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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Refactoring part 2 [W.I.P]
This commit is contained in:
744
src/game/AI/CoreAI/PetAI.cpp
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744
src/game/AI/CoreAI/PetAI.cpp
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@@ -0,0 +1,744 @@
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PetAI.h"
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#include "Errors.h"
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#include "Pet.h"
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#include "Player.h"
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#include "DBCStores.h"
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#include "Spell.h"
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#include "ObjectAccessor.h"
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#include "SpellMgr.h"
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#include "Creature.h"
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#include "World.h"
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#include "Util.h"
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#include "Group.h"
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#include "SpellInfo.h"
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#include "SpellAuraEffects.h"
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#include "WorldSession.h"
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int PetAI::Permissible(const Creature* creature)
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{
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if (creature->IsPet())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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PetAI::PetAI(Creature* c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK)
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{
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UpdateAllies();
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}
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bool PetAI::_needToStop()
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{
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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if (me->IsCharmed() && me->GetVictim() == me->GetCharmer())
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return true;
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// xinef: dont allow to follow targets out of visibility range
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if (me->GetExactDist(me->GetVictim()) > me->GetVisibilityRange()-5.0f)
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return true;
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// dont allow pets to follow targets far away from owner
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if (Unit* owner = me->GetCharmerOrOwner())
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if (owner->GetExactDist(me) >= (owner->GetVisibilityRange()-10.0f))
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return true;
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if (!me->_CanDetectFeignDeathOf(me->GetVictim()))
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return true;
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if (me->isTargetNotAcceptableByMMaps(me->GetVictim()->GetGUID(), sWorld->GetGameTime(), me->GetVictim()))
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return true;
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return !me->CanCreatureAttack(me->GetVictim());
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}
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void PetAI::_stopAttack()
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{
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if (!me->IsAlive())
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{
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;//sLog->outStaticDebug("Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow());
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveIdle();
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me->CombatStop();
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me->getHostileRefManager().deleteReferences();
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return;
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}
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me->AttackStop();
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me->InterruptNonMeleeSpells(false);
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me->GetCharmInfo()->SetIsCommandAttack(false);
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ClearCharmInfoFlags();
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HandleReturnMovement();
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}
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void PetAI::_doMeleeAttack()
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{
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// Xinef: Imps cannot attack with melee
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if (!_canMeleeAttack())
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return;
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DoMeleeAttackIfReady();
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}
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bool PetAI::_canMeleeAttack() const
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{
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return me->GetEntry() != 416 /*ENTRY_IMP*/ &&
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me->GetEntry() != 510 /*ENTRY_WATER_ELEMENTAL*/ &&
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me->GetEntry() != 37994 /*ENTRY_WATER_ELEMENTAL_PERM*/;
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}
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void PetAI::UpdateAI(uint32 diff)
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{
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if (!me->IsAlive() || !me->GetCharmInfo())
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return;
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Unit* owner = me->GetCharmerOrOwner();
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if (m_updateAlliesTimer <= diff)
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// UpdateAllies self set update timer
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UpdateAllies();
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else
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m_updateAlliesTimer -= diff;
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if (me->GetVictim() && me->GetVictim()->IsAlive())
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{
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// is only necessary to stop casting, the pet must not exit combat
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if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->InterruptNonMeleeSpells(false);
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return;
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}
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if (_needToStop())
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{
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;//sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
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_stopAttack();
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return;
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}
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// Check before attacking to prevent pets from leaving stay position
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if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
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{
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if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
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_doMeleeAttack();
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}
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else
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_doMeleeAttack();
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}
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else if (!me->GetCharmInfo() || (!me->GetCharmInfo()->GetForcedSpell() && !me->HasUnitState(UNIT_STATE_CASTING)))
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{
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if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
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{
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// Every update we need to check targets only in certain cases
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// Aggressive - Allow auto select if owner or pet don't have a target
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// Stay - Only pick from pet or owner targets / attackers so targets won't run by
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// while chasing our owner. Don't do auto select.
