server/src/game/Object/PetAI.cpp
2020-02-17 12:13:05 +00:00

526 lines
18 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#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* pWho)
{
if (Unit* victim = m_creature->getVictim())
if (victim->IsAlive())
{
return;
}
if (CharmInfo* charmInfo = m_creature->GetCharmInfo())
{
if (charmInfo->HasReactState(REACT_AGGRESSIVE)
&& !(m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)
&& pWho && pWho->IsTargetableForAttack() && pWho->isInAccessablePlaceFor(m_creature)
&& (m_creature->IsHostileTo(pWho) || pWho->IsHostileTo(m_creature->GetCharmerOrOwner()))
&& m_creature->IsWithinDistInMap(pWho, m_creature->GetAttackDistance(pWho))
&& m_creature->GetDistanceZ(pWho) <= CREATURE_Z_ATTACK_RANGE
&& m_creature->IsWithinLOSInMap(pWho))
{
AttackStart(pWho);
if (Unit* owner = m_creature->GetOwner())
owner->SetInCombatState(true, pWho);
}
}
}
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();
if (!m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
HandleMovementOnAttackStart(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;
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();
Unit* victim = NULL;
if (!((Pet*)m_creature)->isControlled())
m_creature->SelectHostileTarget();
// Creature pets and guardians will always look in threat list for victim
if (!(m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE)
|| (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)))
victim = m_creature->getVictim();
if (m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
{ UpdateAllies(); }
else
{
m_updateAlliesTimer -= diff;
}
if (inCombat && !victim)
{
m_creature->AttackStop(true);
inCombat = false;
}
if (((Pet*)m_creature)->GetIsRetreating())
{
if (!owner->IsWithinDistInMap(m_creature, (PET_FOLLOW_DIST * 2)))
{
if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW))
m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
else
((Pet*)m_creature)->SetIsRetreating();
}
else if (((Pet*)m_creature)->GetSpellOpener() != 0) // have opener stored
{
uint32 minRange = ((Pet*)m_creature)->GetSpellOpenerMinRange();
if (!(victim = m_creature->getVictim())
|| (minRange != 0 && m_creature->IsWithinDistInMap(victim, minRange)))
((Pet*)m_creature)->SetSpellOpener();
else if (m_creature->IsWithinDistInMap(victim, ((Pet*)m_creature)->GetSpellOpenerMaxRange())
&& m_creature->IsWithinLOSInMap(victim))
{
// stop moving
m_creature->clearUnitState(UNIT_STAT_MOVING);
// auto turn to target
m_creature->SetInFront(victim);
if (victim->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer((Player*)victim);
if (owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer((Player*)owner);
uint32 spell_id = ((Pet*)m_creature)->GetSpellOpener();
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
Spell* spell = new Spell(m_creature, spellInfo, false);
SpellCastResult result = spell->CheckPetCast(victim);
if (result == SPELL_CAST_OK)
{
m_creature->AddCreatureSpellCooldown(spell_id);
spell->SpellStart(&(spell->m_targets));
}
else
delete spell;
((Pet*)m_creature)->SetSpellOpener();
}
else
{
return;
}
}
// Autocast (casted only in combat or persistent spells in any state)
else 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))
{
int32 duration = GetSpellDuration(spellInfo);
SpellPowerEntry const* spellPower = spellInfo->GetSpellPower();
if (spellPower && (spellPower->manaCost || spellPower->ManaCostPercentage || spellPower->manaPerSecond) && duration > 0)
{
continue;
}
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// allow only spell not on cooldown
if (cooldown != 0 && duration < cooldown)
{
continue;
}
}
}
// just ignore non-combat spells
else if (IsNonCombatSpell(spellInfo))
continue;
Spell* spell = new Spell(m_creature, spellInfo, false);
if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim))
{
targetSpellStore.push_back(TargetSpellList::value_type(victim, spell));
continue;
}
else
{
bool spellUsed = false;
for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = m_creature->GetMap()->GetUnit(*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(TargetSpellList::value_type(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);
spell->SpellStart(&targets);
}
// deleted cached Spell objects
for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
{
delete itr->second;
}
}
// Guardians will always look in threat list for victim
if (!((Pet*)m_creature)->isControlled())
m_creature->SelectHostileTarget();
if (!(m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE)
|| (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)))
victim = m_creature->getVictim();
// Stop here if casting spell (No melee and no movement)
if (m_creature->IsNonMeleeSpellCasted(false))
{
return;
}
if (victim)
{
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if ((m_creature->IsCharmed() && victim == m_creature->GetCharmer()) || !victim->IsTargetableForAttack())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
m_creature->CombatStop();
inCombat = false;
return;
}
// if pet misses its target, it will also be the first in threat list
if (!(m_creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE)
&& m_creature->CanReachWithMeleeAttack(victim))
{
if (!m_creature->HasInArc(2 * M_PI_F / 3, victim))
{
m_creature->SetInFront(victim);
if (victim->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer((Player*)victim);
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendCreateUpdateToPlayer((Player*)owner);
}
if (DoMeleeAttackIfReady())
victim->AddThreat(m_creature);
}
else if (!(m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)
|| m_creature->hasUnitState(UNIT_STAT_MOVING)))
AttackStart(victim);
}
else if (owner)
{
CharmInfo* charmInfo = m_creature->GetCharmInfo();
if (owner->IsInCombat() && !(m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE)
|| (charmInfo && charmInfo->HasReactState(REACT_PASSIVE))))
AttackStart(owner->getAttackerForHelper());
else if (!m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
{
if (charmInfo && charmInfo->HasCommandState(COMMAND_STAY))
{
if (Pet* pet = (Pet*)m_creature)
{
//if stay command is set but we dont have stay pos set then we need to establish current pos as stay position
if (!pet->IsStayPosSet())
pet->SetStayPosition(true);
float stayPosX = pet->GetStayPosX();
float stayPosY = pet->GetStayPosY();
float stayPosZ = pet->GetStayPosZ();
if (m_creature->GetPositionX() == stayPosX
&& m_creature->GetPositionY() == stayPosY
&& m_creature->GetPositionZ() == stayPosZ)
{
float StayPosO = pet->GetStayPosO();
if (m_creature->hasUnitState(UNIT_STAT_MOVING))
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveIdle();
}
else if (m_creature->GetOrientation() != StayPosO)
m_creature->SetOrientation(StayPosO);
}
else
pet->GetMotionMaster()->MovePoint(0, stayPosX, stayPosY, stayPosZ, false);
}
}
else if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
{
if (owner->IsWithinDistInMap(m_creature, PET_FOLLOW_DIST))
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveIdle();
}
}
else if (charmInfo && charmInfo->HasCommandState(COMMAND_FOLLOW)
&& !owner->IsWithinDistInMap(m_creature, (PET_FOLLOW_DIST * 2)))
m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
}
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->GetObjectGuid());
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->GetObjectGuid() == owner->GetObjectGuid())
{
continue;
}
m_AllySet.insert(target->GetObjectGuid());
}
}
else // remove group
{
m_AllySet.insert(owner->GetObjectGuid());
}
}
void PetAI::AttackedBy(Unit* attacker)
{
// when attacked, fight back if no victim unless we have a charm state set to passive
if (!(m_creature->getVictim() || ((Pet*)m_creature)->GetIsRetreating() == true)
&& !(m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE)
|| (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE))))
{ AttackStart(attacker); }
}