server/src/game/ThreatManager.cpp
Schmoozerd f4d862ac0a [11846] Changes to default target selection
* Add a new function: Unit::IsSecondChoiceTarget to evaluate if a target will be selected
* Cleanup a bit related code
* SelectHostileTarget
 - Only call AI()->AttackStart for new targets
 - Remove exception for top-most taunter
* Fix a few minor bugs related to selectNextVictim

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-11-12 21:53:31 +01:00

606 lines
20 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "ThreatManager.h"
#include "Unit.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Map.h"
#include "Player.h"
#include "ObjectAccessor.h"
#include "UnitEvents.h"
//==============================================================
//================= ThreatCalcHelper ===========================
//==============================================================
// The pHatingUnit is not used yet
float ThreatCalcHelper::CalcThreat(Unit* pHatedUnit, Unit* /*pHatingUnit*/, float threat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *pThreatSpell)
{
// all flat mods applied early
if (!threat)
return 0.0f;
if (pThreatSpell)
{
if (pThreatSpell->AttributesEx & SPELL_ATTR_EX_NO_THREAT)
return 0.0f;
if (Player* modOwner = pHatedUnit->GetSpellModOwner())
modOwner->ApplySpellMod(pThreatSpell->Id, SPELLMOD_THREAT, threat);
if (crit)
threat *= pHatedUnit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRITICAL_THREAT, schoolMask);
}
threat = pHatedUnit->ApplyTotalThreatModifier(threat, schoolMask);
return threat;
}
//============================================================
//================= HostileReference ==========================
//============================================================
HostileReference::HostileReference(Unit* pUnit, ThreatManager *pThreatManager, float pThreat)
{
iThreat = pThreat;
iTempThreatModifyer = 0.0f;
link(pUnit, pThreatManager);
iUnitGuid = pUnit->GetObjectGuid();
iOnline = true;
iAccessible = true;
}
//============================================================
// Tell our refTo (target) object that we have a link
void HostileReference::targetObjectBuildLink()
{
getTarget()->addHatedBy(this);
}
//============================================================
// Tell our refTo (taget) object, that the link is cut
void HostileReference::targetObjectDestroyLink()
{
getTarget()->removeHatedBy(this);
}
//============================================================
// Tell our refFrom (source) object, that the link is cut (Target destroyed)
void HostileReference::sourceObjectDestroyLink()
{
setOnlineOfflineState(false);
}
//============================================================
// Inform the source, that the status of the reference changed
void HostileReference::fireStatusChanged(ThreatRefStatusChangeEvent& pThreatRefStatusChangeEvent)
{
if(getSource())
getSource()->processThreatEvent(&pThreatRefStatusChangeEvent);
}
//============================================================
void HostileReference::addThreat(float pMod)
{
iThreat += pMod;
// the threat is changed. Source and target unit have to be availabe
// if the link was cut before relink it again
if(!isOnline())
updateOnlineStatus();
if(pMod != 0.0f)
{
ThreatRefStatusChangeEvent event(UEV_THREAT_REF_THREAT_CHANGE, this, pMod);
fireStatusChanged(event);
}
if(isValid() && pMod >= 0)
{
Unit* victim_owner = getTarget()->GetOwner();
if(victim_owner && victim_owner->isAlive())
getSource()->addThreat(victim_owner, 0.0f); // create a threat to the owner of a pet, if the pet attacks
}
}
//============================================================
// check, if source can reach target and set the status
void HostileReference::updateOnlineStatus()
{
bool online = false;
bool accessible = false;
if (!isValid())
{
if (Unit* target = ObjectAccessor::GetUnit(*getSourceUnit(), getUnitGuid()))
link(target, getSource());
}
// only check for online status if
// ref is valid
// target is no player or not gamemaster
// target is not in flight
if(isValid() &&
