mirror of
https://github.com/mangosfour/server.git
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1413 lines
53 KiB
C++
1413 lines
53 KiB
C++
/*
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* Copyright (C) 2009 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 "Common.h"
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#include "CreatureEventAI.h"
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#include "CreatureEventAIMgr.h"
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#include "ObjectMgr.h"
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#include "Spell.h"
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#include "World.h"
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#include "Cell.h"
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#include "CellImpl.h"
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#include "GameEventMgr.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "WorldPacket.h"
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#include "InstanceData.h"
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namespace MaNGOS
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{
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class CallOfHelpCreatureInRangeDo // do attack at call of help to friendly crearture
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{
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public:
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CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
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: i_funit(funit), i_enemy(enemy), i_range(range)
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{}
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void operator()(Creature* u)
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{
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if (u == i_funit)
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return;
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if (!u->CanAssistTo(i_funit, i_enemy, false))
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return;
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// too far
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if( !i_funit->IsWithinDistInMap(u, i_range) )
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return;
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// only if see assisted creature
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if( !i_funit->IsWithinLOSInMap(u) )
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return;
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if(u->AI())
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u->AI()->AttackStart(i_enemy);
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}
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private:
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Unit* const i_funit;
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Unit* const i_enemy;
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float i_range;
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};
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}
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bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax )
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{
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if (repeatMin == repeatMax)
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Time = repeatMin;
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else if (repeatMax > repeatMin)
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Time = urand(repeatMin, repeatMax);
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else
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{
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sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
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Enabled = false;
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return false;
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}
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return true;
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}
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int CreatureEventAI::Permissible(const Creature *creature)
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{
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if( creature->GetAIName() == "EventAI" )
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
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{
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// Need make copy for filter unneeded steps and safe in case table reload
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CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
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if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
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{
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std::vector<CreatureEventAI_Event>::const_iterator i;
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for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i)
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{
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//Debug check
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#ifndef MANGOS_DEBUG
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if ((*i).event_flags & EFLAG_DEBUG_ONLY)
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continue;
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#endif
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if (m_creature->GetMap()->IsDungeon())
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{
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if( (m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_HEROIC) ||
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(!m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_NORMAL))
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{
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//event flagged for instance mode
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CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
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}
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continue;
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}
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CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
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}
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//EventMap had events but they were not added because they must be for instance
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if (CreatureEventAIList.empty())
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sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", m_creature->GetEntry());
