCRIPT_TYPE_TIMED_ACTIONLIST:
break;//nothing to check, really
default:
@@ -269,8 +268,7 @@ void SmartAIMgr::LoadSmartAIFromDB()
}
// store the new event
mEventMap[source_type][temp.entryOrGuid].push_back(temp);
}
while (result->NextRow());
} while (result->NextRow());
sLog->outString(">> Loaded %u SmartAI scripts in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
@@ -284,46 +282,46 @@ bool SmartAIMgr::IsTargetValid(SmartScriptHolder const& e)
{
case SMART_TARGET_CREATURE_DISTANCE:
case SMART_TARGET_CREATURE_RANGE:
{
if (e.target.unitDistance.creature && !sObjectMgr->GetCreatureTemplate(e.target.unitDistance.creature))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Creature entry %u as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.target.unitDistance.creature);
return false;
if (e.target.unitDistance.creature && !sObjectMgr->GetCreatureTemplate(e.target.unitDistance.creature))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Creature entry %u as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.target.unitDistance.creature);
return false;
}
break;
}
break;
}
case SMART_TARGET_GAMEOBJECT_DISTANCE:
case SMART_TARGET_GAMEOBJECT_RANGE:
{
if (e.target.goDistance.entry && !sObjectMgr->GetGameObjectTemplate(e.target.goDistance.entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent GameObject entry %u as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.target.goDistance.entry);
return false;
if (e.target.goDistance.entry && !sObjectMgr->GetGameObjectTemplate(e.target.goDistance.entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent GameObject entry %u as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.target.goDistance.entry);
return false;
}
break;
}
break;
}
case SMART_TARGET_CREATURE_GUID:
{
if (e.target.unitGUID.entry && !IsCreatureValid(e, e.target.unitGUID.entry))
return false;
break;
}
{
if (e.target.unitGUID.entry && !IsCreatureValid(e, e.target.unitGUID.entry))
return false;
break;
}
case SMART_TARGET_GAMEOBJECT_GUID:
{
if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
return false;
break;
}
{
if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
return false;
break;
}
case SMART_TARGET_PLAYER_DISTANCE:
case SMART_TARGET_CLOSEST_PLAYER:
{
if (e.target.playerDistance.dist == 0)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u has maxDist 0 as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
if (e.target.playerDistance.dist == 0)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u has maxDist 0 as target_param1, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
}
break;
}
break;
}
case SMART_TARGET_PLAYER_RANGE:
case SMART_TARGET_SELF:
case SMART_TARGET_VICTIM:
@@ -369,8 +367,8 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
return false;
}
if (e.action.type <= 0
|| (e.action.type >= SMART_ACTION_TC_END && e.action.type <= SMART_ACTION_AC_START)
|| e.action.type >= SMART_ACTION_AC_END)
|| (e.action.type >= SMART_ACTION_TC_END && e.action.type <= SMART_ACTION_AC_START)
|| e.action.type >= SMART_ACTION_AC_END)
{
sLog->outErrorDb("SmartAIMgr: EntryOrGuid %d using event(%u) has an invalid action type (%u), skipped.", e.entryOrGuid, e.event_id, e.GetActionType());
return false;
@@ -402,12 +400,13 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
if (e.target.type < 0 || (e.target.type >= SMART_TARGET_TC_END && e.target.type < SMART_TARGET_AC_START) || e.target.type >= SMART_TARGET_AC_END)
{
sLog->outErrorDb("SmartAIMgr: EntryOrGuid %d using event(%u) has an invalid target type (%u), skipped.",
e.entryOrGuid, e.event_id, e.GetTargetType());
e.entryOrGuid, e.event_id, e.GetTargetType());
return false;
}
if (e.target.type == SMART_TARGET_LOOT_RECIPIENTS || e.target.type == SMART_TARGET_VEHICLE_PASSENGER) {
