/* * Copyright (C) * Copyright (C) * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "ThreatManager.h" #include "Unit.h" #include "Creature.h" #include "CreatureAI.h" #include "Map.h" #include "Player.h" #include "ObjectAccessor.h" #include "UnitEvents.h" #include "SpellAuras.h" #include "SpellMgr.h" //============================================================== //================= ThreatCalcHelper =========================== //============================================================== // The hatingUnit is not used yet float ThreatCalcHelper::calcThreat(Unit* hatedUnit, Unit* /*hatingUnit*/, float threat, SpellSchoolMask schoolMask, SpellInfo const* threatSpell) { if (threatSpell) { if (SpellThreatEntry const* threatEntry = sSpellMgr->GetSpellThreatEntry(threatSpell->Id)) if (threatEntry->pctMod != 1.0f) threat *= threatEntry->pctMod; // Energize is not affected by Mods for (uint8 i = 0; i < MAX_SPELL_EFFECTS; i++) if (threatSpell->Effects[i].Effect == SPELL_EFFECT_ENERGIZE || threatSpell->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_ENERGIZE) return threat; if (Player* modOwner = hatedUnit->GetSpellModOwner()) modOwner->ApplySpellMod(threatSpell->Id, SPELLMOD_THREAT, threat); } return hatedUnit->ApplyTotalThreatModifier(threat, schoolMask); } bool ThreatCalcHelper::isValidProcess(Unit* hatedUnit, Unit* hatingUnit, SpellInfo const* threatSpell) { //function deals with adding threat and adding players and pets into ThreatList //mobs, NPCs, guards have ThreatList and HateOfflineList //players and pets have only InHateListOf //HateOfflineList is used co contain unattackable victims (in-flight, in-water, GM etc.) if (!hatedUnit || !hatingUnit) return false; // not to self if (hatedUnit == hatingUnit) return false; // not to GM if (hatedUnit->GetTypeId() == TYPEID_PLAYER && hatedUnit->ToPlayer()->IsGameMaster()) return false; // not to dead and not for dead if (!hatedUnit->IsAlive() || !hatingUnit->IsAlive()) return false; // not in same map or phase if (!hatedUnit->IsInMap(hatingUnit) || !hatedUnit->InSamePhase(hatingUnit)) return false; // spell not causing threat if (threatSpell && threatSpell->HasAttribute(SPELL_ATTR1_NO_THREAT)) return false; ASSERT(hatingUnit->GetTypeId() == TYPEID_UNIT); return true; } //============================================================ //================= HostileReference ========================== //============================================================ HostileReference::HostileReference(Unit* refUnit, ThreatManager* threatManager, float threat) { iThreat = threat; iTempThreatModifier = 0.0f; link(refUnit, threatManager); iUnitGuid = refUnit->GetGUID(); iOnline = true; } //============================================================ // Tell our refTo (target) object that we have a link void HostileReference::targetObjectBuildLink() { getTarget()->addHatedBy(this); } //============================================================ // Tell our refTo (taget) object, that the link is cut void HostileReference::targetObjectDestroyLink() { getTarget()->removeHatedBy(this); } //============================================================ // Tell our refFrom (source) object, that the link is cut (Target destroyed) void HostileReference::sourceObjectDestroyLink() { setOnlineOfflineState(false); } //============================================================ // Inform the source, that the status of the reference changed void HostileReference::fireStatusChanged(ThreatRefStatusChangeEvent& threatRefStatusChangeEvent) { if (GetSource()) GetSource()->processThreatEvent(&threatRefStatusChangeEvent); } //============================================================ void HostileReference::addThreat(float modThreat) { iThreat += modThreat; // the threat is changed. Source and target unit have to be available // if the link was cut before relink it again if (!isOnline()) updateOnlineStatus(); if (modThreat != 0.0f) { ThreatRefStatusChangeEvent event(UEV_THREAT_REF_THREAT_CHANGE, this, modThreat); fireStatusChanged(event); } if (isValid() && modThreat >= 0.0f) { Unit* victimOwner = getTarget()->GetCharmerOrOwner(); if (victimOwner && victimOwner->IsAlive()) GetSource()->addThreat(victimOwner, 0.0f); // create a threat to the owner of a pet, if the pet attacks } } void HostileReference::addThreatPercent(int32 percent) { // Xinef: Do not allow to modify threat by percent if threat is negative (forced to big value < 0 by spells adding temporary threat) // Xinef: When the temporary effect ends, temporary threat is