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