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// All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
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Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));
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if (nextTarget)
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AttackStart(nextTarget);
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else
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HandleReturnMovement();
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}
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else
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HandleReturnMovement();
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}
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// xinef: charm info must be always available
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if (!me->GetCharmInfo())
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return;
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// Autocast (casted only in combat or persistent spells in any state)
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if (!me->HasUnitState(UNIT_STATE_CASTING))
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{
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if (owner && owner->GetTypeId() == TYPEID_PLAYER && me->GetCharmInfo()->GetForcedSpell() && me->GetCharmInfo()->GetForcedTarget())
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{
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owner->ToPlayer()->GetSession()->HandlePetActionHelper(me, me->GetGUID(), abs(me->GetCharmInfo()->GetForcedSpell()), ACT_ENABLED, me->GetCharmInfo()->GetForcedTarget());
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// xinef: if spell was casted properly and we are in passive mode, handle return
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if (!me->GetCharmInfo()->GetForcedSpell() && me->HasReactState(REACT_PASSIVE))
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{
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if (me->HasUnitState(UNIT_STATE_CASTING))
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{
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me->GetMotionMaster()->Clear(false);
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me->StopMoving();
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}
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else
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_stopAttack();
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}
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return;
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}
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// xinef: dont allow ghouls to cast spells below 75 energy
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if (me->IsPet() && me->ToPet()->IsPetGhoul() && me->GetPower(POWER_ENERGY) < 75)
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return;
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typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
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TargetSpellList targetSpellStore;
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for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
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{
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uint32 spellID = me->GetPetAutoSpellOnPos(i);
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if (!spellID)
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continue;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
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if (!spellInfo)
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continue;
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if (me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
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continue;
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// check spell cooldown, this should be checked in CheckCast...
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if (me->HasSpellCooldown(spellInfo->Id))
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continue;
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if (spellInfo->IsPositive())
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{
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if (spellInfo->CanBeUsedInCombat())
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{
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// Check if we're in combat or commanded to attack
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if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
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continue;
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}
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Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
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spell->LoadScripts(); // xinef: load for CanAutoCast (calling CheckPetCast)
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bool spellUsed = false;
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// Some spells can target enemy or friendly (DK Ghoul's Leap)
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// Check for enemy first (pet then owner)
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Unit* target = me->getAttackerForHelper();
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if (!target && owner)
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target = owner->getAttackerForHelper();
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if (target)
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{
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if (CanAttack(target) && spell->CanAutoCast(target))
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{
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targetSpellStore.push_back(std::make_pair(target, spell));
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spellUsed = true;
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}
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}
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// No enemy, check friendly
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if (!spellUsed)
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{
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for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
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{
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Unit* ally = ObjectAccessor::GetUnit(*me, *tar);
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//only buff targets that are in combat, unless the spell can only be cast while out of combat
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if (!ally)
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continue;
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if (spell->CanAutoCast(ally))
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{
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targetSpellStore.push_back(std::make_pair(ally, spell));
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spellUsed = true;
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break;
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}
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}
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}
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// No valid targets at all
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if (!spellUsed)
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delete spell;
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}
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else if (me->GetVictim() && CanAttack(me->GetVictim(), spellInfo) && spellInfo->CanBeUsedInCombat())
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{
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Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
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if (spell->CanAutoCast(me->GetVictim()))
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targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
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else
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delete spell;
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}
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}
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//found units to cast on to
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if (!targetSpellStore.empty())
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{
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uint32 index = urand(0, targetSpellStore.size() - 1);
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Spell* spell = targetSpellStore[index].second;
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Unit* target = targetSpellStore[index].first;
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targetSpellStore.erase(targetSpellStore.begin() + index);
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SpellCastTargets targets;
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targets.SetUnitTarget(target);
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if (!me->HasInArc(M_PI, target))
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{
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me->SetInFront(target);