if (e.target.type == SMART_TARGET_LOOT_RECIPIENTS || e.target.type == SMART_TARGET_VEHICLE_PASSENGER)
{
sLog->outErrorDb("SmartAIMgr: EntryOrGuid %d using event(%u) has a target type that is not yet supported on AzerothCore (%u), skipped.",
e.entryOrGuid, e.event_id, e.GetTargetType());
e.entryOrGuid, e.event_id, e.GetTargetType());
return false;
}
if (e.event.event_phase_mask > SMART_EVENT_PHASE_ALL)
@@ -472,7 +471,8 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
break;
case SMART_EVENT_OOC_LOS:
case SMART_EVENT_IC_LOS:
if (!IsMinMaxValid(e, e.event.los.cooldownMin, e.event.los.cooldownMax)) {
if (!IsMinMaxValid(e, e.event.los.cooldownMin, e.event.los.cooldownMax))
{
return false;
}
@@ -501,17 +501,17 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
return false;
break;
case SMART_EVENT_FRIENDLY_MISSING_BUFF:
{
if (!IsSpellValid(e, e.event.missingBuff.spell))
return false;
{
if (!IsSpellValid(e, e.event.missingBuff.spell))
return false;
if (!NotNULL(e, e.event.missingBuff.radius))
return false;
if (!NotNULL(e, e.event.missingBuff.radius))
return false;
if (!IsMinMaxValid(e, e.event.missingBuff.repeatMin, e.event.missingBuff.repeatMax))
return false;
break;
}
if (!IsMinMaxValid(e, e.event.missingBuff.repeatMin, e.event.missingBuff.repeatMax))
return false;
break;
}
case SMART_EVENT_KILL:
if (!IsMinMaxValid(e, e.event.kill.cooldownMin, e.event.kill.cooldownMax))
return false;
@@ -548,84 +548,84 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
return false;
break;
case SMART_EVENT_RECEIVE_EMOTE:
{
if (e.event.emote.emote && !IsTextEmoteValid(e, e.event.emote.emote))
return false;
{
if (e.event.emote.emote && !IsTextEmoteValid(e, e.event.emote.emote))
return false;
if (!IsMinMaxValid(e, e.event.emote.cooldownMin, e.event.emote.cooldownMax))
return false;
break;
}
if (!IsMinMaxValid(e, e.event.emote.cooldownMin, e.event.emote.cooldownMax))
return false;
break;
}
case SMART_EVENT_HAS_AURA:
case SMART_EVENT_TARGET_BUFFED:
{
if (!IsSpellValid(e, e.event.aura.spell))
return false;
if (!IsMinMaxValid(e, e.event.aura.repeatMin, e.event.aura.repeatMax))
return false;
break;
}
case SMART_EVENT_TRANSPORT_ADDCREATURE:
{
if (e.event.transportAddCreature.creature && !IsCreatureValid(e, e.event.transportAddCreature.creature))
return false;
break;
}
case SMART_EVENT_MOVEMENTINFORM:
{
if (e.event.movementInform.type > NULL_MOTION_TYPE)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid Motion type %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.event.movementInform.type);
return false;
if (!IsSpellValid(e, e.event.aura.spell))
return false;
if (!IsMinMaxValid(e, e.event.aura.repeatMin, e.event.aura.repeatMax))
return false;
break;
}
case SMART_EVENT_TRANSPORT_ADDCREATURE:
{
if (e.event.transportAddCreature.creature && !IsCreatureValid(e, e.event.transportAddCreature.creature))
return false;
break;
}
case SMART_EVENT_MOVEMENTINFORM:
{
if (e.event.movementInform.type > NULL_MOTION_TYPE)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid Motion type %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.event.movementInform.type);
return false;
}
break;
}
break;
}
case SMART_EVENT_DATA_SET:
{
if (!IsMinMaxValid(e, e.event.dataSet.cooldownMin, e.event.dataSet.cooldownMax))
return false;
break;
}
{
if (!IsMinMaxValid(e, e.event.dataSet.cooldownMin, e.event.dataSet.cooldownMax))
return false;
break;
}
case SMART_EVENT_AREATRIGGER_ONTRIGGER:
{
if (e.event.areatrigger.id && !IsAreaTriggerValid(e, e.event.areatrigger.id))
return false;
break;
}
{
if (e.event.areatrigger.id && !IsAreaTriggerValid(e, e.event.areatrigger.id))
return false;
break;
}
case SMART_EVENT_TEXT_OVER:
//if (e.event.textOver.textGroupID && !IsTextValid(e, e.event.textOver.textGroupID)) return false;// 0 is a valid text group!