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}
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else
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sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
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bEmptyList = CreatureEventAIList.empty();
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Phase = 0;
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CombatMovementEnabled = true;
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MeleeEnabled = true;
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AttackDistance = 0;
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AttackAngle = 0.0f;
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//Handle Spawned Events
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if (!bEmptyList)
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{
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for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
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{
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if ((*i).Event.event_type == EVENT_T_SPAWNED)
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ProcessEvent(*i);
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}
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}
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Reset();
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}
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bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker)
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{
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if (!pHolder.Enabled || pHolder.Time)
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return false;
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//Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
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if (pHolder.Event.event_inverse_phase_mask & (1 << Phase))
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return false;
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//Store random here so that all random actions match up
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uint32 rnd = rand();
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//Return if chance for event is not met
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if (pHolder.Event.event_chance <= rnd % 100)
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return false;
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CreatureEventAI_Event const& event = pHolder.Event;
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//Check event conditions based on the event type, also reset events
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switch (event.event_type)
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{
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case EVENT_T_TIMER:
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if (!m_creature->isInCombat())
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
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break;
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case EVENT_T_TIMER_OOC:
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if (m_creature->isInCombat())
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
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break;
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case EVENT_T_HP:
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{
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if (!m_creature->isInCombat() || !m_creature->GetMaxHealth())
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return false;
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uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth();
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if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
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break;
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}
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case EVENT_T_MANA:
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{
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if (!m_creature->isInCombat() || !m_creature->GetMaxPower(POWER_MANA))
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return false;
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uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA);
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if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
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break;
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}
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case EVENT_T_AGGRO:
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break;
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case EVENT_T_KILL:
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.kill.repeatMin,event.kill.repeatMax);
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break;
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case EVENT_T_DEATH:
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case EVENT_T_EVADE:
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break;
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case EVENT_T_SPELLHIT:
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//Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
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break;
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case EVENT_T_RANGE:
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.range.repeatMin,event.range.repeatMax);
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break;
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case EVENT_T_OOC_LOS:
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
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break;
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case EVENT_T_SPAWNED:
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break;
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case EVENT_T_TARGET_HP:
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{
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if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
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return false;
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uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
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if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
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break;
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}
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case EVENT_T_TARGET_CASTING:
