mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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279 lines
9.0 KiB
C++
279 lines
9.0 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
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#include "Vehicle.h"
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#include "Log.h"
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#include "MapReference.h"
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#include "Player.h"
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#include "CreatureTextMgr.h"
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool /*apply*/)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType* UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
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void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= NULL*/)
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{
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sCreatureTextMgr->SendChat(me, id, whisperTarget);
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}
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void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
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{
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if (!creature)
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creature = me;
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if (!creature->CanHaveThreatList() || creature->IsInEvadeMode())
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return;
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Map* map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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creature->AI()->AttackStart(nearTarget);
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else if (creature->IsSummon())
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{
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if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
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{
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Unit* target = summoner->getAttackerForHelper();
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if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
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target = summoner->getThreatManager().getHostilTarget();
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if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
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creature->AI()->AttackStart(target);
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}
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}
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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Map::PlayerList const& playerList = map->GetPlayers();
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if (playerList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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{
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if (Player* player = itr->GetSource())
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{
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if (player->IsGameMaster())
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continue;
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if (player->IsAlive())
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{
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creature->SetInCombatWith(player);
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player->SetInCombatWith(creature);
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creature->AddThreat(player, 0.0f);
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}
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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
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{
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creature->SetInCombatWith(*itr);
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(*itr)->SetInCombatWith(creature);
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creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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{
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if (m_MoveInLineOfSight_locked == true)
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return;
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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}
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->GetVictim())
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return;
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// pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
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if (me->IsMoveInLineOfSightDisabled())
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if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return
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!who->IsInCombat() || // if not in combat, nothing more to do
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!me->IsWithinDist(who, ATTACK_DISTANCE)) // if in combat and in dist - neutral to all can actually assist other creatures
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return;
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if (me->CanStartAttack(who))
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AttackStart(who);
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}
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// Distract creature, if player gets too close while stealthed/prowling
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void CreatureAI::TriggerAlert(Unit const* who) const
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{
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// If there's no target, or target isn't a player do nothing
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if (!who || who->GetTypeId() != TYPEID_PLAYER)
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return;
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// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
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if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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return;
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// Only alert for hostiles!
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if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
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return;
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// Send alert sound (if any) for this creature
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me->SendAIReaction(AI_REACTION_ALERT);
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// Face the unit (stealthed player) and set distracted state for 5 seconds
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me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()));
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me->StopMoving();
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me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
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}
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void CreatureAI::EnterEvadeMode()
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{
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if (!_EnterEvadeMode())
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return;
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
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#endif
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit* owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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// Required to prevent attacking creatures that are evading and cause them to reenter combat
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// Does not apply to MoveFollow
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset(true);
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!me->GetVictim())
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AttackStart(attacker);
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}*/
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void CreatureAI::SetGazeOn(Unit* target)
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{
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if (me->IsValidAttackTarget(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsInCombat())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->GetVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsInCombat())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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// xinef: if we have any victim, just return true
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else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f)
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return true;
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else if (me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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bool CreatureAI::_EnterEvadeMode()
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{
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if (!me->IsAlive())
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return false;
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// don't remove vehicle auras, passengers aren't supposed to drop off the vehicle
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// don't remove clone caster on evade (to be verified)
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me->RemoveEvadeAuras();
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// sometimes bosses stuck in combat?
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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me->SetCannotReachTarget(false);
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if (me->IsInEvadeMode())
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return false;
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return true;
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}
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Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
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{
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos;
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obj->GetRandomNearPosition(pos, radius);
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos;
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obj->GetRandomNearPosition(pos, radius);
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pos.m_positionZ += flightZ;
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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