added back which results in huge additional amount of threat if (iThreat <= 0) return; float tmpThreat = iThreat; AddPct(tmpThreat, percent); addThreat(tmpThreat - iThreat); } //============================================================ // check, if source can reach target and set the status void HostileReference::updateOnlineStatus() { bool online = false; if (!isValid()) if (Unit* target = ObjectAccessor::GetUnit(*GetSourceUnit(), getUnitGuid())) link(target, GetSource()); // only check for online status if // ref is valid // target is no player or not gamemaster // target is not in flight if (isValid() && (getTarget()->GetTypeId() != TYPEID_PLAYER || !getTarget()->ToPlayer()->IsGameMaster()) && !getTarget()->IsInFlight() && getTarget()->IsInMap(GetSourceUnit()) && getTarget()->InSamePhase(GetSourceUnit()) ) { Creature* creature = GetSourceUnit()->ToCreature(); online = getTarget()->isInAccessiblePlaceFor(creature); if (!online) { if (creature->IsWithinCombatRange(getTarget(), creature->m_CombatDistance)) online = true; // not accessible but stays online } } setOnlineOfflineState(online); } //============================================================ // set the status and fire the event on status change void HostileReference::setOnlineOfflineState(bool isOnline) { if (iOnline != isOnline) { iOnline = isOnline; ThreatRefStatusChangeEvent event(UEV_THREAT_REF_ONLINE_STATUS, this); fireStatusChanged(event); } } //============================================================ // prepare the reference for deleting // this is called be the target void HostileReference::removeReference() { invalidate(); ThreatRefStatusChangeEvent event(UEV_THREAT_REF_REMOVE_FROM_LIST, this); fireStatusChanged(event); } //============================================================ Unit* HostileReference::GetSourceUnit() { return (GetSource()->GetOwner()); } //============================================================ //================ ThreatContainer =========================== //============================================================ void ThreatContainer::clearReferences() { for (ThreatContainer::StorageType::const_iterator i = iThreatList.begin(); i != iThreatList.end(); ++i) { (*i)->unlink(); delete (*i); } iThreatList.clear(); } //============================================================ // Return the HostileReference of NULL, if not found HostileReference* ThreatContainer::getReferenceByTarget(Unit* victim) const { if (!victim) return NULL; uint64 const guid = victim->GetGUID(); for (ThreatContainer::StorageType::const_iterator i = iThreatList.begin(); i != iThreatList.end(); ++i) { HostileReference *ref = (*i); if (ref && ref->getUnitGuid() == guid) return ref; } return NULL; } //============================================================ // Add the threat, if we find the reference HostileReference* ThreatContainer::addThreat(Unit* victim, float threat) { HostileReference* ref = getReferenceByTarget(victim); if (ref) ref->addThreat(threat); return ref; } //============================================================ void ThreatContainer::modifyThreatPercent(Unit* victim, int32 percent) { if (HostileReference* ref = getReferenceByTarget(victim)) ref->addThreatPercent(percent); } //============================================================ // Check if the list is dirty and sort if necessary void ThreatContainer::update() { if (iDirty && iThreatList.size() > 1) iThreatList.sort(Trinity::ThreatOrderPred()); iDirty = false; } //============================================================ // return the next best victim // could be the current victim HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim) const { // pussywizard: pretty much remade this whole function HostileReference* currentRef = NULL; bool found = false; bool noPriorityTargetFound = false; uint32 currTime = sWorld->GetGameTime(); // pussywizard: currentVictim is needed to compare if threat was exceeded by 10%/30% for melee/range targets (only then switching current target) if (currentVictim) { Unit* cvUnit = currentVictim->getTarget(); if (!attacker->_CanDetectFeignDeathOf(cvUnit) || !attacker->CanCreatureAttack(cvUnit) || attacker->isTargetNotAcceptableByMMaps(cvUnit->GetGUID(), currTime, cvUnit)) // pussywizard: if currentVictim is not valid => don't compare the threat with it, just take the highest threat valid target currentVictim = NULL; else if (cvUnit->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || cvUnit->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)) // pussywizard: