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https://github.com/mod-playerbots/azerothcore-wotlk.git
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* Added new parameter: radius. * The event can be used with SMART_TARGET_SELF and SMART_TARGET_ACTION_INVOKER target types. * Closes #5270
1681 lines
52 KiB
C++
1681 lines
52 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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 Affero General Public License as published by the
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* Free Software Foundation; either version 3 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 Affero 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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#ifndef ACORE_GRIDNOTIFIERS_H
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#define ACORE_GRIDNOTIFIERS_H
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#include "Corpse.h"
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#include "CreatureAI.h"
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#include "DynamicObject.h"
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#include "GameObject.h"
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#include "Group.h"
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#include "Object.h"
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#include "ObjectGridLoader.h"
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#include "Optional.h"
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#include "Player.h"
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#include "Spell.h"
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#include "Unit.h"
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#include "UpdateData.h"
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#include "WorldSession.h"
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#include <iostream>
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class Player;
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//class Map;
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namespace Acore
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{
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struct VisibleNotifier
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{
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Player& i_player;
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GuidUnorderedSet vis_guids;
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std::vector<Unit*>& i_visibleNow;
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bool i_gobjOnly;
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bool i_largeOnly;
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UpdateData i_data;
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VisibleNotifier(Player& player, bool gobjOnly, bool largeOnly) :
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i_player(player), vis_guids(player.m_clientGUIDs), i_visibleNow(player.m_newVisible), i_gobjOnly(gobjOnly), i_largeOnly(largeOnly)
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{
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i_visibleNow.clear();
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}
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void Visit(GameObjectMapType&);
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template<class T> void Visit(GridRefMgr<T>& m);
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void SendToSelf(void);
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};
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struct VisibleChangesNotifier
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{
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WorldObject& i_object;
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explicit VisibleChangesNotifier(WorldObject& object) : i_object(object) {}
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template<class T> void Visit(GridRefMgr<T>&) {}
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void Visit(PlayerMapType&);
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void Visit(CreatureMapType&);
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void Visit(DynamicObjectMapType&);
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};
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struct PlayerRelocationNotifier : public VisibleNotifier
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{
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PlayerRelocationNotifier(Player& player, bool largeOnly): VisibleNotifier(player, false, largeOnly) { }
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template<class T> void Visit(GridRefMgr<T>& m) { VisibleNotifier::Visit(m); }
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void Visit(PlayerMapType&);
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};
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struct CreatureRelocationNotifier
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{
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Creature& i_creature;
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CreatureRelocationNotifier(Creature& c) : i_creature(c) {}
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template<class T> void Visit(GridRefMgr<T>&) {}
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void Visit(PlayerMapType&);
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};
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struct AIRelocationNotifier
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{
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Unit& i_unit;
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bool isCreature;
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explicit AIRelocationNotifier(Unit& unit) : i_unit(unit), isCreature(unit.GetTypeId() == TYPEID_UNIT) {}
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template<class T> void Visit(GridRefMgr<T>&) {}
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void Visit(CreatureMapType&);
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};
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struct MessageDistDeliverer
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{
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WorldObject const* i_source;
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WorldPacket const* i_message;
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uint32 i_phaseMask;
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float i_distSq;
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TeamId teamId;
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Player const* skipped_receiver;
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MessageDistDeliverer(WorldObject const* src, WorldPacket const* msg, float dist, bool own_team_only = false, Player const* skipped = nullptr)
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: i_source(src), i_message(msg), i_phaseMask(src->GetPhaseMask()), i_distSq(dist * dist)
