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UnitAI.cpp
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UnitAI.cpp
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/*
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 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, see <http://www.gnu.org/licenses/>.
*/
#include "UnitAI.h"
#include "Player.h"
#include "Creature.h"
#include "SpellAuras.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include "Spell.h"
#include "CreatureAIImpl.h"
void UnitAI::AttackStart(Unit* victim)
{
if (victim && me->Attack(victim, true))
{
// Clear distracted state on attacking
if (me->HasUnitState(UNIT_STATE_DISTRACTED))
{
me->ClearUnitState(UNIT_STATE_DISTRACTED);
me->GetMotionMaster()->Clear();
}
me->GetMotionMaster()->MoveChase(victim);
}
}
void UnitAI::AttackStartCaster(Unit* victim, float dist)
{
if (victim && me->Attack(victim, false))
me->GetMotionMaster()->MoveChase(victim, dist);
}
void UnitAI::DoMeleeAttackIfReady()
{
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
Unit* victim = me->GetVictim();
if (!me->IsWithinMeleeRange(victim))
return;
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady())
{
me->AttackerStateUpdate(victim);
me->resetAttackTimer();
}
if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
{
me->AttackerStateUpdate(victim, OFF_ATTACK);
me->resetAttackTimer(OFF_ATTACK);
}
}
bool UnitAI::DoSpellAttackIfReady(uint32 spell)
{
if (me->HasUnitState(UNIT_STATE_CASTING) || !me->isAttackReady())
return true;
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell))
{
if (me->IsWithinCombatRange(me->GetVictim(), spellInfo->GetMaxRange(false)))
{
me->CastSpell(me->GetVictim(), spell, false);
me->resetAttackTimer();
return true;
}
}
return false;
}
Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
{
return SelectTarget(targetType, position, DefaultTargetSelector(me, dist, playerOnly, aura));
}
void UnitAI::SelectTargetList(std::list<Unit*>& targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
{
SelectTargetList(targetList, DefaultTargetSelector(me, dist, playerOnly, aura), num, targetType);
}
float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
return spellInfo ? spellInfo->GetMaxRange(positive) : 0;
}
void UnitAI::DoAddAuraToAllHostilePlayers(uint32 spellid)
{
if (me->IsInCombat())
{
ThreatContainer::StorageType threatlist = me->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
if (Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
if (unit->GetTypeId() == TYPEID_PLAYER)
me->AddAura(spellid, unit);
}
}
}
void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered)
{
if (me->IsInCombat())
{
ThreatContainer::StorageType threatlist = me->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
if (Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
if (unit->GetTypeId() == TYPEID_PLAYER)
me->CastSpell(unit, spellid, triggered);
}
}
}
void UnitAI::DoCast(uint32 spellId)
{
Unit* target = NULL;
switch (AISpellInfo[spellId].target)
{
default:
case AITARGET_SELF:
target = me;
break;
case AITARGET_VICTIM:
target = me->GetVictim();
break;
case AITARGET_ENEMY:
{
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
{
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
target = SelectTarget(SELECT_TARGET_RANDOM, 0, spellInfo->GetMaxRange(false), playerOnly);
}
break;
}
case AITARGET_ALLY:
target = me;
break;
case AITARGET_BUFF:
target = me;
break;
case AITARGET_DEBUFF:
{
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
{
bool playerOnly = spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS);
float range = spellInfo->GetMaxRange(false);
DefaultTargetSelector targetSelector(me, range, playerOnly, -(int32)spellId);
if (!(spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_VICTIM)
&& targetSelector(me->GetVictim()))
target = me->GetVictim();
else
target = SelectTarget(SELECT_TARGET_RANDOM, 0, targetSelector);
}
break;
}
}
if (target)
me->CastSpell(target, spellId, false);
}
void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim || (me->HasUnitState(UNIT_STATE_CASTING) && !triggered))
return;
me->CastSpell(victim, spellId, triggered);
}
void UnitAI::DoCastVictim(uint32 spellId, bool triggered)
{
if (!me->GetVictim() || (me->HasUnitState(UNIT_STATE_CASTING) && !triggered))
return;
me->CastSpell(me->GetVictim(), spellId, triggered);
}
void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
{
if (!triggered && me->HasUnitState(UNIT_STATE_CASTING))
return;
me->CastSpell((Unit*)NULL, spellId, triggered);
}
#define UPDATE_TARGET(a) {if (AIInfo->target<a) AIInfo->target=a;}
void UnitAI::FillAISpellInfo()
{
AISpellInfo = new AISpellInfoType[sSpellMgr->GetSpellInfoStoreSize()];
AISpellInfoType* AIInfo = AISpellInfo;
const SpellInfo* spellInfo;
for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i, ++AIInfo)
{
spellInfo = sSpellMgr->GetSpellInfo(i);
if (!spellInfo)
continue;
if (spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_DEAD))
AIInfo->condition = AICOND_DIE;
else if (spellInfo->IsPassive() || spellInfo->GetDuration() == -1)
AIInfo->condition = AICOND_AGGRO;
else
AIInfo->condition = AICOND_COMBAT;
if (AIInfo->cooldown < spellInfo->RecoveryTime)
AIInfo->cooldown = spellInfo->RecoveryTime;
if (!spellInfo->GetMaxRange(false))
UPDATE_TARGET(AITARGET_SELF)
else
{
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
uint32 targetType = spellInfo->Effects[j].TargetA.GetTarget();
if (targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DEST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if (targetType == TARGET_UNIT_DEST_AREA_ENEMY)
UPDATE_TARGET(AITARGET_ENEMY)
if (spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
{
if (targetType == TARGET_UNIT_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_DEBUFF)
else if (spellInfo->IsPositive())
UPDATE_TARGET(AITARGET_BUFF)
}
}
}
AIInfo->realCooldown = spellInfo->RecoveryTime + spellInfo->StartRecoveryTime;
AIInfo->maxRange = spellInfo->GetMaxRange(false) * 3 / 4;
}
}
SpellTargetSelector::SpellTargetSelector(Unit* caster, uint32 spellId) :
_caster(caster), _spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(sSpellMgr->GetSpellInfo(spellId), caster))
{
ASSERT(_spellInfo);
}
bool SpellTargetSelector::operator()(Unit const* target) const
{
if (!target)
return false;
if (_spellInfo->CheckTarget(_caster, target) != SPELL_CAST_OK)
return false;
// copypasta from Spell::CheckRange
uint32 range_type = _spellInfo->RangeEntry ? _spellInfo->RangeEntry->type : 0;
float max_range = _caster->GetSpellMaxRangeForTarget(target, _spellInfo);
float min_range = _caster->GetSpellMinRangeForTarget(target, _spellInfo);
if (target && target != _caster)
{
if (range_type == SPELL_RANGE_MELEE)
{
// Because of lag, we can not check too strictly here.
if (!_caster->IsWithinMeleeRange(target, max_range))
return false;
}
else if (!_caster->IsWithinCombatRange(target, max_range))
return false;
if (range_type == SPELL_RANGE_RANGED)
{
if (_caster->IsWithinMeleeRange(target))
return false;
}
else if (min_range && _caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
return false;
}
return true;
}
bool NonTankTargetSelector::operator()(Unit const* target) const
{
if (!target)
return false;
if (_playerOnly && target->GetTypeId() != TYPEID_PLAYER)
return false;
return target != _source->GetVictim();
}