no 10%/30% if currentVictim is immune to damage or has auras breakable by damage currentVictim = NULL; } ThreatContainer::StorageType::const_iterator lastRef = iThreatList.end(); --lastRef; // pussywizard: iterate from highest to lowest threat for (ThreatContainer::StorageType::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;) { currentRef = (*iter); Unit* target = currentRef->getTarget(); ASSERT(target); // if the ref has status online the target must be there ! // pussywizard: don't go to threat comparison if this ref is immune to damage or has aura breakable on damage (second choice target) // pussywizard: if this is the last entry on the threat list, then all targets are second choice, set bool to true and loop threat list again, ignoring this section if (!noPriorityTargetFound && (target->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE) || target->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, attacker->GetGUID()))) { if (iter != lastRef) { ++iter; continue; } else { noPriorityTargetFound = true; iter = iThreatList.begin(); continue; } } // pussywizard: skip not valid targets if (attacker->_CanDetectFeignDeathOf(target) && attacker->CanCreatureAttack(target) && !attacker->isTargetNotAcceptableByMMaps(target->GetGUID(), currTime, target)) { if (currentVictim) // pussywizard: if not NULL then target must have 10%/30% more threat { if (currentVictim == currentRef) // pussywizard: nothing found previously was good and enough, currentRef passed all necessary tests, so end now { found = true; break; } // pussywizard: implement 110% threat rule for targets in melee range and 130% rule for targets in ranged distances if (currentRef->getThreat() > 1.3f * currentVictim->getThreat()) // pussywizard: enough in all cases, end { found = true; break; } else if (currentRef->getThreat() > 1.1f * currentVictim->getThreat()) // pussywizard: enought only if target in melee range { if (attacker->IsWithinMeleeRange(target)) { found = true; break; } } else // pussywizard: nothing found previously was good and enough, this and next entries on the list have less than 110% threat, and currentVictim is present and valid as checked before the loop (otherwise it's NULL), so end now { currentRef = currentVictim; found = true; break; } } else // pussywizard: no currentVictim, first passing all checks is chosen (highest threat, list is sorted) { found = true; break; } } ++iter; } if (!found) currentRef = NULL; return currentRef; } //============================================================ //=================== ThreatManager ========================== //============================================================ ThreatManager::ThreatManager(Unit* owner) : iCurrentVictim(NULL), iOwner(owner), iUpdateTimer(THREAT_UPDATE_INTERVAL) { } //============================================================ void ThreatManager::clearReferences() { iThreatContainer.clearReferences(); iThreatOfflineContainer.clearReferences(); iCurrentVictim = NULL; iUpdateTimer = THREAT_UPDATE_INTERVAL; } //============================================================ void ThreatManager::addThreat(Unit* victim, float threat, SpellSchoolMask schoolMask, SpellInfo const* threatSpell) { if (!ThreatCalcHelper::isValidProcess(victim, GetOwner(), threatSpell)) return; doAddThreat(victim, ThreatCalcHelper::calcThreat(victim, iOwner, threat, schoolMask, threatSpell)); } void ThreatManager::doAddThreat(Unit* victim, float threat) { uint32 redirectThreadPct = victim->GetRedirectThreatPercent(); // must check > 0.0f, otherwise dead loop if (threat > 0.0f && redirectThreadPct) { if (Unit* redirectTarget = victim->GetRedirectThreatTarget()) { float redirectThreat = CalculatePct(threat, redirectThreadPct); threat -= redirectThreat; if (ThreatCalcHelper::isValidProcess(redirectTarget, GetOwner())) _addThreat(redirectTarget, redirectThreat); } } _addThreat(victim, threat); } void ThreatManager::_addThreat(Unit* victim, float threat) { HostileReference* ref = iThreatContainer.addThreat(victim, threat); // Ref is not in the online refs, search the offline refs next if (!ref) ref = iThreatOfflineContainer.addThreat(victim, threat); if (!ref) // there was no ref => create a new one { // threat has to be 0 here HostileReference* hostileRef = new HostileReference(victim, this, 0); iThreatContainer.addReference(hostileRef); hostileRef->addThreat(threat); // now we add the real threat if (victim->GetTypeId() == TYPEID_PLAYER && victim->ToPlayer()->IsGameMaster()) hostileRef->setOnlineOfflineState(false); // GM