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if (target && target->GetTypeId() == TYPEID_PLAYER)
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me->SendUpdateToPlayer(target->ToPlayer());
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if (owner && owner->GetTypeId() == TYPEID_PLAYER)
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me->SendUpdateToPlayer(owner->ToPlayer());
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}
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me->AddSpellCooldown(spell->m_spellInfo->Id, 0, 0);
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spell->prepare(&targets);
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}
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// deleted cached Spell objects
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for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
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delete itr->second;
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}
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}
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void PetAI::UpdateAllies()
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{
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Unit* owner = me->GetCharmerOrOwner();
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Group* group = NULL;
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m_updateAlliesTimer = 10*IN_MILLISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
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if (!owner)
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return;
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else if (owner->GetTypeId() == TYPEID_PLAYER)
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group = owner->ToPlayer()->GetGroup();
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//only pet and owner/not in group->ok
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if (m_AllySet.size() == 2 && !group)
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return;
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//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
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if (group && !group->isRaidGroup() && m_AllySet.size() == (group->GetMembersCount() + 2))
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return;
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m_AllySet.clear();
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m_AllySet.insert(me->GetGUID());
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if (group) //add group
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{
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for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
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{
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Player* Target = itr->GetSource();
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if (!Target || !Target->IsInMap(owner) || !group->SameSubGroup(owner->ToPlayer(), Target))
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continue;
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if (Target->GetGUID() == owner->GetGUID())
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continue;
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m_AllySet.insert(Target->GetGUID());
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}
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}
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else //remove group
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m_AllySet.insert(owner->GetGUID());
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}
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void PetAI::KilledUnit(Unit* victim)
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{
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// Called from Unit::Kill() in case where pet or owner kills something
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// if owner killed this victim, pet may still be attacking something else
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if (me->GetVictim() && me->GetVictim() != victim)
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return;
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// Xinef: if pet is channeling a spell and owner killed something different, dont interrupt it
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if (me->HasUnitState(UNIT_STATE_CASTING) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) != victim->GetGUID())
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return;
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// Clear target just in case. May help problem where health / focus / mana
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// regen gets stuck. Also resets attack command.
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// Can't use _stopAttack() because that activates movement handlers and ignores
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// next target selection
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me->AttackStop();
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me->InterruptNonMeleeSpells(false);
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// Before returning to owner, see if there are more things to attack
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if (Unit* nextTarget = SelectNextTarget(false))
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AttackStart(nextTarget);
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else
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HandleReturnMovement(); // Return
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}
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void PetAI::AttackStart(Unit* target)
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{
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// Overrides Unit::AttackStart to correctly evaluate Pet states
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// Check all pet states to decide if we can attack this target
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if (!CanAttack(target))
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return;
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// Only chase if not commanded to stay or if stay but commanded to attack
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DoAttack(target, (!me->GetCharmInfo()->HasCommandState(COMMAND_STAY) || me->GetCharmInfo()->IsCommandAttack()));
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}
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void PetAI::OwnerAttackedBy(Unit* attacker)
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{
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// Called when owner takes damage. This function helps keep pets from running off
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// simply due to owner gaining aggro.
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if (!attacker)
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return;
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// Passive pets don't do anything
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if (me->HasReactState(REACT_PASSIVE))
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return;
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|
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// Prevent pet from disengaging from current target
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if (me->GetVictim() && me->GetVictim()->IsAlive())
|
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return;
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// Continue to evaluate and attack if necessary
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AttackStart(attacker);
|
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}
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void PetAI::OwnerAttacked(Unit* target)
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{
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// Called when owner attacks something. Allows defensive pets to know
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// that they need to assist
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||||
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// Target might be NULL if called from spell with invalid cast targets
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if (!target)
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return;
|
||||
|
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// Passive pets don't do anything
|
||||
if (me->HasReactState(REACT_PASSIVE))
|
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return;
|
||||
|
||||
// Prevent pet from disengaging from current target
|
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if (me->GetVictim() && me->GetVictim()->IsAlive())
|
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return;
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|
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// Continue to evaluate and attack if necessary
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AttackStart(target);
|
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}
|
||||
|
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Unit* PetAI::SelectNextTarget(bool allowAutoSelect) const
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{
|
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// Provides next target selection after current target death.
