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Initial project location adjustment
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241
src/game/Object/CreatureAI.cpp
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241
src/game/Object/CreatureAI.cpp
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "CreatureAI.h"
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#include "Creature.h"
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#include "DBCStores.h"
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#include "Spell.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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CreatureAI::~CreatureAI()
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{
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}
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void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!m_creature->getVictim())
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AttackStart(attacker);
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}
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CanCastResult CreatureAI::CanCastSpell(Unit* pTarget, const SpellEntry* pSpell, bool isTriggered)
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{
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// If not triggered, we check
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if (!isTriggered)
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{
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// State does not allow
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if (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL))
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return CAST_FAIL_STATE;
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if (pSpell->GetPreventionType() == SPELL_PREVENTION_TYPE_SILENCE && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return CAST_FAIL_STATE;
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if (pSpell->GetPreventionType() == SPELL_PREVENTION_TYPE_PACIFY && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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return CAST_FAIL_STATE;
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// Check for power (also done by Spell::CheckCast())
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if (m_creature->GetPower((Powers)pSpell->powerType) < Spell::CalculatePowerCost(pSpell, m_creature))
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return CAST_FAIL_POWER;
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}
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if (const SpellRangeEntry* pSpellRange = sSpellRangeStore.LookupEntry(pSpell->rangeIndex))
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{
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if (pTarget != m_creature)
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{
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// pTarget is out of range of this spell (also done by Spell::CheckCast())
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float fDistance = m_creature->GetCombatDistance(pTarget, pSpell->rangeIndex == SPELL_RANGE_IDX_COMBAT);
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if (fDistance > (m_creature->IsHostileTo(pTarget) ? pSpellRange->maxRange : pSpellRange->maxRangeFriendly))
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return CAST_FAIL_TOO_FAR;
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float fMinRange = m_creature->IsHostileTo(pTarget) ? pSpellRange->minRange : pSpellRange->minRangeFriendly;
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if (fMinRange && fDistance < fMinRange)
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return CAST_FAIL_TOO_CLOSE;
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}
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return CAST_OK;
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}
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else
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return CAST_FAIL_OTHER;
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}
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CanCastResult CreatureAI::DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags, ObjectGuid uiOriginalCasterGUID)
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{
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Unit* pCaster = m_creature;
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if (uiCastFlags & CAST_FORCE_TARGET_SELF)
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pCaster = pTarget;
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// Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
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if (!pCaster->IsNonMeleeSpellCasted(false) || (uiCastFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS)))
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{
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if (const SpellEntry* pSpell = sSpellStore.LookupEntry(uiSpell))
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{
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// If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
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if (uiCastFlags & CAST_AURA_NOT_PRESENT)
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{
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if (pTarget->HasAura(uiSpell))
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return CAST_FAIL_TARGET_AURA;
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}
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// Check if cannot cast spell
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if (!(uiCastFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)))
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{
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CanCastResult castResult = CanCastSpell(pTarget, pSpell, uiCastFlags & CAST_TRIGGERED);
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if (castResult != CAST_OK)
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return castResult;
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}
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// Interrupt any previous spell
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if (uiCastFlags & CAST_INTERRUPT_PREVIOUS && pCaster->IsNonMeleeSpellCasted(false))
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pCaster->InterruptNonMeleeSpells(false);
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pCaster->CastSpell(pTarget, pSpell, uiCastFlags & CAST_TRIGGERED, NULL, NULL, uiOriginalCasterGUID);
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return CAST_OK;
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}
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else
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{
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sLog.outErrorDb("DoCastSpellIfCan by creature entry %u attempt to cast spell %u but spell does not exist.", m_creature->GetEntry(), uiSpell);
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return CAST_FAIL_OTHER;
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}
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}
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else
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return CAST_FAIL_IS_CASTING;
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}
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bool CreatureAI::DoMeleeAttackIfReady()
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{
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return m_creature->UpdateMeleeAttackingState();
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}
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void CreatureAI::SetCombatMovement(bool enable, bool stopOrStartMovement /*=false*/)
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{
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m_isCombatMovement = enable;
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if (enable)
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m_creature->clearUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT);