break;
case SMART_EVENT_LINK:
{
if (e.link && e.link == e.event_id)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u, Event %u, Link Event is linking self (infinite loop), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id);
return false;
if (e.link && e.link == e.event_id)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u, Event %u, Link Event is linking self (infinite loop), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id);
return false;
}
break;
}
break;
}
case SMART_EVENT_IS_BEHIND_TARGET:
if (!IsMinMaxValid(e, e.event.behindTarget.cooldownMin, e.event.behindTarget.cooldownMax))
return false;
break;
case SMART_EVENT_GAME_EVENT_START:
case SMART_EVENT_GAME_EVENT_END:
{
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (e.event.gameEvent.gameEventId >= events.size() || !events[e.event.gameEvent.gameEventId].isValid())
return false;
break;
}
case SMART_EVENT_ACTION_DONE:
{
if (e.event.doAction.eventId > EVENT_CHARGE)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid event id %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.event.doAction.eventId);
return false;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (e.event.gameEvent.gameEventId >= events.size() || !events[e.event.gameEvent.gameEventId].isValid())
return false;
break;
}
case SMART_EVENT_ACTION_DONE:
{
if (e.event.doAction.eventId > EVENT_CHARGE)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid event id %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.event.doAction.eventId);
return false;
}
break;
}
break;
}
case SMART_EVENT_FRIENDLY_HEALTH_PCT:
if (!IsMinMaxValid(e, e.event.friendlyHealthPct.repeatMin, e.event.friendlyHealthPct.repeatMax))
return false;
@@ -898,7 +898,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
case SMART_ACTION_SET_EVENT_PHASE:
if (e.action.setEventPhase.phase >= SMART_EVENT_PHASE_MAX)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u attempts to set phase %u. Phase mask cannot be used past phase %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.setEventPhase.phase, SMART_EVENT_PHASE_MAX-1);
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u attempts to set phase %u. Phase mask cannot be used past phase %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.setEventPhase.phase, SMART_EVENT_PHASE_MAX - 1);
return false;
}
break;
@@ -921,21 +921,21 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
case SMART_ACTION_RANDOM_PHASE:
{
if (e.action.randomPhase.phase1 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase2 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase3 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase4 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase5 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase6 >= SMART_EVENT_PHASE_MAX)
e.action.randomPhase.phase2 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase3 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase4 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase5 >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhase.phase6 >= SMART_EVENT_PHASE_MAX)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u attempts to set invalid phase, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
}
if (e.action.randomPhase.phase1 == 0 &&
e.action.randomPhase.phase2 == 0 &&
e.action.randomPhase.phase3 == 0 &&
e.action.randomPhase.phase4 == 0 &&
e.action.randomPhase.phase5 == 0 &&
e.action.randomPhase.phase6 == 0)
e.action.randomPhase.phase2 == 0 &&
e.action.randomPhase.phase3 == 0 &&
e.action.randomPhase.phase4 == 0 &&
e.action.randomPhase.phase5 == 0 &&
e.action.randomPhase.phase6 == 0)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u attempts to set invalid phase, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
@@ -945,7 +945,7 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
case SMART_ACTION_RANDOM_PHASE_RANGE: //PhaseMin, PhaseMax
{
if (e.action.randomPhaseRange.phaseMin >= SMART_EVENT_PHASE_MAX ||
e.action.randomPhaseRange.phaseMax >= SMART_EVENT_PHASE_MAX)
e.action.randomPhaseRange.phaseMax >= SMART_EVENT_PHASE_MAX)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u attempts to set invalid phase, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
@@ -1034,20 +1034,20 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
break;
}
case SMART_ACTION_CREATE_TIMED_EVENT:
{
if (!IsMinMaxValid(e, e.action.timeEvent.min, e.action.timeEvent.max))
return false;
{
if (!IsMinMaxValid(e, e.action.timeEvent.min, e.action.timeEvent.max))
return false;
if (!IsMinMaxValid(e, e.action.timeEvent.repeatMin, e.action.timeEvent.repeatMax))
return false;
break;
}
if (!IsMinMaxValid(e, e.action.timeEvent.repeatMin, e.action.timeEvent.repeatMax))