((getTarget()->GetTypeId() != TYPEID_PLAYER || !((Player*)getTarget())->isGameMaster()) ||
!getTarget()->IsTaxiFlying()))
{
Creature* creature = (Creature* ) getSourceUnit();
online = getTarget()->isInAccessablePlaceFor(creature);
if(!online)
{
if(creature->AI()->canReachByRangeAttack(getTarget()))
online = true; // not accessable but stays online
}
else
accessible = true;
}
setAccessibleState(accessible);
setOnlineOfflineState(online);
}
//============================================================
// set the status and fire the event on status change
void HostileReference::setOnlineOfflineState(bool pIsOnline)
{
if(iOnline != pIsOnline)
{
iOnline = pIsOnline;
if(!iOnline)
setAccessibleState(false); // if not online that not accessable as well
ThreatRefStatusChangeEvent event(UEV_THREAT_REF_ONLINE_STATUS, this);
fireStatusChanged(event);
}
}
//============================================================
void HostileReference::setAccessibleState(bool pIsAccessible)
{
if(iAccessible != pIsAccessible)
{
iAccessible = pIsAccessible;
ThreatRefStatusChangeEvent event(UEV_THREAT_REF_ASSECCIBLE_STATUS, this);
fireStatusChanged(event);
}
}
//============================================================
// prepare the reference for deleting
// this is called be the target
void HostileReference::removeReference()
{
invalidate();
ThreatRefStatusChangeEvent event(UEV_THREAT_REF_REMOVE_FROM_LIST, this);
fireStatusChanged(event);
}
//============================================================
Unit* HostileReference::getSourceUnit()
{
return (getSource()->getOwner());
}
//============================================================
//================ ThreatContainer ===========================
//============================================================
void ThreatContainer::clearReferences()
{
for(ThreatList::const_iterator i = iThreatList.begin(); i != iThreatList.end(); ++i)
{
(*i)->unlink();
delete (*i);
}
iThreatList.clear();
}
//============================================================
// Return the HostileReference of NULL, if not found
HostileReference* ThreatContainer::getReferenceByTarget(Unit* pVictim)
{
HostileReference* result = NULL;
ObjectGuid guid = pVictim->GetObjectGuid();
for(ThreatList::const_iterator i = iThreatList.begin(); i != iThreatList.end(); ++i)
{
if ((*i)->getUnitGuid() == guid)
{
result = (*i);
break;
}
}
return result;
}
//============================================================
// Add the threat, if we find the reference
HostileReference* ThreatContainer::addThreat(Unit* pVictim, float pThreat)
{
HostileReference* ref = getReferenceByTarget(pVictim);
if(ref)
ref->addThreat(pThreat);
return ref;
}
//============================================================
void ThreatContainer::modifyThreatPercent(Unit *pVictim, int32 pPercent)
{
if(HostileReference* ref = getReferenceByTarget(pVictim))
ref->addThreatPercent(pPercent);
}
//============================================================
bool HostileReferenceSortPredicate(const HostileReference* lhs, const HostileReference* rhs)
{
// std::list::sort ordering predicate must be: (Pred(x,y)&&Pred(y,x))==false
return lhs->getThreat() > rhs->getThreat(); // reverse sorting
}
//============================================================
// Check if the list is dirty and sort if necessary
void ThreatContainer::update()
{
if(iDirty && iThreatList.size() >1)
{
iThreatList.sort(HostileReferenceSortPredicate);
}
iDirty = false;
}
//============================================================
// return the next best victim
// could be the current victim
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
HostileReference* pCurrentRef = NULL;
bool found = false;
bool onlySecondChoiceTargetsFound = false;
bool checkedCurrentVictim = false;
ThreatList::const_iterator lastRef = iThreatList.end();
lastRef--;
for (ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
{
pCurrentRef = (*iter);
Unit* pTarget = pCurrentRef->getTarget();
MANGOS_ASSERT(pTarget); // if the ref has status online the target must be there!