is always offline } } //============================================================ void ThreatManager::modifyThreatPercent(Unit* victim, int32 percent) { iThreatContainer.modifyThreatPercent(victim, percent); } //============================================================ Unit* ThreatManager::getHostilTarget() { iThreatContainer.update(); HostileReference* nextVictim = iThreatContainer.selectNextVictim(GetOwner()->ToCreature(), getCurrentVictim()); setCurrentVictim(nextVictim); return getCurrentVictim() != NULL ? getCurrentVictim()->getTarget() : NULL; } //============================================================ float ThreatManager::getThreat(Unit* victim, bool alsoSearchOfflineList) { float threat = 0.0f; HostileReference* ref = iThreatContainer.getReferenceByTarget(victim); if (!ref && alsoSearchOfflineList) ref = iThreatOfflineContainer.getReferenceByTarget(victim); if (ref) threat = ref->getThreat(); return threat; } //============================================================ float ThreatManager::getThreatWithoutTemp(Unit* victim, bool alsoSearchOfflineList) { float threat = 0.0f; HostileReference* ref = iThreatContainer.getReferenceByTarget(victim); if (!ref && alsoSearchOfflineList) ref = iThreatOfflineContainer.getReferenceByTarget(victim); if (ref) threat = ref->getThreat() - ref->getTempThreatModifier();; return threat; } //============================================================ void ThreatManager::tauntApply(Unit* taunter) { HostileReference* ref = iThreatContainer.getReferenceByTarget(taunter); if (getCurrentVictim() && ref && (ref->getThreat() < getCurrentVictim()->getThreat())) { if (ref->getTempThreatModifier() == 0.0f) // Ok, temp threat is unused ref->setTempThreat(getCurrentVictim()->getThreat()); } } //============================================================ void ThreatManager::tauntFadeOut(Unit* taunter) { HostileReference* ref = iThreatContainer.getReferenceByTarget(taunter); if (ref) ref->resetTempThreat(); } //============================================================ void ThreatManager::setCurrentVictim(HostileReference* pHostileReference) { if (pHostileReference && pHostileReference != iCurrentVictim) { iOwner->SendChangeCurrentVictimOpcode(pHostileReference); } iCurrentVictim = pHostileReference; } //============================================================ // The hated unit is gone, dead or deleted // return true, if the event is consumed void ThreatManager::processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent) { threatRefStatusChangeEvent->setThreatManager(this); // now we can set the threat manager HostileReference* hostilRef = threatRefStatusChangeEvent->getReference(); switch (threatRefStatusChangeEvent->getType()) { case UEV_THREAT_REF_THREAT_CHANGE: if ((getCurrentVictim() == hostilRef && threatRefStatusChangeEvent->getFValue()<0.0f) || (getCurrentVictim() != hostilRef && threatRefStatusChangeEvent->getFValue()>0.0f)) setDirty(true); // the order in the threat list might have changed break; case UEV_THREAT_REF_ONLINE_STATUS: if (!hostilRef->isOnline()) { if (hostilRef == getCurrentVictim()) { setCurrentVictim(NULL); setDirty(true); } if (GetOwner() && GetOwner()->IsInWorld()) if (Unit* target = ObjectAccessor::GetUnit(*GetOwner(), hostilRef->getUnitGuid())) if (GetOwner()->IsInMap(target)) GetOwner()->SendRemoveFromThreatListOpcode(hostilRef); iThreatContainer.remove(hostilRef); iThreatOfflineContainer.addReference(hostilRef); } else { if (getCurrentVictim() && hostilRef->getThreat() > (1.1f * getCurrentVictim()->getThreat())) setDirty(true); iThreatContainer.addReference(hostilRef); iThreatOfflineContainer.remove(hostilRef); } break; case UEV_THREAT_REF_REMOVE_FROM_LIST: if (hostilRef == getCurrentVictim()) { setCurrentVictim(NULL); setDirty(true); } iOwner->SendRemoveFromThreatListOpcode(hostilRef); if (hostilRef->isOnline()) iThreatContainer.remove(hostilRef); else iThreatOfflineContainer.remove(hostilRef); break; } } bool ThreatManager::isNeedUpdateToClient(uint32 time) { if (isThreatListEmpty()) return false; if (time >= iUpdateTimer) { iUpdateTimer = THREAT_UPDATE_INTERVAL; return true; } iUpdateTimer -= time; return false; } // Reset all aggro without modifying the threatlist. void ThreatManager::resetAllAggro() { ThreatContainer::StorageType &threatList = iThreatContainer.iThreatList; if (threatList.empty()) return; for (ThreatContainer::StorageType::iterator itr = threatList.begin(); itr != threatList.end(); ++itr) (*itr)->setThreat(0); setDirty(true); }