return false;
break;
}
case SMART_ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST:
{
if (!IsMinMaxValid(e, e.action.randTimedActionList.entry1, e.action.randTimedActionList.entry2))
return false;
break;
}
{
if (!IsMinMaxValid(e, e.action.randTimedActionList.entry1, e.action.randTimedActionList.entry2))
return false;
break;
}
case SMART_ACTION_SET_POWER:
case SMART_ACTION_ADD_POWER:
case SMART_ACTION_REMOVE_POWER:
@@ -1058,82 +1058,82 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
}
break;
case SMART_ACTION_GAME_EVENT_STOP:
{
return false;
uint32 eventId = e.action.gameEventStop.id;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (eventId < 1 || eventId >= events.size())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStop.id);
return false;
}
uint32 eventId = e.action.gameEventStop.id;
GameEventData const& eventData = events[eventId];
if (!eventData.isValid())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStop.id);
return false;
}
break;
}
case SMART_ACTION_GAME_EVENT_START:
{
return false;
uint32 eventId = e.action.gameEventStart.id;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (eventId < 1 || eventId >= events.size())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStart.id);
return false;
}
GameEventData const& eventData = events[eventId];
if (!eventData.isValid())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStart.id);
return false;
}
break;
}
case SMART_ACTION_EQUIP:
{
if (e.GetScriptType() == SMART_SCRIPT_TYPE_CREATURE)
{
int8 equipId = (int8)e.action.equip.entry;
if (equipId)
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (eventId < 1 || eventId >= events.size())
{
EquipmentInfo const* einfo = sObjectMgr->GetEquipmentInfo(e.entryOrGuid, equipId);
if (!einfo)
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStop.id);
return false;
}
GameEventData const& eventData = events[eventId];
if (!eventData.isValid())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStop.id);
return false;
}
break;
}
case SMART_ACTION_GAME_EVENT_START:
{
return false;
uint32 eventId = e.action.gameEventStart.id;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
if (eventId < 1 || eventId >= events.size())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStart.id);
return false;
}
GameEventData const& eventData = events[eventId];
if (!eventData.isValid())
{
sLog->outError("SmartAIMgr: Entry %u SourceType %u Event %u Action %u uses non-existent event, eventId %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), e.action.gameEventStart.id);
return false;
}
break;
}
case SMART_ACTION_EQUIP:
{
if (e.GetScriptType() == SMART_SCRIPT_TYPE_CREATURE)
{
int8 equipId = (int8)e.action.equip.entry;
if (equipId)
{
sLog->outError("SmartScript: SMART_ACTION_EQUIP uses non-existent equipment info id %u for creature %u, skipped.", equipId, e.entryOrGuid);
return false;
EquipmentInfo const* einfo = sObjectMgr->GetEquipmentInfo(e.entryOrGuid, equipId);
if (!einfo)
{
sLog->outError("SmartScript: SMART_ACTION_EQUIP uses non-existent equipment info id %u for creature %u, skipped.", equipId, e.entryOrGuid);
return false;
}
}
}
break;
}
break;
}
case SMART_ACTION_LOAD_GRID:
{
if (!acore::IsValidMapCoord(e.target.x, e.target.y))
{
sLog->outError("SmartScript: SMART_ACTION_LOAD_GRID uses invalid map coords: %u, skipped.", e.entryOrGuid);
return false;
if (!acore::IsValidMapCoord(e.target.x, e.target.y))
{
sLog->outError("SmartScript: SMART_ACTION_LOAD_GRID uses invalid map coords: %u, skipped.", e.entryOrGuid);
return false;
}
break;
}
break;
}
case SMART_ACTION_SET_IN_COMBAT_WITH_ZONE:
{
if (e.GetScriptType() == SMART_SCRIPT_TYPE_GAMEOBJECT)
{
sLog->outErrorDb("SmartScript: action_type %u is not allowed with source_type %u. Entry %u, skipped.", e.GetActionType(), e.GetScriptType(), e.entryOrGuid);
return false;
if (e.GetScriptType() == SMART_SCRIPT_TYPE_GAMEOBJECT)
{
sLog->outErrorDb("SmartScript: action_type %u is not allowed with source_type %u. Entry %u, skipped.", e.GetActionType(), e.GetScriptType(), e.entryOrGuid);
return false;
}
break;
}
break;
}
case SMART_ACTION_START_CLOSEST_WAYPOINT:
case SMART_ACTION_FOLLOW:
case SMART_ACTION_SET_ORIENTATION:

View File

@@ -1227,12 +1227,14 @@ struct SmartAction
uint32 coneAngle;
} coneSummon;
struct {
struct
{
uint32 textId;
uint32 flag;
} playerTalk;
struct {
struct
{
uint32 spell;
uint32 flags;
uint32 bp1;
@@ -1240,7 +1242,8 @@ struct SmartAction
uint32 bp3;
} castCustom;
struct {
struct
{
uint32 summonEntry;
uint32 summonDuration;
uint32 a;
@@ -1653,8 +1656,8 @@ enum SmartEventFlags
SMART_EVENT_FLAG_DEBUG_ONLY = 0x080, //Event only occurs in debug build