// some units are prefered in comparison to others
// if (checkThreatArea) consider IsOutOfThreatArea - expected to be only set for pCurrentVictim
// This prevents dropping valid targets due to 1.1 or 1.3 threat rule vs invalid current target
if (!onlySecondChoiceTargetsFound && pAttacker->IsSecondChoiceTarget(pTarget, pCurrentRef == pCurrentVictim))
{
if (iter != lastRef)
++iter;
else
{
// if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
onlySecondChoiceTargetsFound = true;
iter = iThreatList.begin();
}
// current victim is a second choice target, so don't compare threat with it below
if (pCurrentRef == pCurrentVictim)
pCurrentVictim = NULL;
// second choice targets are only handled threat dependend if we have only have second choice targets
continue;
}
if (!pAttacker->IsOutOfThreatArea(pTarget)) // skip non attackable currently targets
{
if (pCurrentVictim) // select 1.3/1.1 better target in comparison current target
{
// normal case: pCurrentRef is still valid and most hated
if (pCurrentVictim == pCurrentRef)
{
found = true;
break;
}
// we found a valid target, but only compare its threat if the currect victim is also a valid target
// Additional check to prevent unneeded comparision in case of valid current victim
if (!checkedCurrentVictim)
{
Unit* pCurrentTarget = pCurrentVictim->getTarget();
MANGOS_ASSERT(pCurrentTarget);
if (pAttacker->IsSecondChoiceTarget(pCurrentTarget, true))
{
// CurrentVictim is invalid, so return CurrentRef
found = true;
break;
}
checkedCurrentVictim = true;
}
// list sorted and and we check current target, then this is best case
if (pCurrentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat())
{
pCurrentRef = pCurrentVictim;
found = true;
break;
}
if (pCurrentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
(pCurrentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() && pAttacker->CanReachWithMeleeAttack(pTarget)))
{ // implement 110% threat rule for targets in melee range
found = true; // and 130% rule for targets in ranged distances
break; // for selecting alive targets
}
}
else // select any
{
found = true;
break;
}
}
++iter;
}
if (!found)
pCurrentRef = NULL;
return pCurrentRef;
}
//============================================================
//=================== ThreatManager ==========================
//============================================================
ThreatManager::ThreatManager(Unit* owner)
: iCurrentVictim(NULL), iOwner(owner), iUpdateTimer(THREAT_UPDATE_INTERVAL), iUpdateNeed(false)
{
}
//============================================================
void ThreatManager::clearReferences()
{
iThreatContainer.clearReferences();
iThreatOfflineContainer.clearReferences();
iCurrentVictim = NULL;
iUpdateTimer.Reset(THREAT_UPDATE_INTERVAL);
iUpdateNeed = false;
}
//============================================================
void ThreatManager::addThreat(Unit* pVictim, float pThreat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *pThreatSpell)
{
//function deals with adding threat and adding players and pets into ThreatList
//mobs, NPCs, guards have ThreatList and HateOfflineList
//players and pets have only InHateListOf
//HateOfflineList is used co contain unattackable victims (in-flight, in-water, GM etc.)
// not to self
if (pVictim == getOwner())
return;
// not to GM
if (!pVictim || (pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster()) )
return;
// not to dead and not for dead
if(!pVictim->isAlive() || !getOwner()->isAlive() )
return;
MANGOS_ASSERT(getOwner()->GetTypeId()== TYPEID_UNIT);
float threat = ThreatCalcHelper::CalcThreat(pVictim, iOwner, pThreat, crit, schoolMask, pThreatSpell);
if (threat > 0.0f)
{
if (float redirectedMod = pVictim->getHostileRefManager().GetThreatRedirectionMod())
{
if (Unit* redirectedTarget = pVictim->getHostileRefManager().GetThreatRedirectionTarget())
{
if (redirectedTarget != getOwner() && redirectedTarget->isAlive())
{
float redirectedThreat = threat * redirectedMod;
threat -= redirectedThreat;
addThreatDirectly(redirectedTarget, redirectedThreat);
}
}
}
}
addThreatDirectly(pVictim, threat);
}
void ThreatManager::addThreatDirectly(Unit* pVictim, float threat)
{
HostileReference* ref = iThreatContainer.addThreat(pVictim, threat);
// Ref is online
if (ref)
iUpdateNeed = true;
// Ref is not in the online refs, search the offline refs next
else