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, teamId((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? src->ToPlayer()->GetTeamId() : TEAM_NEUTRAL)
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, skipped_receiver(skipped)
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{
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}
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(DynamicObjectMapType& m);
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template<class SKIP> void Visit(GridRefMgr<SKIP>&) {}
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void SendPacket(Player* player)
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{
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// never send packet to self
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if (player == i_source || (teamId != TEAM_NEUTRAL && player->GetTeamId() != teamId) || skipped_receiver == player)
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return;
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if (!player->HaveAtClient(i_source))
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return;
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player->GetSession()->SendPacket(i_message);
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}
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};
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struct MessageDistDelivererToHostile
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{
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Unit* i_source;
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WorldPacket* i_message;
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uint32 i_phaseMask;
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float i_distSq;
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MessageDistDelivererToHostile(Unit* src, WorldPacket* msg, float dist)
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: i_source(src), i_message(msg), i_phaseMask(src->GetPhaseMask()), i_distSq(dist * dist)
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{
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}
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(DynamicObjectMapType& m);
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template<class SKIP> void Visit(GridRefMgr<SKIP>&) {}
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void SendPacket(Player* player)
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{
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// never send packet to self
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if (player == i_source || !player->HaveAtClient(i_source) || player->IsFriendlyTo(i_source))
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return;
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player->GetSession()->SendPacket(i_message);
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}
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};
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struct ObjectUpdater
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{
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uint32 i_timeDiff;
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bool i_largeOnly;
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explicit ObjectUpdater(const uint32 diff, bool largeOnly) : i_timeDiff(diff), i_largeOnly(largeOnly) {}
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template<class T> void Visit(GridRefMgr<T>& m);
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void Visit(PlayerMapType&) {}
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void Visit(CorpseMapType&) {}
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};
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// SEARCHERS & LIST SEARCHERS & WORKERS
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// WorldObject searchers & workers
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// Generic base class to insert elements into arbitrary containers using push_back
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template<typename Type>
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class ContainerInserter
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{
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using InserterType = void(*)(void*, Type&&);
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void* ref;
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InserterType inserter;
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// MSVC workaround
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template<typename T>
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static void InserterOf(void* ref, Type&& type)
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{
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static_cast<T*>(ref)->push_back(std::move(type));
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}
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protected:
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template<typename T>
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ContainerInserter(T& ref_) : ref(&ref_), inserter(&InserterOf<T>) { }
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void Insert(Type type)
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{
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inserter(ref, std::move(type));
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}
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};
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template<class Check>
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struct WorldObjectSearcher
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{
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uint32 i_mapTypeMask;
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uint32 i_phaseMask;
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WorldObject*& i_object;
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Check& i_check;
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WorldObjectSearcher(WorldObject const* searcher, WorldObject*& result, Check& check, uint32 mapTypeMask = GRID_MAP_TYPE_MASK_ALL)
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: i_mapTypeMask(mapTypeMask), i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType& m);
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(CorpseMapType& m);
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void Visit(DynamicObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Check>
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struct WorldObjectLastSearcher
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{
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uint32 i_mapTypeMask;
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uint32 i_phaseMask;
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WorldObject*& i_object;
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Check& i_check;
