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PetAI.cpp
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PetAI.cpp
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/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "PetAI.h"
#include "Errors.h"
#include "Pet.h"
#include "Player.h"
#include "DBCStores.h"
#include "Spell.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"
#include "Creature.h"
#include "World.h"
#include "Util.h"
int PetAI::Permissible(const Creature *creature)
{
if( creature->isPet())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature *c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
{
m_AllySet.clear();
UpdateAllies();
}
void PetAI::MoveInLineOfSight(Unit *u)
{
if (m_creature->getVictim())
return;
if (m_creature->isPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
return;
if (!m_creature->GetCharmInfo() || !m_creature->GetCharmInfo()->HasReactState(REACT_AGGRESSIVE))
return;
if (u->isTargetableForAttack() && m_creature->IsHostileTo( u ) &&
u->isInAccessablePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if(m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
{
if(m_creature->IsWithinLOSInMap(u))
{
AttackStart(u);
u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
}
void PetAI::AttackStart(Unit *u)
{
if(!u || (m_creature->isPet() && ((Pet*)m_creature)->getPetType() == MINI_PET))
return;
if(m_creature->Attack(u,true))
{
// TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
// thus with the following clear the original TMG gets invalidated and crash, doh
// hope it doesn't start to leak memory without this :-/
//i_pet->Clear();
m_creature->GetMotionMaster()->MoveChase(u);
inCombat = true;
}
}
void PetAI::EnterEvadeMode()
{
}
bool PetAI::IsVisible(Unit *pl) const
{
return _isVisible(pl);
}
bool PetAI::_needToStop() const
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
return true;
return !m_creature->getVictim()->isTargetableForAttack();
}
void PetAI::_stopAttack()
{
inCombat = false;
if( !m_creature->isAlive() )
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) stopped attack, he is dead.", m_creature->GetGUIDLow());
m_creature->StopMoving();
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
m_creature->CombatStop();
m_creature->getHostileRefManager().deleteReferences();
return;
}
Unit* owner = m_creature->GetCharmerOrOwner();
if(owner && m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
else
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveIdle();
}
m_creature->AttackStop();
}
void PetAI::UpdateAI(const uint32 diff)
{
if (!m_creature->isAlive())
return;
Unit* owner = m_creature->GetCharmerOrOwner();
if(m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
m_updateAlliesTimer -= diff;
if (inCombat && (!m_creature->getVictim() || m_creature->isPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS))
_stopAttack();
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if (m_creature->getVictim())
{
if (_needToStop())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
_stopAttack();
return;
}
else if (m_creature->IsStopped() || m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
{
// required to be stopped cases
if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
{
if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
m_creature->InterruptNonMeleeSpells(false);
else
return;
}
// not required to be stopped case
else if (m_creature->isAttackReady() && m_creature->canReachWithAttack(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
if (!m_creature->getVictim())
return;
//if pet misses its target, it will also be the first in threat list
m_creature->getVictim()->AddThreat(m_creature);
if( _needToStop() )
_stopAttack();
}
}
}
else if (owner && m_creature->GetCharmInfo())
{
if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
{
AttackStart(owner->getAttackerForHelper());
}
else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) )
{
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
}
}
// Autocast (casted only in combat or persistent spells in any state)
if (!m_creature->IsNonMeleeSpellCasted(false))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = GetSpellDuration(spellInfo);
if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
}
else
{
// just ignore non-combat spells
if (IsNonCombatSpell(spellInfo))
continue;
}
Spell *spell = new Spell(m_creature, spellInfo, false);
if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
continue;
}
else
{
bool spellUsed = false;
for(std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if(!Target)
continue;
if(spell->CanAutoCast(Target))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell));
spellUsed = true;
break;
}
}
if (!spellUsed)
delete spell;
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
Spell* spell = targetSpellStore[index].second;
Unit* target = targetSpellStore[index].first;
targetSpellStore.erase(targetSpellStore.begin() + index);
SpellCastTargets targets;
targets.setUnitTarget( target );
if (!m_creature->HasInArc(M_PI_F, target))
{
m_creature->SetInFront(target);
if (target->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer((Player*)target);
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer( (Player*)owner );
}
m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
if (m_creature->isPet())
((Pet*)m_creature)->CheckLearning(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
// deleted cached Spell objects
for(TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
delete itr->second;
}
}
bool PetAI::_isVisible(Unit *u) const
{
return m_creature->IsWithinDist(u,sWorld.getConfig(CONFIG_FLOAT_SIGHT_GUARDER))
&& u->isVisibleForOrDetect(m_creature,m_creature,true);
}
void PetAI::UpdateAllies()
{
Unit* owner = m_creature->GetCharmerOrOwner();
Group *pGroup = NULL;
m_updateAlliesTimer = 10*IN_MILLISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
if(!owner)
return;
else if(owner->GetTypeId() == TYPEID_PLAYER)
pGroup = ((Player*)owner)->GetGroup();
//only pet and owner/not in group->ok
if(m_AllySet.size() == 2 && !pGroup)
return;
//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
return;
m_AllySet.clear();
m_AllySet.insert(m_creature->GetGUID());
if(pGroup) //add group
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
continue;
if(Target->GetGUID() == owner->GetGUID())
continue;
m_AllySet.insert(Target->GetGUID());
}
}
else //remove group
m_AllySet.insert(owner->GetGUID());
}
void PetAI::AttackedBy(Unit *attacker)
{
//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
if(!m_creature->getVictim() && m_creature->GetCharmInfo() && !m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
(!m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY) || m_creature->canReachWithAttack(attacker)))
AttackStart(attacker);
}