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// This function should only be called internally by the AI
|
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// Targets are not evaluated here for being valid targets, that is done in _CanAttack()
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// The parameter: allowAutoSelect lets us disable aggressive pet auto targeting for certain situations
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||||
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// Passive pets don't do next target selection
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if (me->HasReactState(REACT_PASSIVE))
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return NULL;
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// Check pet attackers first so we don't drag a bunch of targets to the owner
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if (Unit* myAttacker = me->getAttackerForHelper())
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if (!myAttacker->HasBreakableByDamageCrowdControlAura() && me->_CanDetectFeignDeathOf(myAttacker) && me->CanCreatureAttack(myAttacker) && !me->isTargetNotAcceptableByMMaps(myAttacker->GetGUID(), sWorld->GetGameTime(), myAttacker))
|
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return myAttacker;
|
||||
|
||||
// Check pet's attackers first to prevent dragging mobs back to owner
|
||||
if (me->HasAuraType(SPELL_AURA_MOD_TAUNT))
|
||||
{
|
||||
const Unit::AuraEffectList& tauntAuras = me->GetAuraEffectsByType(SPELL_AURA_MOD_TAUNT);
|
||||
if (!tauntAuras.empty())
|
||||
for (Unit::AuraEffectList::const_reverse_iterator itr = tauntAuras.rbegin(); itr != tauntAuras.rend(); ++itr)
|
||||
if (Unit* caster = (*itr)->GetCaster())
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||||
if (me->_CanDetectFeignDeathOf(caster) && me->CanCreatureAttack(caster) && !caster->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, me->GetGUID()))
|
||||
return caster;
|
||||
}
|
||||
|
||||
// Not sure why we wouldn't have an owner but just in case...
|
||||
Unit* owner = me->GetCharmerOrOwner();
|
||||
if (!owner)
|
||||
return NULL;
|
||||
|
||||
// Check owner attackers
|
||||
if (Unit* ownerAttacker = owner->getAttackerForHelper())
|
||||
if (!ownerAttacker->HasBreakableByDamageCrowdControlAura() && me->_CanDetectFeignDeathOf(ownerAttacker) && me->CanCreatureAttack(ownerAttacker) && !me->isTargetNotAcceptableByMMaps(ownerAttacker->GetGUID(), sWorld->GetGameTime(), ownerAttacker))
|
||||
return ownerAttacker;
|
||||
|
||||
// Check owner victim
|
||||
// 3.0.2 - Pets now start attacking their owners victim in defensive mode as soon as the hunter does
|
||||
if (Unit* ownerVictim = owner->GetVictim())
|
||||
if (me->_CanDetectFeignDeathOf(ownerVictim) && me->CanCreatureAttack(ownerVictim) && !me->isTargetNotAcceptableByMMaps(ownerVictim->GetGUID(), sWorld->GetGameTime(), ownerVictim))
|
||||
return ownerVictim;
|
||||
|
||||
// Neither pet or owner had a target and aggressive pets can pick any target
|
||||
// To prevent aggressive pets from chain selecting targets and running off, we
|
||||
// only select a random target if certain conditions are met.