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WorldObjectLastSearcher(WorldObject const* searcher, WorldObject*& result, Check& check, uint32 mapTypeMask = GRID_MAP_TYPE_MASK_ALL)
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: i_mapTypeMask(mapTypeMask), i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType& m);
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(CorpseMapType& m);
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void Visit(DynamicObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Check>
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struct WorldObjectListSearcher : ContainerInserter<WorldObject*>
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{
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uint32 i_mapTypeMask;
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uint32 i_phaseMask;
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Check& i_check;
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template<typename Container>
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WorldObjectListSearcher(WorldObject const* searcher, Container& container, Check & check, uint32 mapTypeMask = GRID_MAP_TYPE_MASK_ALL)
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: ContainerInserter<WorldObject*>(container),
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i_mapTypeMask(mapTypeMask), i_phaseMask(searcher->GetPhaseMask()), i_check(check) { }
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(CorpseMapType& m);
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void Visit(GameObjectMapType& m);
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void Visit(DynamicObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Do>
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struct WorldObjectWorker
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{
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uint32 i_mapTypeMask;
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uint32 i_phaseMask;
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Do const& i_do;
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WorldObjectWorker(WorldObject const* searcher, Do const& _do, uint32 mapTypeMask = GRID_MAP_TYPE_MASK_ALL)
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: i_mapTypeMask(mapTypeMask), i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(GameObjectMapType& m)
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{
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if (!(i_mapTypeMask & GRID_MAP_TYPE_MASK_GAMEOBJECT))
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return;
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for (GameObjectMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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void Visit(PlayerMapType& m)
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{
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if (!(i_mapTypeMask & GRID_MAP_TYPE_MASK_PLAYER))
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return;
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for (PlayerMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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void Visit(CreatureMapType& m)
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{
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if (!(i_mapTypeMask & GRID_MAP_TYPE_MASK_CREATURE))
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return;
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for (CreatureMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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void Visit(CorpseMapType& m)
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{
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if (!(i_mapTypeMask & GRID_MAP_TYPE_MASK_CORPSE))
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return;
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for (CorpseMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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void Visit(DynamicObjectMapType& m)
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{
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if (!(i_mapTypeMask & GRID_MAP_TYPE_MASK_DYNAMICOBJECT))
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return;
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for (DynamicObjectMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Gameobject searchers
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template<class Check>
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struct GameObjectSearcher
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{
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uint32 i_phaseMask;
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GameObject*& i_object;
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Check& i_check;
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GameObjectSearcher(WorldObject const* searcher, GameObject*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Last accepted by Check GO if any (Check can change requirements at each call)
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template<class Check>
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struct GameObjectLastSearcher
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{
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uint32 i_phaseMask;
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GameObject*& i_object;
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Check& i_check;
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GameObjectLastSearcher(WorldObject const* searcher, GameObject*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Check>
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struct GameObjectListSearcher : ContainerInserter<GameObject*>
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{
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uint32 i_phaseMask;
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Check& i_check;
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template<typename Container>
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GameObjectListSearcher(WorldObject const* searcher, Container& container, Check & check)
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: ContainerInserter<GameObject*>(container),
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i_phaseMask(searcher->GetPhaseMask()), i_check(check) { }
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void Visit(GameObjectMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Functor>
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struct GameObjectWorker
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{
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GameObjectWorker(WorldObject const* searcher, Functor& func)
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: _func(func), _phaseMask(searcher->GetPhaseMask()) {}