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else
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m_creature->addUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT);
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if (stopOrStartMovement && m_creature->getVictim()) // Only change current movement while in combat
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{
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if (enable)
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m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_attackDistance, m_attackAngle);
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else if (!enable && m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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m_creature->StopMoving();
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}
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}
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void CreatureAI::HandleMovementOnAttackStart(Unit* victim)
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{
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if (m_isCombatMovement)
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m_creature->GetMotionMaster()->MoveChase(victim, m_attackDistance, m_attackAngle);
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// TODO - adapt this to only stop OOC-MMGens when MotionMaster rewrite is finished
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else if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE || m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == RANDOM_MOTION_TYPE)
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{
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m_creature->GetMotionMaster()->MoveIdle();
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m_creature->StopMoving();
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}
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}
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// ////////////////////////////////////////////////////////////////////////////////////////////////
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// Event system
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// ////////////////////////////////////////////////////////////////////////////////////////////////
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class AiDelayEventAround : public BasicEvent
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{
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public:
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AiDelayEventAround(AIEventType eventType, ObjectGuid invokerGuid, Creature& owner, std::list<Creature*> const& receivers, uint32 miscValue) :
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BasicEvent(),
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m_eventType(eventType),
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m_invokerGuid(invokerGuid),
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m_owner(owner),
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m_miscValue(miscValue)
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{
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// Pushing guids because in delay can happen some creature gets despawned => invalid pointer
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m_receiverGuids.reserve(receivers.size());
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for (std::list<Creature*>::const_iterator itr = receivers.begin(); itr != receivers.end(); ++itr)
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m_receiverGuids.push_back((*itr)->GetObjectGuid());
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}
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bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override
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{
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Unit* pInvoker = m_owner.GetMap()->GetUnit(m_invokerGuid);
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for (GuidVector::const_reverse_iterator itr = m_receiverGuids.rbegin(); itr != m_receiverGuids.rend(); ++itr)
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{
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if (Creature* pReceiver = m_owner.GetMap()->GetAnyTypeCreature(*itr))
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{
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pReceiver->AI()->ReceiveAIEvent(m_eventType, &m_owner, pInvoker, m_miscValue);
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// Special case for type 0 (call-assistance)
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if (m_eventType == AI_EVENT_CALL_ASSISTANCE && pInvoker && pReceiver->CanAssistTo(&m_owner, pInvoker))
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{
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pReceiver->SetNoCallAssistance(true);
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pReceiver->AI()->AttackStart(pInvoker);
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}
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}
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}
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m_receiverGuids.clear();
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return true;
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}
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private:
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AiDelayEventAround();
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ObjectGuid m_invokerGuid;
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GuidVector m_receiverGuids;
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Creature& m_owner;
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AIEventType m_eventType;
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uint32 m_miscValue;
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};
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void CreatureAI::SendAIEventAround(AIEventType eventType, Unit* pInvoker, uint32 uiDelay, float fRadius, uint32 miscValue /*=0*/) const
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{
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if (fRadius > 0)
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{
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std::list<Creature*> receiverList;
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// Use this check here to collect only assitable creatures in case of CALL_ASSISTANCE, else be less strict
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MaNGOS::AnyAssistCreatureInRangeCheck u_check(m_creature, eventType == AI_EVENT_CALL_ASSISTANCE ? pInvoker : NULL, fRadius);
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MaNGOS::CreatureListSearcher<MaNGOS::AnyAssistCreatureInRangeCheck> searcher(receiverList, u_check);
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Cell::VisitGridObjects(m_creature, searcher, fRadius);
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if (!receiverList.empty())
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{
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AiDelayEventAround* e = new AiDelayEventAround(eventType, pInvoker ? pInvoker->GetObjectGuid() : ObjectGuid(), *m_creature, receiverList, miscValue);
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m_creature->m_Events.AddEvent(e, m_creature->m_Events.CalculateTime(uiDelay));
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}
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}
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}
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void CreatureAI::SendAIEvent(AIEventType eventType, Unit* pInvoker, Creature* pReceiver, uint32 miscValue /*=0*/) const
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{
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MANGOS_ASSERT(pReceiver);
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pReceiver->AI()->ReceiveAIEvent(eventType, m_creature, pInvoker, miscValue);
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}
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