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azerothcore-wotlk/src/server/game/Combat/ThreatMgr.cpp

666 lines
22 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 <http://www.gnu.org/licenses/>.
*/
#include "ThreatMgr.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Map.h"
#include "ObjectAccessor.h"
#include "Player.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "Unit.h"
#include "UnitEvents.h"
//==============================================================
//================= ThreatCalcHelper ===========================
//==============================================================
// The hatingUnit is not used yet
float ThreatCalcHelper::calcThreat(Unit* hatedUnit, 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, ThreatMgr* threatMgr, float threat)
{
iThreat = threat;
iTempThreatModifier = 0.0f;
link(refUnit, threatMgr);
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);
}
// -- compatibility layer for combat rewrite
Unit* HostileReference::GetOwner() const { return GetSource()->GetOwner(); }
//============================================================
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* target = getTarget();
if (target->GetEntry() != NPC_EYE_OF_KILROGG) // Excluded Eye of Kilrogg
{
Unit* victimOwner = target->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 nullptr, if not found
HostileReference* ThreatContainer::getReferenceByTarget(Unit const* victim) const
{
if (!victim)
return nullptr;
return getReferenceByTarget(victim->GetGUID());
}
HostileReference* ThreatContainer::getReferenceByTarget(ObjectGuid const& guid) const
{
for (ThreatContainer::StorageType::const_iterator i = iThreatList.begin(); i != iThreatList.end(); ++i)
{
HostileReference* ref = (*i);
if (ref && ref->getUnitGuid() == guid)
{
return ref;
}
}
return nullptr;
}
//============================================================
// 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::ModifyThreatByPercent(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(Acore::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 = nullptr;
bool found = false;
bool noPriorityTargetFound = false;
// 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->CanCreatureAttack(cvUnit)) // pussywizard: if currentVictim is not valid => don't compare the threat with it, just take the highest threat valid target
currentVictim = nullptr;
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 = nullptr;
}
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->CanCreatureAttack(target))
{
if (currentVictim) // pussywizard: if not nullptr 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 nullptr), 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 = nullptr;
return currentRef;
}
//============================================================
//=================== ThreatMgr ==========================
//============================================================
ThreatMgr::ThreatMgr(Unit* owner) : iCurrentVictim(nullptr), iOwner(owner), iUpdateTimer(THREAT_UPDATE_INTERVAL)
{
}
void ThreatMgr::ClearAllThreat()
{
if (iOwner->CanHaveThreatList() && !isThreatListEmpty())
iOwner->SendClearThreatListOpcode();
clearReferences();
}
//============================================================
void ThreatMgr::clearReferences()
{
iThreatContainer.clearReferences();
iThreatOfflineContainer.clearReferences();
iCurrentVictim = nullptr;
iUpdateTimer = THREAT_UPDATE_INTERVAL;
}
//============================================================
void ThreatMgr::AddThreat(Unit* victim, float threat, SpellSchoolMask schoolMask, SpellInfo const* threatSpell)
{
if (!ThreatCalcHelper::isValidProcess(victim, iOwner, threatSpell))
return;
threat = ThreatCalcHelper::calcThreat(victim, threat, schoolMask, threatSpell);
if (Creature* hatingCreature = iOwner->ToCreature())
{
if (hatingCreature->IsAIEnabled)
{
hatingCreature->AI()->CalculateThreat(victim, threat, threatSpell);
}
}
DoAddThreat(victim, threat);