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void Visit(GameObjectMapType& m)
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{
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for (GameObjectMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(_phaseMask))
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_func(itr->GetSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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private:
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Functor& _func;
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uint32 _phaseMask;
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};
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// Unit searchers
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// First accepted by Check Unit if any
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template<class Check>
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struct UnitSearcher
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{
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uint32 i_phaseMask;
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Unit*& i_object;
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Check& i_check;
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UnitSearcher(WorldObject const* searcher, Unit*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType& m);
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void Visit(PlayerMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Last accepted by Check Unit if any (Check can change requirements at each call)
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template<class Check>
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struct UnitLastSearcher
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{
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uint32 i_phaseMask;
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Unit*& i_object;
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Check& i_check;
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UnitLastSearcher(WorldObject const* searcher, Unit*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType& m);
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void Visit(PlayerMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// All accepted by Check units if any
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template<class Check>
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struct UnitListSearcher : ContainerInserter<Unit*>
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{
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uint32 i_phaseMask;
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Check& i_check;
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template<typename Container>
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UnitListSearcher(WorldObject const* searcher, Container& container, Check& check)
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: ContainerInserter<Unit*>(container),
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i_phaseMask(searcher->GetPhaseMask()), i_check(check) { }
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void Visit(PlayerMapType& m);
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void Visit(CreatureMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Creature searchers
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template<class Check>
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struct CreatureSearcher
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{
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uint32 i_phaseMask;
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Creature*& i_object;
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Check& i_check;
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CreatureSearcher(WorldObject const* searcher, Creature*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Last accepted by Check Creature if any (Check can change requirements at each call)
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template<class Check>
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struct CreatureLastSearcher
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{
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uint32 i_phaseMask;
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Creature*& i_object;
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Check& i_check;
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CreatureLastSearcher(WorldObject const* searcher, Creature*& result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Check>
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struct CreatureListSearcher : ContainerInserter<Creature*>
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{
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uint32 i_phaseMask;
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Check& i_check;
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template<typename Container>
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CreatureListSearcher(WorldObject const* searcher, Container& container, Check & check)
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: ContainerInserter<Creature*>(container),
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i_phaseMask(searcher->GetPhaseMask()), i_check(check) { }
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void Visit(CreatureMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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template<class Do>
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struct CreatureWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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CreatureWorker(WorldObject const* searcher, Do& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(CreatureMapType& m)
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{
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for (CreatureMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->GetSource()->InSamePhase(i_phaseMask))
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i_do(itr->GetSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
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};
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// Player searchers
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template<class Check>
|
|
struct PlayerSearcher
|
|
{
|
|
uint32 i_phaseMask;
|
|
Player*& i_object;
|
|
Check& i_check;
|
|
|
|
PlayerSearcher(WorldObject const* searcher, Player*& result, Check& check)
|
|
: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
|
|
|
|
void Visit(PlayerMapType& m);
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
template<class Check>
|
|
struct PlayerListSearcher : ContainerInserter<Player*>
|
|
{
|
|
uint32 i_phaseMask;
|
|
Check& i_check;
|
|
|
|
template<typename Container>
|
|
PlayerListSearcher(WorldObject const* searcher, Container& container, Check & check)
|
|
: ContainerInserter<Player*>(container),
|
|