ref = iThreatOfflineContainer.addThreat(pVictim, threat);
if(!ref) // there was no ref => create a new one
{
// threat has to be 0 here
HostileReference* hostileReference = new HostileReference(pVictim, this, 0);
iThreatContainer.addReference(hostileReference);
hostileReference->addThreat(threat); // now we add the real threat
iUpdateNeed = true;
if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster())
hostileReference->setOnlineOfflineState(false); // GM is always offline
}
}
//============================================================
void ThreatManager::modifyThreatPercent(Unit *pVictim, int32 pPercent)
{
iThreatContainer.modifyThreatPercent(pVictim, pPercent);
iUpdateNeed = true;
}
//============================================================
Unit* ThreatManager::getHostileTarget()
{
iThreatContainer.update();
HostileReference* nextVictim = iThreatContainer.selectNextVictim((Creature*) getOwner(), getCurrentVictim());
setCurrentVictim(nextVictim);
return getCurrentVictim() != NULL ? getCurrentVictim()->getTarget() : NULL;
}
//============================================================
float ThreatManager::getThreat(Unit *pVictim, bool pAlsoSearchOfflineList)
{
float threat = 0.0f;
HostileReference* ref = iThreatContainer.getReferenceByTarget(pVictim);
if(!ref && pAlsoSearchOfflineList)
ref = iThreatOfflineContainer.getReferenceByTarget(pVictim);
if(ref)
threat = ref->getThreat();
return threat;
}
//============================================================
void ThreatManager::tauntApply(Unit* pTaunter)
{
if(HostileReference* ref = iThreatContainer.getReferenceByTarget(pTaunter))
{
if(getCurrentVictim() && (ref->getThreat() < getCurrentVictim()->getThreat()))
{
// Ok, temp threat is unused
if(ref->getTempThreatModifyer() == 0.0f)
{
ref->setTempThreat(getCurrentVictim()->getThreat());
iUpdateNeed = true;
}
}
}
}
//============================================================
void ThreatManager::tauntFadeOut(Unit *pTaunter)
{
if(HostileReference* ref = iThreatContainer.getReferenceByTarget(pTaunter))
{
ref->resetTempThreat();
iUpdateNeed = true;
}
}
//============================================================
void ThreatManager::setCurrentVictim(HostileReference* pHostileReference)
{
// including NULL==NULL case
if (pHostileReference == iCurrentVictim)
return;
if (pHostileReference)
iOwner->SendHighestThreatUpdate(pHostileReference);
iCurrentVictim = pHostileReference;
iUpdateNeed = true;
}
//============================================================
// The hated unit is gone, dead or deleted
// return true, if the event is consumed
void ThreatManager::processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent)
{
threatRefStatusChangeEvent->setThreatManager(this); // now we can set the threat manager
HostileReference* hostileReference = threatRefStatusChangeEvent->getReference();
switch(threatRefStatusChangeEvent->getType())
{
case UEV_THREAT_REF_THREAT_CHANGE:
if((getCurrentVictim() == hostileReference && threatRefStatusChangeEvent->getFValue()<0.0f) ||
(getCurrentVictim() != hostileReference && threatRefStatusChangeEvent->getFValue()>0.0f))
setDirty(true); // the order in the threat list might have changed
break;
case UEV_THREAT_REF_ONLINE_STATUS:
if(!hostileReference->isOnline())
{
if (hostileReference == getCurrentVictim())
{
setCurrentVictim(NULL);
setDirty(true);
}
iOwner->SendThreatRemove(hostileReference);
iThreatContainer.remove(hostileReference);
iUpdateNeed = true;
iThreatOfflineContainer.addReference(hostileReference);
}
else
{
if(getCurrentVictim() && hostileReference->getThreat() > (1.1f * getCurrentVictim()->getThreat()))
setDirty(true);
iThreatContainer.addReference(hostileReference);
iUpdateNeed = true;
iThreatOfflineContainer.remove(hostileReference);
}
break;
case UEV_THREAT_REF_REMOVE_FROM_LIST:
if (hostileReference == getCurrentVictim())
{
setCurrentVictim(NULL);
setDirty(true);
}
if(hostileReference->isOnline())
{
iOwner->SendThreatRemove(hostileReference);
iThreatContainer.remove(hostileReference);
iUpdateNeed = true;
}
else
iThreatOfflineContainer.remove(hostileReference);
break;
}
}
void ThreatManager::UpdateForClient(uint32 diff)
{
if (!iUpdateNeed || isThreatListEmpty())
return;
iUpdateTimer.Update(diff);
if (iUpdateTimer.Passed())
{
iOwner->SendThreatUpdate();
iUpdateTimer.Reset(THREAT_UPDATE_INTERVAL);
iUpdateNeed = false;
}
}