|
||||
if (allowAutoSelect)
|
||||
if (!me->GetCharmInfo()->IsReturning() || me->GetCharmInfo()->IsFollowing() || me->GetCharmInfo()->IsAtStay())
|
||||
if (Unit* nearTarget = me->ToCreature()->SelectNearestTargetInAttackDistance(MAX_AGGRO_RADIUS))
|
||||
return nearTarget;
|
||||
|
||||
// Default - no valid targets
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void PetAI::HandleReturnMovement()
|
||||
{
|
||||
// Handles moving the pet back to stay or owner
|
||||
|
||||
// Prevent activating movement when under control of spells
|
||||
// such as "Eyes of the Beast"
|
||||
if (me->isPossessed())
|
||||
return;
|
||||
|
||||
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
|
||||
{
|
||||
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
|
||||
{
|
||||
if (me->GetCharmInfo()->HasStayPosition())
|
||||
{
|
||||
// Return to previous position where stay was clicked
|
||||
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
|
||||
{
|
||||
float x, y, z;
|
||||
me->GetCharmInfo()->GetStayPosition(x, y, z);
|
||||
ClearCharmInfoFlags();
|
||||
me->GetCharmInfo()->SetIsReturning(true);
|
||||
me->GetMotionMaster()->Clear();
|
||||
me->GetMotionMaster()->MovePoint(me->GetUInt32Value(OBJECT_FIELD_GUID), x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else // COMMAND_FOLLOW
|
||||
{
|
||||
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
|
||||
{
|
||||
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
|
||||
{
|
||||
ClearCharmInfoFlags();
|
||||
me->GetCharmInfo()->SetIsReturning(true);
|
||||
me->GetMotionMaster()->Clear();
|
||||
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
me->GetCharmInfo()->SetForcedSpell(0);
|
||||
me->GetCharmInfo()->SetForcedTargetGUID(0);
|
||||
|
||||
// xinef: remember that npcs summoned by npcs can also be pets
|
||||
me->DeleteThreatList();
|
||||
me->ClearInPetCombat();
|
||||
}
|
||||
|
||||
void PetAI::SpellHit(Unit* caster, const SpellInfo* spellInfo)
|
||||
{
|
||||
// Xinef: taunt behavior code
|
||||
if (spellInfo->HasAura(SPELL_AURA_MOD_TAUNT) && !me->HasReactState(REACT_PASSIVE))
|
||||
{
|
||||
me->GetCharmInfo()->SetForcedSpell(0);
|
||||
me->GetCharmInfo()->SetForcedTargetGUID(0);
|
||||
AttackStart(caster);
|
||||
}
|
||||
}
|
||||
|
||||
void PetAI::DoAttack(Unit* target, bool chase)
|
||||
{
|
||||
// Handles attack with or without chase and also resets flags
|
||||
// for next update / creature kill
|
||||
|
||||
if (me->Attack(target, true))
|
||||
{
|
||||
// xinef: properly fix fake combat after pet is sent to attack
|
||||
if (Unit* owner = me->GetOwner())
|
||||
owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
|
||||
|
||||
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
|
||||
|
||||
// Play sound to let the player know the pet is attacking something it picked on its own
|
||||
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
|
||||
me->SendPetAIReaction(me->GetGUID());
|
||||
|
||||
if (CharmInfo* ci = me->GetCharmInfo())
|
||||
{
|
||||
ci->SetIsAtStay(false);
|
||||
ci->SetIsCommandFollow(false);
|
||||
ci->SetIsFollowing(false);
|
||||
ci->SetIsReturning(false);
|
||||
}
|
||||
|
||||
if (chase)
|
||||
{
|
||||
me->GetMotionMaster()->MoveChase(target, !_canMeleeAttack() ? 20.0f: 0.0f, me->GetAngle(target));
|
||||
}
|
||||
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
|
||||
{
|
||||
me->GetCharmInfo()->SetIsAtStay(true);
|
||||
me->GetMotionMaster()->MovementExpiredOnSlot(MOTION_SLOT_ACTIVE, false);
|
||||
me->GetMotionMaster()->MoveIdle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PetAI::MovementInform(uint32 moveType, uint32 data)
|
||||
{
|
||||
// Receives notification when pet reaches stay or follow owner
|
||||
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();
|
||||
}
|
||||
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);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool PetAI::CanAttack(Unit* target, const SpellInfo* spellInfo)
|
||||
{
|
||||
// Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags
|
||||
// IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks
|
||||
|
||||
// Hmmm...
|
||||
if (!target)
|
||||
return false;
|
||||
|
||||
if (!target->IsAlive())
|
||||
{
|
||||
// xinef: if target is invalid, pet should evade automaticly
|
||||
// Clear target to prevent getting stuck on dead targets
|
||||
//me->AttackStop();
|
||||
//me->InterruptNonMeleeSpells(false);
|
||||
return false;
|
||||
}
|
||||
|
||||
// xinef: check unit states of pet
|
||||
if (me->HasUnitState(UNIT_STATE_LOST_CONTROL))
|
||||
return false;
|
||||
|
||||
// xinef: pets of mounted players have stunned flag only, check this also
|
||||
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED))
|
||||
return false;
|
||||
|
||||
// pussywizard: ZOMG! TEMP!