i_phaseMask(searcher->GetPhaseMask()), i_check(check) { }
|
|
|
|
void Visit(PlayerMapType& m);
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
template<class Check>
|
|
struct PlayerListSearcherWithSharedVision
|
|
{
|
|
uint32 i_phaseMask;
|
|
std::list<Player*>& i_objects;
|
|
Check& i_check;
|
|
|
|
PlayerListSearcherWithSharedVision(WorldObject const* searcher, std::list<Player*>& objects, Check& check)
|
|
: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
|
|
|
|
void Visit(PlayerMapType& m);
|
|
void Visit(CreatureMapType& m);
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
template<class Check>
|
|
struct PlayerLastSearcher
|
|
{
|
|
uint32 i_phaseMask;
|
|
Player*& i_object;
|
|
Check& i_check;
|
|
|
|
PlayerLastSearcher(WorldObject const* searcher, Player*& result, Check& check) : i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check)
|
|
{
|
|
}
|
|
|
|
void Visit(PlayerMapType& m);
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
template<class Do>
|
|
struct PlayerWorker
|
|
{
|
|
uint32 i_phaseMask;
|
|
Do& i_do;
|
|
|
|
PlayerWorker(WorldObject const* searcher, Do& _do)
|
|
: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
|
|
|
|
void Visit(PlayerMapType& m)
|
|
{
|
|
for (PlayerMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
|
|
if (itr->GetSource()->InSamePhase(i_phaseMask))
|
|
i_do(itr->GetSource());
|
|
}
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
template<class Do>
|
|
struct PlayerDistWorker
|
|
{
|
|
WorldObject const* i_searcher;
|
|
float i_dist;
|
|
Do& i_do;
|
|
|
|
PlayerDistWorker(WorldObject const* searcher, float _dist, Do& _do)
|
|
: i_searcher(searcher), i_dist(_dist), i_do(_do) {}
|
|
|
|
void Visit(PlayerMapType& m)
|
|
{
|
|
for (PlayerMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
|
|
if (itr->GetSource()->InSamePhase(i_searcher) && itr->GetSource()->IsWithinDist(i_searcher, i_dist))
|
|
i_do(itr->GetSource());
|
|
}
|
|
|
|
template<class NOT_INTERESTED> void Visit(GridRefMgr<NOT_INTERESTED>&) {}
|
|
};
|
|
|
|
// CHECKS && DO classes
|
|
|
|
// WorldObject check classes
|
|
|
|
class AnyDeadUnitObjectInRangeCheck
|
|
{
|
|
public:
|
|
AnyDeadUnitObjectInRangeCheck(Unit* searchObj, float range) : i_searchObj(searchObj), i_range(range) {}
|
|
bool operator()(Player* u);
|
|
bool operator()(Corpse* u);
|
|
bool operator()(Creature* u);
|
|
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
|
|
protected:
|
|
Unit const* const i_searchObj;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyDeadUnitSpellTargetInRangeCheck : public AnyDeadUnitObjectInRangeCheck
|
|
{
|
|
public:
|
|
AnyDeadUnitSpellTargetInRangeCheck(Unit* searchObj, float range, SpellInfo const* spellInfo, SpellTargetCheckTypes check)
|
|
: AnyDeadUnitObjectInRangeCheck(searchObj, range), i_spellInfo(spellInfo), i_check(searchObj, searchObj, spellInfo, check, nullptr)
|
|
{}
|
|
bool operator()(Player* u);
|
|
bool operator()(Corpse* u);
|
|
bool operator()(Creature* u);
|
|
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
|
|
protected:
|
|
SpellInfo const* i_spellInfo;
|
|
WorldObjectSpellTargetCheck i_check;
|
|
};
|
|
|
|
// WorldObject do classes
|
|
|
|
class RespawnDo
|
|
{
|
|
public:
|
|
RespawnDo() {}
|
|
void operator()(Creature* u) const { u->Respawn(); }
|
|
void operator()(GameObject* u) const { u->Respawn(); }
|
|
void operator()(WorldObject*) const {}
|
|
void operator()(Corpse*) const {}
|
|
};
|
|
|
|
// GameObject checks
|
|
|
|
class GameObjectFocusCheck
|
|
{
|
|
public:
|
|
GameObjectFocusCheck(Unit const* unit, uint32 focusId) : i_unit(unit), i_focusId(focusId) {}
|
|
bool operator()(GameObject* go) const
|
|
{
|
|
if (go->GetGOInfo()->type != GAMEOBJECT_TYPE_SPELL_FOCUS)
|
|
return false;
|
|
|
|
if (!go->isSpawned()) // xinef: dont allow to count deactivated objects
|
|
return false;
|
|
|
|
if (go->GetGOInfo()->spellFocus.focusId != i_focusId)
|
|
return false;
|
|
|
|
float dist = (float)((go->GetGOInfo()->spellFocus.dist) / 2);
|
|
|
|
return go->IsWithinDistInMap(i_unit, dist);
|
|
}
|
|
private:
|
|
Unit const* i_unit;
|
|
uint32 i_focusId;
|
|
};
|
|
|
|
// Find the nearest Fishing hole and return true only if source object is in range of hole
|
|
class NearestGameObjectFishingHole
|
|
{
|
|
public:
|
|
NearestGameObjectFishingHole(WorldObject const& obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_FISHINGHOLE && go->isSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, (float)go->GetGOInfo()->fishinghole.radius))
|
|
{
|
|
i_range = i_obj.GetDistance(go);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
float i_range;
|
|
|
|
// prevent clone
|
|
NearestGameObjectFishingHole(NearestGameObjectFishingHole const&);
|
|
};
|
|
|
|
class NearestGameObjectCheck
|
|
{
|
|
public:
|
|
NearestGameObjectCheck(WorldObject const& obj) : i_obj(obj), i_range(999) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if (i_obj.IsWithinDistInMap(go, i_range))
|
|
{
|
|
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestGameObjectCheck(NearestGameObjectCheck const&);
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO)
|
|
class NearestGameObjectEntryInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestGameObjectEntryInObjectRangeCheck(WorldObject const& obj, uint32 entry, float range, bool onlySpawned = false) :
|
|
i_obj(obj), i_entry(entry), i_range(range), i_onlySpawned(onlySpawned) { }
|
|
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if (go->GetEntry() == i_entry && i_obj.IsWithinDistInMap(go, i_range) && (!i_onlySpawned || go->isSpawned()))
|
|
{
|
|
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
uint32 i_entry;
|
|
float i_range;
|
|
bool i_onlySpawned;
|
|
|
|
// prevent clone this object
|
|
NearestGameObjectEntryInObjectRangeCheck(NearestGameObjectEntryInObjectRangeCheck const&);
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO with a certain type)
|
|
class NearestGameObjectTypeInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestGameObjectTypeInObjectRangeCheck(WorldObject const& obj, GameobjectTypes type, float range) : i_obj(obj), i_type(type), i_range(range) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if (go->GetGoType() == i_type && i_obj.IsWithinDistInMap(go, i_range))
|
|
{
|
|
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
GameobjectTypes i_type;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestGameObjectTypeInObjectRangeCheck(NearestGameObjectTypeInObjectRangeCheck const&);
|
|
};
|
|
|
|
// Unit checks
|
|
|
|
class MostHPMissingInRange
|
|
{
|
|
public:
|
|
MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
|
|
{
|
|
i_hp = u->GetMaxHealth() - u->GetHealth();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
uint32 i_hp;
|
|
};
|
|
|
|
class MostHPPercentMissingInRange
|
|
{
|
|
public:
|
|
MostHPPercentMissingInRange(Unit const* obj, float range, uint32 minHpPct, uint32 maxHpPct) :
|
|
i_obj(obj), i_range(range), i_minHpPct(minHpPct), i_maxHpPct(maxHpPct), i_hpPct(101.f) { }
|
|
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