SMART_EVENT_FLAG_DONT_RESET = 0x100, //Event will not reset in SmartScript::OnReset()
SMART_EVENT_FLAG_DIFFICULTY_ALL = (SMART_EVENT_FLAG_DIFFICULTY_0|SMART_EVENT_FLAG_DIFFICULTY_1|SMART_EVENT_FLAG_DIFFICULTY_2|SMART_EVENT_FLAG_DIFFICULTY_3),
SMART_EVENT_FLAGS_ALL = (SMART_EVENT_FLAG_NOT_REPEATABLE|SMART_EVENT_FLAG_DIFFICULTY_ALL|SMART_EVENT_FLAG_RESERVED_5|SMART_EVENT_FLAG_RESERVED_6|SMART_EVENT_FLAG_DEBUG_ONLY|SMART_EVENT_FLAG_DONT_RESET)
SMART_EVENT_FLAG_DIFFICULTY_ALL = (SMART_EVENT_FLAG_DIFFICULTY_0 | SMART_EVENT_FLAG_DIFFICULTY_1 | SMART_EVENT_FLAG_DIFFICULTY_2 | SMART_EVENT_FLAG_DIFFICULTY_3),
SMART_EVENT_FLAGS_ALL = (SMART_EVENT_FLAG_NOT_REPEATABLE | SMART_EVENT_FLAG_DIFFICULTY_ALL | SMART_EVENT_FLAG_RESERVED_5 | SMART_EVENT_FLAG_RESERVED_6 | SMART_EVENT_FLAG_DEBUG_ONLY | SMART_EVENT_FLAG_DONT_RESET)
};
enum SmartCastFlags
@@ -1684,11 +1687,11 @@ struct SmartScriptHolder
SmartAction action;
SmartTarget target;
public:
uint32 GetScriptType() const { return (uint32)source_type; }
uint32 GetEventType() const { return (uint32)event.type; }
uint32 GetActionType() const { return (uint32)action.type; }
uint32 GetTargetType() const { return (uint32)target.type; }
public:
uint32 GetScriptType() const { return (uint32)source_type; }
uint32 GetEventType() const { return (uint32)event.type; }
uint32 GetActionType() const { return (uint32)action.type; }
uint32 GetTargetType() const { return (uint32)target.type; }
uint32 timer;
bool active;
@@ -1758,22 +1761,22 @@ typedef std::unordered_map<uint32, ObjectGuidList*> ObjectListMap;
class SmartWaypointMgr
{
SmartWaypointMgr() {}
public:
~SmartWaypointMgr();
public:
~SmartWaypointMgr();
static SmartWaypointMgr* instance();
static SmartWaypointMgr* instance();
void LoadFromDB();
void LoadFromDB();
WPPath* GetPath(uint32 id)
{
if (waypoint_map.find(id) != waypoint_map.end())
return waypoint_map[id];
else return 0;
}
WPPath* GetPath(uint32 id)
{
if (waypoint_map.find(id) != waypoint_map.end())
return waypoint_map[id];
else return 0;
}
private:
std::unordered_map<uint32, WPPath*> waypoint_map;
private:
std::unordered_map<uint32, WPPath*> waypoint_map;
};
// all events for a single entry
@@ -1785,167 +1788,167 @@ typedef std::unordered_map<int32, SmartAIEventList> SmartAIEventMap;
class SmartAIMgr
{
SmartAIMgr(){};
public:
~SmartAIMgr(){};
SmartAIMgr() {};
public:
~SmartAIMgr() {};
static SmartAIMgr* instance();
static SmartAIMgr* instance();
void LoadSmartAIFromDB();
void LoadSmartAIFromDB();
SmartAIEventList GetScript(int32 entry, SmartScriptType type)
SmartAIEventList GetScript(int32 entry, SmartScriptType type)
{
SmartAIEventList temp;
if (mEventMap[uint32(type)].find(entry) != mEventMap[uint32(type)].end())
return mEventMap[uint32(type)][entry];
else
{
SmartAIEventList temp;
if (mEventMap[uint32(type)].find(entry) != mEventMap[uint32(type)].end())
return mEventMap[uint32(type)][entry];
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
if (entry > 0) //first search is for guid (negative), do not drop error if not found
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type));
if (entry > 0) //first search is for guid (negative), do not drop error if not found
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type));
#endif
return temp;
}
return temp;
}
}
private:
//event stores
SmartAIEventMap mEventMap[SMART_SCRIPT_TYPE_MAX];
private:
//event stores
SmartAIEventMap mEventMap[SMART_SCRIPT_TYPE_MAX];
bool IsEventValid(SmartScriptHolder& e);
bool IsTargetValid(SmartScriptHolder const& e);
bool IsEventValid(SmartScriptHolder& e);
bool IsTargetValid(SmartScriptHolder const& e);
/*inline bool IsTargetValid(SmartScriptHolder e, int32 target)
/*inline bool IsTargetValid(SmartScriptHolder e, int32 target)
{
if (target < SMART_TARGET_NONE || target >= SMART_TARGET_END)
{
if (target < SMART_TARGET_NONE || target >= SMART_TARGET_END)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid Target type %d, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), target);
return false;
}
return true;
}*/
bool IsMinMaxValid(SmartScriptHolder const& e, uint32 min, uint32 max)
{
if (max < min)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses min/max params wrong (%u/%u), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), min, max);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses invalid Target type %d, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), target);
return false;
}
return true;
}*/
/*inline bool IsPercentValid(SmartScriptHolder e, int32 pct)
bool IsMinMaxValid(SmartScriptHolder const& e, uint32 min, uint32 max)
{
if (max < min)
{
if (pct < -100 || pct > 100)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u has invalid Percent set (%d), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), pct);