|
||||
if (!me->GetCharmInfo())
|
||||
{
|
||||
sLog->outMisc("PetAI::CanAttack (A1) - %u, %u", me->GetEntry(), GUID_LOPART(me->GetOwnerGUID()));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Passive - passive pets can attack if told to
|
||||
if (me->HasReactState(REACT_PASSIVE))
|
||||
return me->GetCharmInfo()->IsCommandAttack();
|
||||
|
||||
// CC - mobs under crowd control can be attacked if owner commanded
|
||||
if (target->HasBreakableByDamageCrowdControlAura() && (!spellInfo || !spellInfo->HasAttribute(SPELL_ATTR4_DAMAGE_DOESNT_BREAK_AURAS)))
|
||||
return me->GetCharmInfo()->IsCommandAttack();
|
||||
|
||||
// Returning - pets ignore attacks only if owner clicked follow
|
||||
if (me->GetCharmInfo()->IsReturning())
|
||||
return !me->GetCharmInfo()->IsCommandFollow();
|
||||
|
||||
// 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)
|
||||
{
|
||||
// Check if our owner selected this target and clicked "attack"
|
||||
Unit* ownerTarget = NULL;
|
||||
if (Player* owner = me->GetCharmerOrOwner()->ToPlayer())
|
||||
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();
|
||||
|
||||
// default, though we shouldn't ever get here
|
||||
return false;
|
||||
}
|
||||
|
||||
void PetAI::ReceiveEmote(Player* player, uint32 emote)
|
||||
{
|
||||
if (me->GetOwnerGUID() && me->GetOwnerGUID() == player->GetGUID())
|
||||
switch (emote)
|
||||
{
|
||||
case TEXT_EMOTE_COWER:
|
||||
if (me->IsPet() && me->ToPet()->IsPetGhoul())
|
||||
me->HandleEmoteCommand(/*EMOTE_ONESHOT_ROAR*/EMOTE_ONESHOT_OMNICAST_GHOUL);
|
||||
break;
|
||||
case TEXT_EMOTE_ANGRY:
|
||||
if (me->IsPet() && me->ToPet()->IsPetGhoul())
|
||||
me->HandleEmoteCommand(/*EMOTE_ONESHOT_COWER*/EMOTE_STATE_STUN);
|
||||
break;
|
||||
case TEXT_EMOTE_GLARE:
|
||||
if (me->IsPet() && me->ToPet()->IsPetGhoul())
|
||||
me->HandleEmoteCommand(EMOTE_STATE_STUN);
|
||||
break;
|
||||
case TEXT_EMOTE_SOOTHE:
|
||||
if (me->IsPet() && me->ToPet()->IsPetGhoul())
|
||||
me->HandleEmoteCommand(EMOTE_ONESHOT_OMNICAST_GHOUL);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void PetAI::ClearCharmInfoFlags()
|
||||
{
|
||||
// Quick access to set all flags to FALSE
|
||||
|
||||
CharmInfo* ci = me->GetCharmInfo();
|
||||
|
||||
if (ci)
|
||||
{
|
||||
ci->SetIsAtStay(false);
|
||||
ci->SetIsCommandAttack(false);
|
||||
ci->SetIsCommandFollow(false);
|
||||
ci->SetIsFollowing(false);
|
||||
ci->SetIsReturning(false);
|
||||
}
|
||||
}
|
||||
|
||||
void PetAI::AttackedBy(Unit* attacker)
|
||||
{
|
||||
// Called when pet takes damage. This function helps keep pets from running off
|
||||
// simply due to gaining aggro.
|
||||
|
||||
if (!attacker)
|
||||
return;
|
||||
|
||||
// Passive pets don't do anything
|
||||
if (me->HasReactState(REACT_PASSIVE))
|
||||
return;
|
||||
|
||||
// Prevent pet from disengaging from current target
|
||||
if (me->GetVictim() && me->GetVictim()->IsAlive())
|
||||
return;
|
||||
|
||||
// Continue to evaluate and attack if necessary
|
||||
AttackStart(attacker);
|
||||
}
|
||||
Reference in New Issue
Block a user