i_minHpPct <= u->GetHealthPct() && u->GetHealthPct() <= i_maxHpPct && u->GetHealthPct() < i_hpPct)
|
|
{
|
|
i_hpPct = u->GetHealthPct();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
float i_minHpPct, i_maxHpPct, i_hpPct;
|
|
};
|
|
|
|
class FriendlyCCedInRange
|
|
{
|
|
public:
|
|
FriendlyCCedInRange(Unit const* obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
(u->isFeared() || u->IsCharmed() || u->isFrozen() || u->HasUnitState(UNIT_STATE_STUNNED) || u->HasUnitState(UNIT_STATE_CONFUSED)))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
};
|
|
|
|
class FriendlyMissingBuffInRange
|
|
{
|
|
public:
|
|
FriendlyMissingBuffInRange(Unit const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range)
|
|
{
|
|
i_spell = spellid;
|
|
if( SpellInfo const* spell = sSpellMgr->GetSpellInfo(spellid) )
|
|
if( SpellInfo const* newSpell = sSpellMgr->GetSpellForDifficultyFromSpell(spell, const_cast<Unit*>(obj)) )
|
|
i_spell = newSpell->Id;
|
|
}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
!(u->HasAura(i_spell)))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
uint32 i_spell;
|
|
};
|
|
|
|
class AnyUnfriendlyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u) &&
|
|
(i_funit->GetTypeId() != TYPEID_UNIT || !i_funit->ToCreature()->IsAvoidingAOE())) // pussywizard
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyUnfriendlyNoTotemUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyNoTotemUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (!u->IsAlive())
|
|
return false;
|
|
|
|
if (u->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET)
|
|
return false;
|
|
|
|
if (u->GetTypeId() == TYPEID_UNIT && (u->ToCreature()->IsTotem() || u->ToCreature()->IsTrigger() || u->ToCreature()->IsAvoidingAOE())) // pussywizard: added IsAvoidingAOE()
|
|
return false;
|
|
|
|
if (!u->isTargetableForAttack(false, i_funit))
|
|
return false;
|
|
|
|
return i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u);
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyUnfriendlyAttackableVisibleUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyAttackableVisibleUnitInObjectRangeCheck(Unit const* funit, float range)
|
|
: i_funit(funit), i_range(range) {}
|
|
|
|
bool operator()(Unit const* u)
|
|
{
|
|
return u->IsAlive()
|
|
&& i_funit->IsWithinDistInMap(u, i_range)
|
|
&& !i_funit->IsFriendlyTo(u)
|
|
&& i_funit->IsValidAttackTarget(u)
|
|
&& !u->IsCritter()
|
|
&& !u->IsTotem() //xinef: dont attack totems
|
|
/*&& i_funit->CanSeeOrDetect(u)*/; // pussywizard: already checked in IsValidAttackTarget(u)
|
|
}
|
|
private:
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyFriendlyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyFriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range, bool playerOnly = false) : i_obj(obj), i_funit(funit), i_range(range), i_playerOnly(playerOnly) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && i_obj->IsWithinDistInMap(u, i_range) && i_funit->IsFriendlyTo(u) && (!i_playerOnly || u->GetTypeId() == TYPEID_PLAYER))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
bool i_playerOnly;
|
|
};
|
|
|
|
class AnyFriendlyNotSelfUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyFriendlyNotSelfUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range, bool playerOnly = false) : i_obj(obj), i_funit(funit), i_range(range), i_playerOnly(playerOnly) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u != i_obj && u->IsAlive() && i_obj->IsWithinDistInMap(u, i_range) && i_funit->IsFriendlyTo(u) && (!i_playerOnly || u->GetTypeId() == TYPEID_PLAYER))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
bool i_playerOnly;
|
|
};
|
|
|
|
class AnyGroupedUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyGroupedUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range, bool raid) : _source(obj), _refUnit(funit), _range(range), _raid(raid) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (_raid)
|
|
{
|
|
if (!_refUnit->IsInRaidWith(u))
|
|
return false;
|
|
}
|
|
else if (!_refUnit->IsInPartyWith(u))
|
|
return false;
|
|
|
|
return !_refUnit->IsHostileTo(u) && u->IsAlive() && _source->IsWithinDistInMap(u, _range);
|
|
}
|
|
|
|
private:
|
|
WorldObject const* _source;
|
|
Unit const* _refUnit;
|
|
float _range;
|
|
bool _raid;
|
|
};
|
|
|
|
class AnyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->IsAlive() && i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
float i_range;
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with UnitLastSearcher to find nearest unit)
|
|
class NearestAttackableUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestAttackableUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (u->isTargetableForAttack(true, i_funit) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
(i_funit->IsInCombatWith(u) || u->IsHostileTo(i_funit)) && i_obj->CanSeeOrDetect(u))
|
|
{
|
|
i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestAttackableUnitInObjectRangeCheck(NearestAttackableUnitInObjectRangeCheck const&);
|
|
};
|
|
|
|
class AnyAoETargetUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyAoETargetUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
|
|
: i_obj(obj), i_funit(funit), _spellInfo(nullptr), i_range(range)
|
|
{
|
|
Unit const* check = i_funit;
|
|
Unit const* owner = i_funit->GetOwner();
|
|
if (owner)
|
|
check = owner;
|
|
i_targetForPlayer = (check->GetTypeId() == TYPEID_PLAYER);
|
|
if (i_obj->GetTypeId() == TYPEID_DYNAMICOBJECT)
|
|
_spellInfo = sSpellMgr->GetSpellInfo(((DynamicObject*)i_obj)->GetSpellId());
|
|
}
|
|
bool operator()(Unit* u)
|
|
{
|
|
// Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems
|
|
if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->IsTotem())
|
|
return false;
|
|
|
|
if (i_funit->_IsValidAttackTarget(u, _spellInfo, i_obj->GetTypeId() == TYPEID_DYNAMICOBJECT ? i_obj : nullptr) && i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
bool i_targetForPlayer;
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
SpellInfo const* _spellInfo;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyAttackableUnitExceptForOriginalCasterInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyAttackableUnitExceptForOriginalCasterInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
|
|
: i_obj(obj), i_funit(funit), i_range(range)
|
|
{}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (!u->IsAlive() || u->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE) || (u->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC) && !u->IsInCombat()))
|
|
return false;
|
|
if (u->GetGUID() == i_funit->GetGUID())
|
|
return false;
|
|
|
|
if (i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
// do attack at call of help to friendly crearture
|
|
class CallOfHelpCreatureInRangeDo
|
|
{
|
|
public:
|
|
CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
|
|
: i_funit(funit), i_enemy(enemy), i_range(range)
|
|
{}
|
|
void operator()(Creature* u)
|
|
{
|
|
if (u == i_funit)
|
|
return;
|
|
|
|
if (!u->CanAssistTo(i_funit, i_enemy, false))
|
|
return;
|
|
|