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if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.target_casting.repeatMin,event.target_casting.repeatMax);
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break;
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case EVENT_T_FRIENDLY_HP:
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{
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if (!m_creature->isInCombat())
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return false;
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Unit* pUnit = DoSelectLowestHpFriendly(event.friendly_hp.radius, event.friendly_hp.hpDeficit);
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if (!pUnit)
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return false;
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pActionInvoker = pUnit;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
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break;
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}
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case EVENT_T_FRIENDLY_IS_CC:
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{
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if (!m_creature->isInCombat())
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return false;
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std::list<Creature*> pList;
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DoFindFriendlyCC(pList, event.friendly_is_cc.radius);
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//List is empty
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if (pList.empty())
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return false;
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//We don't really care about the whole list, just return first available
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pActionInvoker = *(pList.begin());
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
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break;
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}
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case EVENT_T_FRIENDLY_MISSING_BUFF:
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{
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std::list<Creature*> pList;
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DoFindFriendlyMissingBuff(pList, event.friendly_buff.radius, event.friendly_buff.spellId);
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//List is empty
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if (pList.empty())
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return false;
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//We don't really care about the whole list, just return first available
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pActionInvoker = *(pList.begin());
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
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break;
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}
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case EVENT_T_SUMMONED_UNIT:
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{
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//Prevent event from occuring on no unit or non creatures
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if (!pActionInvoker || pActionInvoker->GetTypeId()!=TYPEID_UNIT)
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return false;
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//Creature id doesn't match up
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if (((Creature*)pActionInvoker)->GetEntry() != event.summon_unit.creatureId)
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.summon_unit.repeatMin,event.summon_unit.repeatMax);
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}
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break;
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case EVENT_T_TARGET_MANA:
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{
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if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA))
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return false;
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uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA)*100) / m_creature->getVictim()->GetMaxPower(POWER_MANA);
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if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
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return false;
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//Repeat Timers
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pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
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break;
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}
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case EVENT_T_REACHED_HOME:
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case EVENT_T_RECEIVE_EMOTE:
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break;
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default:
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sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
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break;
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}
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//Disable non-repeatable events
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if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
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pHolder.Enabled = false;
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//Process actions
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for (uint32 j = 0; j < MAX_ACTIONS; j++)
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ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
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return true;
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}
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void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker)
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{
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switch (action.type)
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{
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case ACTION_T_TEXT:
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{
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if (!action.text.TextId1)
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return;
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int32 temp = 0;
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if (action.text.TextId2 && action.text.TextId3)
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{
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switch( rand()%3 )