return false;
}
return true;
}*/
bool NotNULL(SmartScriptHolder const& e, uint32 data)
{
if (!data)
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u Parameter can not be NULL, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses min/max params wrong (%u/%u), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), min, max);
return false;
}
return true;
}
bool IsCreatureValid(SmartScriptHolder const& e, uint32 entry)
/*inline bool IsPercentValid(SmartScriptHolder e, int32 pct)
{
if (pct < -100 || pct > 100)
{
if (!sObjectMgr->GetCreatureTemplate(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Creature entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u has invalid Percent set (%d), skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), pct);
return false;
}
return true;
}*/
bool IsQuestValid(SmartScriptHolder const& e, uint32 entry)
bool NotNULL(SmartScriptHolder const& e, uint32 data)
{
if (!data)
{
if (!sObjectMgr->GetQuestTemplate(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Quest entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u Parameter can not be NULL, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType());
return false;
}
return true;
}
bool IsGameObjectValid(SmartScriptHolder const& e, uint32 entry)
bool IsCreatureValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sObjectMgr->GetCreatureTemplate(entry))
{
if (!sObjectMgr->GetGameObjectTemplate(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent GameObject entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Creature entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsSpellValid(SmartScriptHolder const& e, uint32 entry)
bool IsQuestValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sObjectMgr->GetQuestTemplate(entry))
{
if (!sSpellMgr->GetSpellInfo(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Spell entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Quest entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsItemValid(SmartScriptHolder const& e, uint32 entry)
bool IsGameObjectValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sObjectMgr->GetGameObjectTemplate(entry))
{
if (!sObjectMgr->GetItemTemplate(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Item entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent GameObject entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsTextEmoteValid(SmartScriptHolder const& e, uint32 entry)
bool IsSpellValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sSpellMgr->GetSpellInfo(entry))
{
if (!sEmotesTextStore.LookupEntry(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Text Emote entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Spell entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsEmoteValid(SmartScriptHolder const& e, uint32 entry)
bool IsItemValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sObjectMgr->GetItemTemplate(entry))
{
if (!sEmotesStore.LookupEntry(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Emote entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Item entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsAreaTriggerValid(SmartScriptHolder const& e, uint32 entry)
bool IsTextEmoteValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sEmotesTextStore.LookupEntry(entry))
{
if (!sObjectMgr->GetAreaTrigger(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent AreaTrigger entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Text Emote entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsSoundValid(SmartScriptHolder const& e, uint32 entry)
bool IsEmoteValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sEmotesStore.LookupEntry(entry))
{
if (!sSoundEntriesStore.LookupEntry(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Sound entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Emote entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
//bool IsTextValid(SmartScriptHolder const& e, uint32 id);
bool IsAreaTriggerValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sObjectMgr->GetAreaTrigger(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent AreaTrigger entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
bool IsSoundValid(SmartScriptHolder const& e, uint32 entry)
{
if (!sSoundEntriesStore.LookupEntry(entry))
{
sLog->outErrorDb("SmartAIMgr: Entry %d SourceType %u Event %u Action %u uses non-existent Sound entry %u, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.GetActionType(), entry);
return false;
}
return true;
}
//bool IsTextValid(SmartScriptHolder const& e, uint32 id);
};
#define sSmartScriptMgr SmartAIMgr::instance()