|
// too far
|
|
if (!u->IsWithinDistInMap(i_funit, i_range))
|
|
return;
|
|
|
|
// only if see assisted creature's enemy
|
|
if (!u->IsWithinLOSInMap(i_enemy))
|
|
return;
|
|
|
|
if (u->AI())
|
|
u->AI()->AttackStart(i_enemy);
|
|
}
|
|
private:
|
|
Unit* const i_funit;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
};
|
|
|
|
struct AnyDeadUnitCheck
|
|
{
|
|
bool operator()(Unit* u) { return !u->IsAlive(); }
|
|
};
|
|
|
|
/*
|
|
struct AnyStealthedCheck
|
|
{
|
|
bool operator()(Unit* u) { return u->GetVisibility() == VISIBILITY_GROUP_STEALTH; }
|
|
};
|
|
*/
|
|
|
|
// Creature checks
|
|
|
|
class NearestHostileUnitCheck
|
|
{
|
|
public:
|
|
explicit NearestHostileUnitCheck(Creature const* creature, float dist = 0, bool playerOnly = false) : me(creature), i_playerOnly(playerOnly)
|
|
{
|
|
m_range = (dist == 0 ? 9999 : dist);
|
|
}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (!me->IsWithinDistInMap(u, m_range, true, false))
|
|
return false;
|
|
|
|
if (!me->IsValidAttackTarget(u))
|
|
return false;
|
|
|
|
if (i_playerOnly && u->GetTypeId() != TYPEID_PLAYER)
|
|
return false;
|
|
|
|
m_range = me->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
Creature const* me;
|
|
float m_range;
|
|
bool i_playerOnly;
|
|
NearestHostileUnitCheck(NearestHostileUnitCheck const&);
|
|
};
|
|
|
|
class NearestHostileUnitInAttackDistanceCheck
|
|
{
|
|
public:
|
|
explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist) : me(creature), m_range(dist) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (!me->IsWithinDistInMap(u, m_range, true, false))
|
|
return false;
|
|
|
|
if (!me->CanStartAttack(u))
|
|
return false;
|
|
|
|
m_range = me->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
private:
|
|
Creature const* me;
|
|
float m_range;
|
|
NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
|
|
};
|
|
|
|
class NearestVisibleDetectableContestedGuardUnitCheck
|
|
{
|
|
public:
|
|
explicit NearestVisibleDetectableContestedGuardUnitCheck(Unit const* unit) : me(unit) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (!u->CanSeeOrDetect(me, true, true, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!u->IsContestedGuard())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
Unit const* me;
|
|
NearestVisibleDetectableContestedGuardUnitCheck(NearestVisibleDetectableContestedGuardUnitCheck const&);
|
|
};
|
|
|
|
class AnyAssistCreatureInRangeCheck
|
|
{
|
|
public:
|
|
AnyAssistCreatureInRangeCheck(Unit* funit, Unit* enemy, float range)
|
|
: i_funit(funit), i_enemy(enemy), i_range(range)
|
|
{
|
|
}
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (u == i_funit)
|
|
return false;
|
|
|
|
if (!u->CanAssistTo(i_funit, i_enemy))
|
|
return false;
|
|
|
|
// too far
|
|
if (!i_funit->IsWithinDistInMap(u, i_range))
|
|
return false;
|
|
|
|
// only if see assisted creature
|
|
if (!i_funit->IsWithinLOSInMap(u))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
private:
|
|
Unit* const i_funit;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
};
|
|
|
|
class NearestAssistCreatureInCreatureRangeCheck
|
|
{
|
|
public:
|
|
NearestAssistCreatureInCreatureRangeCheck(Creature* obj, Unit* enemy, float range)
|
|
: i_obj(obj), i_enemy(enemy), i_range(range) {}
|
|
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (u == i_obj)
|
|
return false;
|
|
if (!u->CanAssistTo(i_obj, i_enemy))
|
|
return false;
|
|
|
|
if (!i_obj->IsWithinDistInMap(u, i_range))
|
|
return false;
|
|
|
|
if (!i_obj->IsWithinLOSInMap(u))
|
|
return false;
|
|
|
|
i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
private:
|
|
Creature* const i_obj;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestAssistCreatureInCreatureRangeCheck(NearestAssistCreatureInCreatureRangeCheck const&);
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with CreatureLastSearcher to find nearest creature)
|
|
class NearestCreatureEntryWithLiveStateInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestCreatureEntryWithLiveStateInObjectRangeCheck(WorldObject const& obj, uint32 entry, bool alive, float range)
|
|
: i_obj(obj), i_entry(entry), i_alive(alive), i_range(range) {}
|
|
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (u->GetEntry() == i_entry && u->IsAlive() == i_alive && i_obj.IsWithinDist(u, i_range) && i_obj.InSamePhase(u))
|
|
{
|
|
i_range = i_obj.GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
uint32 i_entry;
|
|
bool i_alive;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestCreatureEntryWithLiveStateInObjectRangeCheck(NearestCreatureEntryWithLiveStateInObjectRangeCheck const&);
|
|
};
|
|
|
|
class AnyPlayerInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyPlayerInObjectRangeCheck(WorldObject const* obj, float range, bool reqAlive = true, bool disallowGM = false) : _obj(obj), _range(range), _reqAlive(reqAlive), _disallowGM(disallowGM) {}
|
|
bool operator()(Player* u)
|
|
{
|
|
if (_reqAlive && !u->IsAlive())
|
|
return false;
|
|
|
|
if (_disallowGM && (u->IsGameMaster() || u->IsSpectator()))
|
|
return false;
|
|
|
|
if (!_obj->IsWithinDistInMap(u, _range))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// pussywizard: needed for DestroyForNearbyPlayers
|
|
bool operator()(Player* u, bool checkRange)
|
|
{
|
|
if (checkRange && !_obj->IsWithinDistInMap(u, _range))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
WorldObject const* _obj;
|
|
float _range;
|
|
bool _reqAlive;
|
|
bool _disallowGM;
|
|
};
|
|
|
|
class AnyPlayerExactPositionInGameObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyPlayerExactPositionInGameObjectRangeCheck(GameObject const* go, float range) : _go(go), _range(range) {}
|
|
bool operator()(Player* u)
|
|
{
|
|
if (!_go->IsInRange(u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), _range))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
GameObject const* _go;
|
|
float _range;
|
|
};
|
|
|
|
class NearestPlayerInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestPlayerInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range)
|
|
{
|
|
}
|
|
|
|
bool operator()(Player* u)
|
|
{
|
|
if (u->IsAlive() && i_obj->IsWithinDistInMap(u, i_range))
|
|
{
|
|
i_range = i_obj->GetDistance(u);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
float i_range;
|
|
|
|
NearestPlayerInObjectRangeCheck(NearestPlayerInObjectRangeCheck const&);
|
|
};
|
|
|
|
class AllFriendlyCreaturesInGrid
|
|
{
|
|
public:
|
|
AllFriendlyCreaturesInGrid(Unit const* obj) : unit(obj) {}
|
|
bool operator() (Unit* u)
|
|
{
|
|
if (u->IsAlive() && u->IsVisible() && u->IsFriendlyTo(unit))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* unit;
|
|
};
|
|
|
|
class AllGameObjectsWithEntryInRange
|
|
{
|
|
public:
|
|
AllGameObjectsWithEntryInRange(WorldObject const* object, uint32 entry, float maxRange) : m_pObject(object), m_uiEntry(entry), m_fRange(maxRange) {}
|
|
bool operator() (GameObject* go)
|
|
{
|
|
if (go->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(go, m_fRange, false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* m_pObject;