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{
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case 0: temp = action.text.TextId1; break;
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case 1: temp = action.text.TextId2; break;
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case 2: temp = action.text.TextId3; break;
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}
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}
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else if (action.text.TextId2 && urand(0,1))
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temp = action.text.TextId2;
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else
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temp = action.text.TextId1;
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if (temp)
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{
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Unit* target = NULL;
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if (pActionInvoker)
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{
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if (pActionInvoker->GetTypeId() == TYPEID_PLAYER)
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target = pActionInvoker;
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else if (Unit* owner = pActionInvoker->GetOwner())
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{
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if (owner->GetTypeId() == TYPEID_PLAYER)
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target = owner;
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}
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}
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else if (target = m_creature->getVictim())
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{
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if (target->GetTypeId() != TYPEID_PLAYER)
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if (Unit* owner = target->GetOwner())
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if (owner->GetTypeId() == TYPEID_PLAYER)
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target = owner;
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}
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DoScriptText(temp, m_creature, target);
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}
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break;
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}
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case ACTION_T_SET_FACTION:
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{
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if (action.set_faction.factionId)
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m_creature->setFaction(action.set_faction.factionId);
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else
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{
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if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature->GetEntry()))
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{
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//if no id provided, assume reset and then use default
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if (m_creature->getFaction() != ci->faction_A)
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m_creature->setFaction(ci->faction_A);
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}
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}
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break;
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}
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case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
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{
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if (action.morph.creatireId || action.morph.modelId)
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{
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//set model based on entry from creature_template
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if (action.morph.creatireId)
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{
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if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatireId))
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{
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//use default display
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if (ci->DisplayID_A)
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m_creature->SetDisplayId(ci->DisplayID_A);
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}
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}
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//if no param1, then use value from param2 (modelId)
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else
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m_creature->SetDisplayId(action.morph.modelId);
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}
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else
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m_creature->DeMorph();
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break;
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}
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case ACTION_T_SOUND:
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m_creature->PlayDirectSound(action.sound.soundId);
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break;
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case ACTION_T_EMOTE:
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m_creature->HandleEmoteCommand(action.emote.emoteId);
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break;
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case ACTION_T_RANDOM_SOUND:
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{
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int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
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if (temp >= 0)
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m_creature->PlayDirectSound(temp);
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break;
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}
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case ACTION_T_RANDOM_EMOTE:
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{
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int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
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if (temp >= 0)
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m_creature->HandleEmoteCommand(temp);
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break;
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}
