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NOTE: this is mostly just formal adding 2 movegens with very limited cleanups. Real result from adding 2 new movegens possible after apply more deep cleanups/fixes in UNIT_STAT_CHASE/UNIT_STAT_FOLLOW set. But this will need more cereful changes because we have currently sometime strange dependences and places for set for this flags. Similar cleanups required for other movegen related flags. Infact i have related patches but need more testing before apply step by step.
165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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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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#include "AggressorAI.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "SharedDefines.h"
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#include "ObjectAccessor.h"
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#include "VMapFactory.h"
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#include "World.h"
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#include <list>
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int
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AggressorAI::Permissible(const Creature *creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if( !creature->isCivilian() && !creature->IsNeutralToAll() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void
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AggressorAI::MoveInLineOfSight(Unit *u)
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{
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// Ignore Z for flying creatures
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if( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
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return;
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if (!m_creature->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && u->isTargetableForAttack() &&
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( m_creature->IsHostileTo( u ) /*|| u->getVictim() && m_creature->IsFriendlyTo( u->getVictim() )*/ ) &&
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u->isInAccessablePlaceFor(m_creature))
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{
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float attackRadius = m_creature->GetAttackDistance(u);
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if(m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->IsWithinLOSInMap(u) )
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{
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if(!m_creature->getVictim())
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{
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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else if(sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
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{
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m_creature->AddThreat(u);
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u->SetInCombatWith(m_creature);
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}
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}
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}
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}
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void AggressorAI::EnterEvadeMode()
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{
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if (!m_creature->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_creature->DeleteThreatList();
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
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if (!victim)
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{
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DEBUG_LOG("Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (!victim->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->HasStealthAura())
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{
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DEBUG_LOG("Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->isInFlight())
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{
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DEBUG_LOG("Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
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}
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else
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{
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DEBUG_LOG("Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
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//i_state = STATE_LOOK_AT_VICTIM;
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//i_tracker.Reset(TIME_INTERVAL_LOOK);
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}
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if (!m_creature->isCharmed())
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{
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m_creature->RemoveAllAuras();
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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m_creature->DeleteThreatList();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_creature->SetLootRecipient(NULL);
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}
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void
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AggressorAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if m_creature->getVictim() !=0 and changed
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if(!m_creature->SelectHostileTarget() || !m_creature->getVictim())
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return;
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i_victimGuid = m_creature->getVictim()->GetGUID();
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if( m_creature->isAttackReady() )
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{
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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}
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}
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}
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bool
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AggressorAI::IsVisible(Unit *pl) const
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{
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return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_MONSTER))
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&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
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}
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void
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AggressorAI::AttackStart(Unit *u)
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{
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if( !u )
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return;
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if(m_creature->Attack(u,true))
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{
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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", m_creature->GetName(), u->GetGUIDLow());
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i_victimGuid = u->GetGUID();
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m_creature->AddThreat(u);
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m_creature->SetInCombatWith(u);
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u->SetInCombatWith(m_creature);
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m_creature->GetMotionMaster()->MoveChase(u);
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}
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}
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