|
|
uint32 m_uiEntry;
|
|
float m_fRange;
|
|
};
|
|
|
|
class AllCreaturesOfEntryInRange
|
|
{
|
|
public:
|
|
AllCreaturesOfEntryInRange(WorldObject const* object, uint32 entry, float maxRange) : m_pObject(object), m_uiEntry(entry), m_fRange(maxRange) {}
|
|
bool operator() (Unit* unit)
|
|
{
|
|
if (unit->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(unit, m_fRange, false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
WorldObject const* m_pObject;
|
|
uint32 m_uiEntry;
|
|
float m_fRange;
|
|
};
|
|
|
|
class MostHPMissingGroupInRange
|
|
{
|
|
public:
|
|
MostHPMissingGroupInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
|
|
|
|
bool operator()(Unit* u)
|
|
{
|
|
if (i_obj == u)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Player* player = nullptr;
|
|
if (u->GetTypeId() == TYPEID_PLAYER)
|
|
{
|
|
player = u->ToPlayer();
|
|
}
|
|
|
|
else if (u->IsPet() && u->GetOwner())
|
|
{
|
|
player = u->GetOwner()->ToPlayer();
|
|
}
|
|
|
|
if (!player)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Group* group = player->GetGroup();
|
|
if (!group || !group->IsMember(i_obj->IsPet() ? i_obj->GetOwnerGUID() : i_obj->GetGUID()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (u->IsAlive() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
|
|
{
|
|
i_hp = u->GetMaxHealth() - u->GetHealth();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
uint32 i_hp;
|
|
};
|
|
|
|
class AllDeadCreaturesInRange
|
|
{
|
|
public:
|
|
AllDeadCreaturesInRange(WorldObject const* obj, float range, bool reqAlive = true) : _obj(obj), _range(range), _reqAlive(reqAlive) {}
|
|
|
|
bool operator()(Unit* unit) const
|
|
{
|
|
if (_reqAlive && unit->IsAlive())
|
|
{
|
|
return false;
|
|
}
|
|
if (!_obj->IsWithinDistInMap(unit, _range))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private:
|
|
WorldObject const* _obj;
|
|
float _range;
|
|
bool _reqAlive;
|
|
};
|
|
|
|
class PlayerAtMinimumRangeAway
|
|
{
|
|
public:
|
|
PlayerAtMinimumRangeAway(Unit const* unit, float fMinRange) : unit(unit), fRange(fMinRange) {}
|
|
bool operator() (Player* player)
|
|
{
|
|
//No threat list check, must be done explicit if expected to be in combat with creature
|
|
if (!player->IsGameMaster() && player->IsAlive() && !unit->IsWithinDist(player, fRange, false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
Unit const* unit;
|
|
float fRange;
|
|
};
|
|
|
|
class GameObjectInRangeCheck
|
|
{
|
|
public:
|
|
GameObjectInRangeCheck(float _x, float _y, float _z, float _range, uint32 _entry = 0) :
|
|
x(_x), y(_y), z(_z), range(_range), entry(_entry) {}
|
|
bool operator() (GameObject* go)
|
|
{
|
|
if (!entry || (go->GetGOInfo() && go->GetGOInfo()->entry == entry))
|
|
return go->IsInRange(x, y, z, range);
|
|
else return false;
|
|
}
|
|
private:
|
|
float x, y, z, range;
|
|
uint32 entry;
|
|
};
|
|
|
|
class AllWorldObjectsInRange
|
|
{
|
|
public:
|
|
AllWorldObjectsInRange(WorldObject const* object, float maxRange) : m_pObject(object), m_fRange(maxRange) {}
|
|
bool operator() (WorldObject* go)
|
|
{
|
|
return m_pObject->IsWithinDist(go, m_fRange, false) && m_pObject->InSamePhase(go);
|
|
}
|
|
private:
|
|
WorldObject const* m_pObject;
|
|
float m_fRange;
|
|
};
|
|
|
|
class ObjectTypeIdCheck
|
|
{
|
|
public:
|
|
ObjectTypeIdCheck(TypeID typeId, bool equals) : _typeId(typeId), _equals(equals) {}
|
|
bool operator()(WorldObject const* object)
|
|
{
|
|
return (object->GetTypeId() == _typeId) == _equals;
|
|
}
|
|
|
|
private:
|
|
TypeID _typeId;
|
|
bool _equals;
|
|
};
|
|
|
|
class ObjectGUIDCheck
|
|
{
|
|
public:
|
|
ObjectGUIDCheck(ObjectGuid GUID, bool equals) : _GUID(GUID), _equals(equals) {}
|
|
bool operator()(WorldObject const* object)
|
|
{
|
|
return (object->GetGUID() == _GUID) == _equals;
|
|
}
|
|
|
|
private:
|
|
ObjectGuid _GUID;
|
|
bool _equals;
|
|
};
|
|
|
|
class UnitAuraCheck
|
|
{
|
|
public:
|
|
UnitAuraCheck(bool present, uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty) : _present(present), _spellId(spellId), _casterGUID(casterGUID) {}
|
|
bool operator()(Unit const* unit) const
|
|
{
|
|
return unit->HasAura(_spellId, _casterGUID) == _present;
|
|
}
|
|
|
|
bool operator()(WorldObject const* object) const
|
|
{
|
|
return object->ToUnit() && object->ToUnit()->HasAura(_spellId, _casterGUID) == _present;
|
|
}
|
|
|
|
private:
|
|
bool _present;
|
|
uint32 _spellId;
|
|
ObjectGuid _casterGUID;
|
|
};
|
|
|
|
class AllWorldObjectsInExactRange
|
|
{
|
|
public:
|
|
AllWorldObjectsInExactRange(WorldObject const* object, float range, bool equals) : _object(object), _range(range), _equals(equals) { }
|
|
bool operator() (WorldObject const* object)
|
|
{
|
|
return (_object->GetExactDist2d(object) > _range) == _equals;
|
|
}
|
|
|
|
private:
|
|
WorldObject const* _object;
|
|
float _range;
|
|
bool _equals;
|
|
};
|
|
|
|
class RandomCheck
|
|
{
|
|
public:
|
|
explicit RandomCheck(uint8 chance) : _chance(chance) { }
|
|
bool operator()(WorldObject const* /*object*/) const
|
|
{
|
|
return roll_chance_i(_chance);
|
|
}
|
|
|
|
private:
|
|
uint8 const _chance;
|
|
};
|
|
|
|
class PowerCheck
|
|
{
|
|
public:
|
|
explicit PowerCheck(Powers const power, bool equals) : _power(power), _equals(equals) { }
|
|
bool operator()(WorldObject const* object) const
|
|
{
|
|
return object->ToUnit() && (object->ToUnit()->getPowerType() == _power) == _equals;
|
|
}
|
|
|
|
private:
|
|
Powers const _power;
|
|
bool const _equals;
|
|
};
|
|
|
|
class RaidCheck
|
|
{
|
|
public:
|
|
explicit RaidCheck(Unit const* compare, bool equals) : _compare(compare), _equals(equals) { }
|
|
bool operator()(WorldObject const* object) const
|
|
{
|
|
return object->ToUnit() && object->ToUnit()->IsInRaidWith(_compare) == _equals;
|
|
}
|
|
|
|
private:
|
|
Unit const* _compare;
|
|
bool const _equals;
|
|
};
|
|
|
|
// Player checks and do
|
|
|
|
// Prepare using Builder localized packets with caching and send to player
|
|
template<class Builder>
|
|
class LocalizedPacketDo
|
|
{
|
|
public:
|
|
explicit LocalizedPacketDo(Builder& builder) : i_builder(builder) {}
|
|
|
|
~LocalizedPacketDo()
|
|
{
|
|
for (size_t i = 0; i < i_data_cache.size(); ++i)
|
|
delete i_data_cache[i];
|
|
}
|
|
void operator()(Player* p);
|
|
|
|
private:
|
|
Builder& i_builder;
|
|
std::vector<WorldPacket*> i_data_cache; // 0 = default, i => i-1 locale index
|
|
};
|
|
|
|
// Prepare using Builder localized packets with caching and send to player
|
|
template<class Builder>
|
|
class LocalizedPacketListDo
|
|
{
|
|
public:
|
|
typedef std::vector<WorldPacket*> WorldPacketList;
|
|
explicit LocalizedPacketListDo(Builder& builder) : i_builder(builder) {}
|
|
|
|
~LocalizedPacketListDo()
|
|
{
|
|
for (size_t i = 0; i < i_data_cache.size(); ++i)
|
|
for (size_t j = 0; j < i_data_cache[i].size(); ++j)
|
|
delete i_data_cache[i][j];
|
|
}
|
|
void operator()(Player* p);
|
|
|
|
private:
|
|
Builder& i_builder;
|
|
std::vector<WorldPacketList> i_data_cache;
|
|
// 0 = default, i => i-1 locale index
|
|
};
|
|
}
|
|
#endif
|