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case ACTION_T_CAST:
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{
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Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
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Unit* caster = m_creature;
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if (!target)
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return;
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if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
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caster = target;
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//Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
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bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTURRUPT_PREVIOUS));
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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(action.cast.castFlags & CAST_AURA_NOT_PRESENT)
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{
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for(uint8 i = 0; i < 3; ++i)
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if(target->HasAura(action.cast.spellId, i))
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return;
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}
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if (canCast)
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{
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const SpellEntry* tSpell = GetSpellStore()->LookupEntry(action.cast.spellId);
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//Verify that spell exists
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if (tSpell)
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{
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//Check if cannot cast spell
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if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) &&
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!CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
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{
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//Melee current victim if flag not set
|
|
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
|
|
{
|
|
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
|
{
|
|
AttackDistance = 0;
|
|
AttackAngle = 0;
|
|
|
|
m_creature->GetMotionMaster()->Clear(false);
|
|
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
//Interrupt any previous spell
|
|
if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTURRUPT_PREVIOUS)
|
|
caster->InterruptNonMeleeSpells(false);
|
|
|
|
caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
|
|
}
|
|
|
|
}
|
|
else
|
|
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature->GetEntry(), action.cast.spellId);
|
|
}
|
|
break;
|
|
}
|
|
case ACTION_T_SUMMON:
|
|
{
|
|
Unit* target = GetTargetByType(action.summon.target, pActionInvoker);
|
|
|
|
Creature* pCreature = NULL;
|
|
|
|
if (action.summon.duration)
|
|
pCreature = m_creature->SummonCreature(action.summon.creatured, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
|
|
else
|
|
pCreature = m_creature->SummonCreature(action.summon.creatured, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
|
|
|
|
if (!pCreature)
|
|
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatured, EventId, m_creature->GetEntry());
|
|
else if (action.summon.target != TARGET_T_SELF && target)
|
|
pCreature->AI()->AttackStart(target);
|
|
break;
|
|
}
|
|
case ACTION_T_THREAT_SINGLE_PCT:
|
|
if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
|
|
m_creature->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
|
|
break;
|
|
case ACTION_T_THREAT_ALL_PCT:
|
|
{
|
|
std::list<HostilReference*>& threatList = m_creature->getThreatManager().getThreatList();
|
|
for (std::list<HostilReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
|
|
if(Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
|
|
m_creature->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
|
|
break;
|
|
}
|
|
case ACTION_T_QUEST_EVENT:
|
|
if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker))
|
|
if (target->GetTypeId() == TYPEID_PLAYER)
|
|
((Player*)target)->AreaExploredOrEventHappens(action.quest_event.questId);
|
|
break;
|
|
case ACTION_T_CAST_EVENT:
|
|
if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
|
|
if (target->GetTypeId() == TYPEID_PLAYER)
|
|
((Player*)target)->CastedCreatureOrGO(action.cast_event.creatureId, m_creature->GetGUID(), action.cast_event.spellId);
|
|
break;
|
|
case ACTION_T_SET_UNIT_FIELD:
|
|
{
|
|
Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker);
|
|
|
|
// not allow modify important for integrity object fields
|
|
if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
|
|
return;
|
|
|
|
if (target)
|
|
target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);
|
|
|
|
break;
|
|
}
|
|
case ACTION_T_SET_UNIT_FLAG:
|
|
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
|
|
target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
|
|
break;
|
|
case ACTION_T_REMOVE_UNIT_FLAG:
|
|
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
|
|
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
|
|
break;
|
|
case ACTION_T_AUTO_ATTACK:
|
|
MeleeEnabled = action.auto_attack.state != 0;
|
|
break;
|
|
case ACTION_T_COMBAT_MOVEMENT:
|
|
CombatMovementEnabled = action.combat_movement.state != 0;
|
|
|
|
//Allow movement (create new targeted movement gen only if idle)
|
|
if (CombatMovementEnabled)
|
|
{
|
|
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
|
|
{
|
|
m_creature->GetMotionMaster()->Clear(false);
|
|
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
|
|
}
|
|
}
|
|
else
|
|
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
|
{
|
|
m_creature->GetMotionMaster()->Clear(false);
|
|
m_creature->GetMotionMaster()->MoveIdle();
|
|
m_creature->StopMoving();
|
|
}
|
|
break;
|
|
case ACTION_T_SET_PHASE:
|
|
Phase = action.set_phase.phase;
|
|
break;
|
|
case ACTION_T_INC_PHASE:
|
|
{
|
|
int32 new_phase = int32(Phase)+action.set_inc_phase.step;
|
|
if (new_phase < 0)
|
|
{
|
|
sLog.outErrorDb( "CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
|
|
Phase = 0;
|
|
}
|
|
else if (new_phase >= MAX_PHASE)
|
|
{
|
|
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry());
|
|
Phase = MAX_PHASE-1;
|
|
}
|
|
else
|
|
Phase = new_phase;
|
|
|
|
break;
|
|
}
|
|
case ACTION_T_EVADE:
|
|
EnterEvadeMode();
|
|
break;
|
|
case ACTION_T_FLEE:
|
|
//TODO: Replace with Flee movement generator
|
|
m_creature->CastSpell(m_creature, SPELL_RUN_AWAY, true);
|
|
break;
|
|
case ACTION_T_QUEST_EVENT_ALL:
|
|
if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
|
|
{
|
|
if (Unit* Temp = Unit::GetUnit(*m_creature,pActionInvoker->GetGUID()))
|
|