}
void ThreatMgr::DoAddThreat(Unit* victim, float threat)
{
uint32 redirectThreadPct = victim->GetRedirectThreatPercent();
Unit* redirectTarget = victim->GetRedirectThreatTarget();
// Personal Spawns from same summoner can aggro each other
if (TempSummon* tempSummonVictim = victim->ToTempSummon())
{
if (tempSummonVictim->IsVisibleBySummonerOnly())
{
if (!GetOwner()->ToTempSummon() ||
!GetOwner()->ToTempSummon()->IsVisibleBySummonerOnly() ||
tempSummonVictim->GetSummonerGUID() != GetOwner()->ToTempSummon()->GetSummonerGUID())
{
redirectThreadPct = 100;
redirectTarget = tempSummonVictim->GetSummonerUnit();
}
}
}
// must check > 0.0f, otherwise dead loop
if (threat > 0.0f && redirectThreadPct)
{
if (redirectTarget)
{
float redirectThreat = CalculatePct(threat, redirectThreadPct);
threat -= redirectThreat;
if (ThreatCalcHelper::isValidProcess(redirectTarget, GetOwner()))
_addThreat(redirectTarget, redirectThreat);
}
}
_addThreat(victim, threat);
}
void ThreatMgr::_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 ThreatMgr::ModifyThreatByPercent(Unit* victim, int32 percent)
{
iThreatContainer.ModifyThreatByPercent(victim, percent);
}
//============================================================
Unit* ThreatMgr::getHostileTarget()
{
iThreatContainer.update();
HostileReference* nextVictim = iThreatContainer.SelectNextVictim(GetOwner()->ToCreature(), getCurrentVictim());
setCurrentVictim(nextVictim);
return getCurrentVictim() != nullptr ? getCurrentVictim()->getTarget() : nullptr;
}
//============================================================
float ThreatMgr::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 ThreatMgr::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 ThreatMgr::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 ThreatMgr::tauntFadeOut(Unit* taunter)
{
HostileReference* ref = iThreatContainer.getReferenceByTarget(taunter);
if (ref)
ref->resetTempThreat();
}
//============================================================
void ThreatMgr::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 ThreatMgr::processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent)
{
threatRefStatusChangeEvent->setThreatMgr(this); // now we can set the threat manager
HostileReference* hostileRef = threatRefStatusChangeEvent->getReference();
switch (threatRefStatusChangeEvent->getType())
{
case UEV_THREAT_REF_THREAT_CHANGE:
if ((getCurrentVictim() == hostileRef && threatRefStatusChangeEvent->getFValue() < 0.0f) ||
(getCurrentVictim() != hostileRef && threatRefStatusChangeEvent->getFValue() > 0.0f))
setDirty(true); // the order in the threat list might have changed
break;
case UEV_THREAT_REF_ONLINE_STATUS:
if (!hostileRef->IsOnline())
{
if (hostileRef == getCurrentVictim())
{
setCurrentVictim(nullptr);
setDirty(true);
}
if (GetOwner() && GetOwner()->IsInWorld())
if (Unit* target = ObjectAccessor::GetUnit(*GetOwner(), hostileRef->getUnitGuid()))
if (GetOwner()->IsInMap(target))
GetOwner()->SendRemoveFromThreatListOpcode(hostileRef);
iThreatContainer.remove(hostileRef);
iThreatOfflineContainer.addReference(hostileRef);
}
else
{
if (getCurrentVictim() && hostileRef->GetThreat() > (1.1f * getCurrentVictim()->GetThreat()))
setDirty(true);
iThreatContainer.addReference(hostileRef);
iThreatOfflineContainer.remove(hostileRef);
}
break;
case UEV_THREAT_REF_REMOVE_FROM_LIST:
if (hostileRef == getCurrentVictim())
{
setCurrentVictim(nullptr);
setDirty(true);
}
iOwner->SendRemoveFromThreatListOpcode(hostileRef);
if (hostileRef->IsOnline())
iThreatContainer.remove(hostileRef);
else
iThreatOfflineContainer.remove(hostileRef);
break;
}
}
bool ThreatMgr::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 ThreatMgr::ResetAllThreat()
{
ThreatContainer::StorageType& threatList = iThreatContainer.iThreatList;
if (threatList.empty())
return;
for (HostileReference* ref : threatList)
{
// Reset temp threat before setting threat back to 0.
ref->resetTempThreat();
ref->SetThreat(0.f);
}
setDirty(true);
}