if (Temp->GetTypeId() == TYPEID_PLAYER)
|
|
((Player*)Temp)->GroupEventHappens(action.quest_event_all.questId,m_creature);
|
|
}
|
|
break;
|
|
case ACTION_T_CAST_EVENT_ALL:
|
|
{
|
|
std::list<HostilReference*>& threatList = m_creature->getThreatManager().getThreatList();
|
|
for (std::list<HostilReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
|
|
if (Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
|
|
if (Temp->GetTypeId() == TYPEID_PLAYER)
|
|
((Player*)Temp)->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetGUID(), action.cast_event_all.spellId);
|
|
break;
|
|
}
|
|
case ACTION_T_REMOVEAURASFROMSPELL:
|
|
if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker))
|
|
target->RemoveAurasDueToSpell(action.remove_aura.spellId);
|
|
break;
|
|
case ACTION_T_RANGED_MOVEMENT:
|
|
AttackDistance = action.ranged_movement.distance;
|
|
AttackAngle = ((float)action.ranged_movement.angle/180)*M_PI;
|
|
|
|
if (CombatMovementEnabled)
|
|
{
|
|
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
|
{
|
|
//Drop current movement gen
|
|
m_creature->GetMotionMaster()->Clear(false);
|
|
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
|
|
}
|
|
}
|
|
break;
|
|
case ACTION_T_RANDOM_PHASE:
|
|
Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
|
|
break;
|
|
case ACTION_T_RANDOM_PHASE_RANGE:
|
|
if (action.random_phase_range.phaseMax > action.random_phase_range.phaseMin)
|
|
Phase = action.random_phase_range.phaseMin + (rnd % (action.random_phase_range.phaseMax - action.random_phase_range.phaseMin));
|
|
else
|
|
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
|
|
break;
|
|
case ACTION_T_SUMMON_ID:
|
|
{
|
|
Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker);
|
|
|
|
CreatureEventAI_Summon_Map::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
|
|
if (i == CreatureEAI_Mgr.GetCreatureEventAISummonMap().end())
|
|
{
|
|
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
Creature* pCreature = NULL;
|
|
if ((*i).second.SpawnTimeSecs)
|
|
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
|
|
else
|
|
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
|
|
|
|
if (!pCreature)
|
|
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
|
|
else if (action.summon_id.target != TARGET_T_SELF && target)
|
|
pCreature->AI()->AttackStart(target);
|
|
|
|
break;
|
|
}
|
|
case ACTION_T_KILLED_MONSTER:
|
|
//first attempt player who tapped creature
|
|
if (Player* pPlayer = m_creature->GetLootRecipient())
|
|
pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
|
|
else
|
|
{
|
|
//if not available, use pActionInvoker
|
|
if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
|
|
if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
|
|
pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
|
|
}
|
|
break;
|
|
case ACTION_T_SET_INST_DATA:
|
|
{
|
|
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
|
|
if (!pInst)
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
|
|
break;
|
|
}
|
|
case ACTION_T_SET_INST_DATA64:
|
|
{
|
|
Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
|
|
if (!target)
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
|
|
if (!pInst)
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
pInst->SetData64(action.set_inst_data64.field, target->GetGUID());
|
|
break;
|
|
}
|
|
case ACTION_T_UPDATE_TEMPLATE:
|
|
if (m_creature->GetEntry() == action.update_template.creatureId)
|
|
{
|
|
|
|
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
|
|
break;
|
|
case ACTION_T_DIE:
|
|
if (m_creature->isDead())
|
|
{
|
|
|
|
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
|
|
break;
|
|
case ACTION_T_ZONE_COMBAT_PULSE:
|
|
if (!m_creature->isInCombat() || !m_creature->GetMap()->IsDungeon())
|
|
{
|
|
|
|
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_ZONE_COMBAT_PULSE on creature out of combat or in non-dungeon map. Creature %d", EventId, m_creature->GetEntry());
|
|
return;
|
|
}
|
|
|
|
DoZoneInCombat(m_creature);
|
|
break;
|
|
case ACTION_T_CALL_FOR_HELP:
|
|
{
|
|
if (!m_creature->getVictim())
|
|
return;
|
|
|
|
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
|
Cell cell(p);
|
|
cell.data.Part.reserved = ALL_DISTRICT;
|
|
cell.SetNoCreate();
|
|
|
|
MaNGOS::CallOfHelpCreatureInRangeDo u_do(m_creature, m_creature->getVictim(), action.call_for_help.radius);
|
|
MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo> worker(m_creature, u_do);
|
|
|
|
TypeContainerVisitor<MaNGOS::CreatureWorker<MaNGOS::CallOfHelpCreatureInRangeDo>, GridTypeMapContainer > grid_creature_searcher(worker);
|
|
|
|
CellLock<GridReadGuard> cell_lock(cell, p);
|
|
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::JustRespawned()
|
|
{
|
|
Reset();
|
|
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
//Handle Spawned Events
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_SPAWNED)
|
|
ProcessEvent(*i);
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::Reset()
|
|
{
|
|
EventUpdateTime = EVENT_UPDATE_TIME;
|
|
EventDiff = 0;
|
|
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
//Reset all events to enabled
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
CreatureEventAI_Event const& event = (*i).Event;
|
|
switch (event.event_type)
|
|
{
|
|
//Reset all out of combat timers
|
|
case EVENT_T_TIMER_OOC:
|
|
{
|
|
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
|
|
(*i).Enabled = true;
|
|
break;
|
|
}
|
|
//default:
|
|
//TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void Aggro()
|
|
//(*i).Enabled = true;
|
|
//(*i).Time = 0;
|
|
//break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::JustReachedHome()
|
|
{
|
|
m_creature->LoadCreaturesAddon();
|
|
|
|
if (!bEmptyList)
|
|
{
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
|
|
ProcessEvent(*i);
|
|
}
|
|
}
|
|
|
|
Reset();
|
|
}
|
|
|
|
void CreatureEventAI::EnterEvadeMode()
|
|
{
|
|
m_creature->RemoveAllAuras();
|
|
m_creature->DeleteThreatList();
|
|
m_creature->CombatStop(true);
|
|
|
|
if (m_creature->isAlive())
|
|
m_creature->GetMotionMaster()->MoveTargetedHome();
|
|
|
|
m_creature->SetLootRecipient(NULL);
|
|
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
//Handle Evade events
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_EVADE)
|
|
ProcessEvent(*i);
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::JustDied(Unit* killer)
|
|
{
|
|
Reset();
|
|
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
//Handle Evade events
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_DEATH)
|
|
ProcessEvent(*i, killer);
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::KilledUnit(Unit* victim)
|
|
{
|
|
if (bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
|
|
return;
|
|
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_KILL)
|
|
ProcessEvent(*i, victim);
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::JustSummoned(Creature* pUnit)
|
|
{
|
|
if (bEmptyList || !pUnit)
|
|
return;
|
|
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
|
|
ProcessEvent(*i, pUnit);
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::EnterCombat(Unit *enemy)
|
|
{
|
|
//Check for on combat start events
|
|
if (!bEmptyList)
|
|
{
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
CreatureEventAI_Event const& event = (*i).Event;
|
|
switch (event.event_type)
|
|
{
|
|
case EVENT_T_AGGRO:
|
|
(*i).Enabled = true;
|
|
ProcessEvent(*i, enemy);
|
|
break;
|
|
//Reset all in combat timers
|
|
case EVENT_T_TIMER:
|
|
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
|
|
(*i).Enabled = true;
|
|
break;
|
|
//All normal events need to be re-enabled and their time set to 0
|
|
default:
|
|
(*i).Enabled = true;
|
|
(*i).Time = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
EventUpdateTime = EVENT_UPDATE_TIME;
|
|
EventDiff = 0;
|
|
}
|
|
|
|
void CreatureEventAI::AttackStart(Unit *who)
|
|
{
|
|
if (!who)
|
|
return;
|
|
|
|
if (m_creature->Attack(who, MeleeEnabled))
|
|
{
|
|
m_creature->AddThreat(who, 0.0f);
|
|
m_creature->SetInCombatWith(who);
|
|
who->SetInCombatWith(m_creature);
|
|
|
|
if (CombatMovementEnabled)
|
|
{
|
|
m_creature->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
|
|
}
|
|
else
|
|
{
|
|
m_creature->GetMotionMaster()->MoveIdle();
|
|
m_creature->StopMoving();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::MoveInLineOfSight(Unit *who)
|
|
{
|
|
if (!who)
|
|
return;
|
|
|
|
//Check for OOC LOS Event
|
|
if (!bEmptyList && !m_creature->getVictim())
|
|
{
|
|
for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
|
|
{
|
|
if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
|
|
{
|
|
//can trigger if closer than fMaxAllowedRange
|
|
float fMaxAllowedRange = (*itr).Event.ooc_los.maxRange;
|
|
|
|
//if range is ok and we are actually in LOS
|
|
if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
|
|
{
|
|
//if friendly event&&who is not hostile OR hostile event&&who is hostile
|
|
if (((*itr).Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
|
|
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
|
|
ProcessEvent(*itr, who);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_creature->isCivilian() || m_creature->IsNeutralToAll())
|
|
return;
|
|
|
|
if (!m_creature->hasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() &&
|
|
m_creature->IsHostileTo(who) && who->isInAccessablePlaceFor(m_creature))
|
|
{
|
|
if (!m_creature->canFly() && m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
|
|
return;
|
|
|
|
float attackRadius = m_creature->GetAttackDistance(who);
|
|
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who))
|
|
{
|
|
if (!m_creature->getVictim())
|
|
{
|
|
AttackStart(who);
|
|
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
|
|
}
|
|
else if (m_creature->GetMap()->IsDungeon())
|
|
{
|
|
m_creature->AddThreat(who, 0.0f);
|
|
who->SetInCombatWith(m_creature);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
|
|
{
|
|
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
if ((*i).Event.event_type == EVENT_T_SPELLHIT)
|
|
//If spell id matches (or no spell id) & if spell school matches (or no spell school)
|
|
if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
|
|
if (pSpell->SchoolMask & (*i).Event.spell_hit.schoolMask)
|
|
ProcessEvent(*i, pUnit);
|
|
}
|
|
|
|
void CreatureEventAI::UpdateAI(const uint32 diff)
|
|
{
|
|
//Check if we are in combat (also updates calls threat update code)
|
|
bool Combat = m_creature->SelectHostilTarget() && m_creature->getVictim();
|
|
|
|
//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
|
|
if (!m_creature->isAlive())
|
|
return;
|
|
|
|
if (!bEmptyList)
|
|
{
|
|
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
|
|
if (EventUpdateTime < diff)
|
|
{
|
|
EventDiff += diff;
|
|
|
|
//Check for time based events
|
|
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
|
|
{
|
|
//Decrement Timers
|
|
if ((*i).Time)
|
|
{
|
|
if ((*i).Time > EventDiff)
|
|
{
|
|
//Do not decrement timers if event cannot trigger in this phase
|
|
if (!((*i).Event.event_inverse_phase_mask & (1 << Phase)))
|
|
(*i).Time -= EventDiff;
|
|
|
|
//Skip processing of events that have time remaining
|
|
continue;
|
|
}
|
|
else (*i).Time = 0;
|
|
}
|
|
|
|
//Events that are updated every EVENT_UPDATE_TIME
|
|
switch ((*i).Event.event_type)
|
|
{
|
|
case EVENT_T_TIMER_OOC:
|
|
ProcessEvent(*i);
|
|
break;
|
|
case EVENT_T_TIMER:
|
|
case EVENT_T_MANA:
|
|
case EVENT_T_HP:
|
|
case EVENT_T_TARGET_HP:
|
|
case EVENT_T_TARGET_CASTING:
|
|
case EVENT_T_FRIENDLY_HP:
|
|
if (Combat)
|
|
ProcessEvent(*i);
|
|
break;
|
|
case EVENT_T_RANGE:
|
|
if (Combat)
|
|
if (m_creature->IsInMap(m_creature->getVictim()))
|
|
if (m_creature->IsInRange(m_creature->getVictim(),(float)(*i).Event.range.minDist,(float)(*i).Event.range.maxDist))
|
|
ProcessEvent(*i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
EventDiff = 0;
|
|
EventUpdateTime = EVENT_UPDATE_TIME;
|
|
}
|
|
else
|
|
{
|
|
EventDiff += diff;
|
|
EventUpdateTime -= diff;
|
|
}
|
|
}
|
|
|
|
//Melee Auto-Attack
|
|
if (Combat && MeleeEnabled)
|
|
DoMeleeAttackIfReady();
|
|
}
|
|
|
|
bool CreatureEventAI::IsVisible(Unit *pl) const
|
|
{
|
|
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_MONSTER))
|
|
&& pl->isVisibleForOrDetect(m_creature,true);
|
|
}
|
|
|
|
inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position)
|
|
{
|
|
//ThreatList m_threatlist;
|
|
std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
|
|
std::list<HostilReference*>::iterator i = m_threatlist.begin();
|
|
std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin();
|
|
|
|
if (position >= m_threatlist.size() || !m_threatlist.size())
|
|
return NULL;
|
|
|
|
switch (target)
|
|
{
|
|
case ATTACKING_TARGET_RANDOM:
|
|
{
|
|
advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
|
|
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
|
|
}
|
|
case ATTACKING_TARGET_TOPAGGRO:
|
|
{
|
|
advance ( i , position);
|
|
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
|
|
}
|
|
case ATTACKING_TARGET_BOTTOMAGGRO:
|
|
{
|
|
advance ( r , position);
|
|
return Unit::GetUnit(*m_creature,(*r)->getUnitGuid());
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
|
|
{
|
|
switch (rnd % 3)
|
|
{
|
|
case 0: return param1;
|
|
case 1: return param2;
|
|
case 2: return param3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
|
|
{
|
|
switch (rnd % 3)
|
|
{
|
|
case 0: return param1;
|
|
case 1: return param2;
|
|
case 2: return param3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker)
|
|
{
|
|
switch (Target)
|
|
{
|
|
case TARGET_T_SELF:
|
|
return m_creature;
|
|
case TARGET_T_HOSTILE:
|
|
return m_creature->getVictim();
|
|
case TARGET_T_HOSTILE_SECOND_AGGRO:
|
|
return SelectUnit(ATTACKING_TARGET_TOPAGGRO,1);
|
|
case TARGET_T_HOSTILE_LAST_AGGRO:
|
|
return SelectUnit(ATTACKING_TARGET_BOTTOMAGGRO,0);
|
|
case TARGET_T_HOSTILE_RANDOM:
|
|
return SelectUnit(ATTACKING_TARGET_RANDOM,0);
|
|
case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
|
|
return SelectUnit(ATTACKING_TARGET_RANDOM,1);
|
|
case TARGET_T_ACTION_INVOKER:
|
|
return pActionInvoker;
|
|
default:
|
|
return NULL;
|
|
};
|
|
}
|
|
|
|
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
|
|
{
|
|
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
|
Cell cell(p);
|
|
cell.data.Part.reserved = ALL_DISTRICT;
|
|
cell.SetNoCreate();
|
|
|
|
Unit* pUnit = NULL;
|
|
|
|
MaNGOS::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
|
|
MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);
|
|
|
|
/*
|
|
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
|
|
This means that if we only search grid then we cannot possibly return pets or players so this is safe
|
|
*/
|
|
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
|
|
|
|
CellLock<GridReadGuard> cell_lock(cell, p);
|
|
cell_lock->Visit(cell_lock, grid_unit_searcher, *m_creature->GetMap());
|
|
return pUnit;
|
|
}
|
|
|
|
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
|
|
{
|
|
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
|
Cell cell(p);
|
|
cell.data.Part.reserved = ALL_DISTRICT;
|
|
cell.SetNoCreate();
|
|
|
|
MaNGOS::FriendlyCCedInRange u_check(m_creature, range);
|
|
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange> searcher(m_creature, _list, u_check);
|
|
|
|
TypeContainerVisitor<MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
|
|
|
CellLock<GridReadGuard> cell_lock(cell, p);
|
|
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
|
|
}
|
|
|
|
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
|
|
{
|
|
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
|
Cell cell(p);
|
|
cell.data.Part.reserved = ALL_DISTRICT;
|
|
cell.SetNoCreate();
|
|
|
|
MaNGOS::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
|
|
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange> searcher(m_creature, _list, u_check);
|
|
|
|
TypeContainerVisitor<MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
|
|
|
CellLock<GridReadGuard> cell_lock(cell, p);
|
|
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
|
|
}
|
|
|
|
//*********************************
|
|
//*** Functions used globally ***
|
|
|
|
void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
|
|
{
|
|
if (!pSource)
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.",textEntry);
|
|
return;
|
|
}
|
|
|
|
if (textEntry >= 0)
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
|
|
return;
|
|
}
|
|
|
|
CreatureEventAI_TextMap::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAITextMap().find(textEntry);
|
|
|
|
if (i == CreatureEAI_Mgr.GetCreatureEventAITextMap().end())
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
|
|
return;
|
|
}
|
|
|
|
sLog.outDebug("CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
|
|
|
|
if((*i).second.SoundId)
|
|
{
|
|
if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
|
|
pSource->PlayDirectSound((*i).second.SoundId);
|
|
else
|
|
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.",textEntry,(*i).second.SoundId);
|
|
}
|
|
|
|
if((*i).second.Emote)
|
|
{
|
|
if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
|
|
{
|
|
((Unit*)pSource)->HandleEmoteCommand((*i).second.Emote);
|
|
}
|
|
else
|
|
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
|
|
}
|
|
|
|
switch((*i).second.Type)
|
|
{
|
|
case CHAT_TYPE_SAY:
|
|
pSource->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
|
|
break;
|
|
case CHAT_TYPE_YELL:
|
|
pSource->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
|
|
break;
|
|
case CHAT_TYPE_TEXT_EMOTE:
|
|
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
|
|
break;
|
|
case CHAT_TYPE_BOSS_EMOTE:
|
|
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
|
|
break;
|
|
case CHAT_TYPE_WHISPER:
|
|
{
|
|
if (target && target->GetTypeId() == TYPEID_PLAYER)
|
|
pSource->MonsterWhisper(textEntry, target->GetGUID());
|
|
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
|
|
}break;
|
|
case CHAT_TYPE_BOSS_WHISPER:
|
|
{
|
|
if (target && target->GetTypeId() == TYPEID_PLAYER)
|
|
pSource->MonsterWhisper(textEntry, target->GetGUID(), true);
|
|
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
|
|
}break;
|
|
case CHAT_TYPE_ZONE_YELL:
|
|
pSource->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CreatureEventAI::DoZoneInCombat(Unit* pUnit)
|
|
{
|
|
if (!pUnit)
|
|
pUnit = m_creature;
|
|
|
|
Map *map = pUnit->GetMap();
|
|
|
|
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: DoZoneInCombat call for map that isn't an instance (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
|
return;
|
|
}
|
|
|
|
if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty())
|
|
{
|
|
sLog.outErrorDb("CreatureEventAI: DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
|
|
|
return;
|
|
}
|
|
|
|
Map::PlayerList const &PlayerList = map->GetPlayers();
|
|
for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
|
|
if (Player* i_pl = i->getSource())
|
|
if (!i_pl->isGameMaster())
|
|
pUnit->AddThreat(i_pl, 0.0f);
|
|
}
|
|
|
|
void CreatureEventAI::DoMeleeAttackIfReady()
|
|
{
|
|
//Make sure our attack is ready before checking distance
|
|
if (m_creature->isAttackReady())
|
|
{
|
|
//If we are within range melee the target
|
|
if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
|
|
{
|
|
m_creature->AttackerStateUpdate(m_creature->getVictim());
|
|
m_creature->resetAttackTimer();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
|
|
{
|
|
//No target so we can't cast
|
|
if (!Target || !Spell)
|
|
return false;
|
|
|
|
//Silenced so we can't cast
|
|
if (!Triggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
|
|
return false;
|
|
|
|
//Check for power
|
|
if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost)
|
|
return false;
|
|
|
|
SpellRangeEntry const *TempRange = NULL;
|
|
|
|
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
|
|
|
|
//Spell has invalid range store so we can't use it
|
|
if (!TempRange)
|
|
return false;
|
|
|
|
//Unit is out of range of this spell
|
|
if (!m_creature->IsInRange(Target,TempRange->minRange,TempRange->maxRange))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
|
|
{
|
|
if (bEmptyList)
|
|
return;
|
|
|
|
for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
|
|
{
|
|
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
|
|
{
|
|
if ((*itr).Event.receive_emote.emoteId != text_emote)
|
|
return;
|
|
|
|
PlayerCondition pcon((*itr).Event.receive_emote.condition,(*itr).Event.receive_emote.conditionValue1,(*itr).Event.receive_emote.conditionValue2);
|
|
if (pcon.Meets(pPlayer))
|
|
{
|
|
sLog.outDebug("CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
|
|
ProcessEvent(*itr, pPlayer);
|
|
}
|
|
}
|
|
}
|
|
}
|