www.pudn.com > ScriptDev.rar > sc_creature.cpp
#include "sc_creature.h"
#include "Map.h"
#include "WorldPacket.h"
#include "Item.h"
#include "Player.h"
#include "Spell.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary {
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} *SpellSummary;
bool ScriptedAI::IsVisible(Unit* who) const
{
if (!who)
return false;
return m_creature->IsWithinDistInMap(who, VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true);
}
void ScriptedAI::MoveInLineOfSight(Unit *who)
{
if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
{
if (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) )
{
DoStartAttackAndMovement(who);
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
if (!InCombat)
{
Aggro(who);
InCombat = true;
}
}
}
}
void ScriptedAI::AttackStart(Unit* who)
{
if (!who)
return;
if (who->isTargetableForAttack())
{
//Begin attack
DoStartAttackAndMovement(who);
if (!InCombat)
{
Aggro(who);
InCombat = true;
}
}
}
void ScriptedAI::UpdateAI(const uint32 diff)
{
//Check if we have a current target
if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
{
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();
}
}
}
}
void ScriptedAI::EnterEvadeMode()
{
m_creature->InterruptNonMeleeSpells(true);
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
m_creature->LoadCreaturesAddon();
if(m_creature->isAlive())
m_creature->GetMotionMaster()->MoveTargetedHome();
InCombat = false;
Reset();
}
void ScriptedAI::JustRespawned()
{
InCombat = false;
Reset();
}
void ScriptedAI::DoStartAttackAndMovement(Unit* victim, float distance, float angle)
{
if (!victim)
return;
if ( m_creature->Attack(victim, true) )
{
m_creature->GetMotionMaster()->MoveChase(victim, distance, angle);
m_creature->AddThreat(victim, 0.0f);
m_creature->resetAttackTimer();
if (victim->GetTypeId() == TYPEID_PLAYER)
m_creature->SetLootRecipient((Player*)victim);
}
}
void ScriptedAI::DoStartAttackNoMovement(Unit* victim)
{
if (!victim)
return;
if ( m_creature->Attack(victim, true) )
{
m_creature->AddThreat(victim, 0.0f);
m_creature->resetAttackTimer();
if (victim->GetTypeId() == TYPEID_PLAYER)
m_creature->SetLootRecipient((Player*)victim);
}
}
void ScriptedAI::DoMeleeAttackIfReady()
{
//Make sure our attack is ready and we aren't currently casting before checking distance
if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
{
//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();
}
}
}
void ScriptedAI::DoStopAttack()
{
if( m_creature->getVictim() != NULL )
{
m_creature->AttackStop();
}
}
void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim || m_creature->IsNonMeleeSpellCasted(false))
return;
m_creature->StopMoving();
m_creature->CastSpell(victim, spellId, triggered);
}
void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered)
{
if (!who || m_creature->IsNonMeleeSpellCasted(false))
return;
m_creature->StopMoving();
m_creature->CastSpell(who, spellInfo, triggered);
}
void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target)
{
if (target)m_creature->Say(text, language, target->GetGUID());
else m_creature->Say(text, language, 0);
}
void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target)
{
if (target)m_creature->Yell(text, language, target->GetGUID());
else m_creature->Yell(text, language, 0);
}
void ScriptedAI::DoTextEmote(const char* text, Unit* target)
{
if (target)m_creature->TextEmote(text, target->GetGUID());
else m_creature->TextEmote(text, 0);
}
void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound)
{
if (!unit)
return;
WorldPacket data(4);
data.SetOpcode(SMSG_PLAY_SOUND);
data << uint32(sound);
unit->SendMessageToSet(&data,false);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime)
{
return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime);
}
Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position)
{
//ThreatList m_threatlist;
std::list& m_threatlist = m_creature->getThreatManager().getThreatList();
std::list::iterator i = m_threatlist.begin();
std::list::reverse_iterator r = m_threatlist.rbegin();
if (position >= m_threatlist.size() || !m_threatlist.size())
return NULL;
switch (target)
{
case SELECT_TARGET_RANDOM:
advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
break;
case SELECT_TARGET_TOPAGGRO:
advance ( i , position);
return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
break;
case SELECT_TARGET_BOTTOMAGGRO:
advance ( r , position);
return Unit::GetUnit((*m_creature),(*r)->getUnitGuid());
break;
}
return NULL;
}
SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects)
{
//No target so we can't cast
if (!Target)
return false;
//Silenced so we can't cast
if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Using the extended script system we first create a list of viable spells
SpellEntry const* Spell[4];
Spell[0] = 0;
Spell[1] = 0;
Spell[2] = 0;
Spell[3] = 0;
uint32 SpellCount = 0;
SpellEntry const* TempSpell;
SpellRangeEntry const* TempRange;
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < 4; i++)
{
TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
//This spell doesn't exist
if (!TempSpell)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) )
continue;
//Check the type of spell if we are looking for a specific spell type
if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) )
continue;
//Check for school if specified
if (School >= 0 && TempSpell->SchoolMask & School)
continue;
//Check for spell mechanic if specified
if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic)
continue;
//Make sure that the spell uses the requested amount of power
if (PowerCostMin && TempSpell->manaCost < PowerCostMin)
continue;
if (PowerCostMax && TempSpell->manaCost > PowerCostMax)
continue;
//Continue if we don't have the mana to actually cast this spell
if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType))
continue;
//Get the Range
TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!TempRange)
continue;
//Check if the spell meets our range requirements
if (RangeMin && TempRange->maxRange < RangeMin)
continue;
if (RangeMax && TempRange->maxRange > RangeMax)
continue;
//Check if our target is in range
if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange))
continue;
//All good so lets add it to the spell list
Spell[SpellCount] = TempSpell;
SpellCount++;
}
//We got our usable spells so now lets randomly pick one
if (!SpellCount)
return NULL;
return Spell[rand()%SpellCount];
}
bool ScriptedAI::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->GetDistanceSq(Target) > TempRange->maxRange*TempRange->maxRange || m_creature->GetDistanceSq(Target) < TempRange->minRange*TempRange->minRange)
return false;
return true;
}
void FillSpellSummary()
{
SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
SpellEntry const* TempSpell;
for (int i=0; i < GetSpellStore()->GetNumRows(); i++ )
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
TempSpell = GetSpellStore()->LookupEntry(i);
//This spell doesn't exist
if (!TempSpell)
continue;
for (int j=0; j<3; j++)
{
//Spell targets self
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF )
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
//Spell targets a single enemy
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_SELECTED_ENEMY )
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
//Spell targets AoE at enemy
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
//Spell targets an enemy
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_SELECTED_ENEMY ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
//Spell targets a single friend(or self)
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY )
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
//Spell targets aoe friends
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
//Spell targets any friend(or self)
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
//Make sure that this spell includes a damage effect
if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH )
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
(TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && TempSpell->EffectApplyAuraName[j]== 8 ))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
//Make sure that this spell applies an aura
if ( TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA )
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
}
}
}
void ScriptedAI::DoZoneInCombat(Unit* pUnit)
{
if (!pUnit)
pUnit = m_creature;
if (!pUnit->GetMap()->Instanceable())
{
error_log("SD2: DoZoneInCombat call for map that isn't an instance (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetCreatureInfo()->Entry : 0);
return;
}
if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty())
{
error_log("SD2: DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetCreatureInfo()->Entry : 0);
return;
}
Map::PlayerList const& PlayerList = pUnit->GetMap()->GetPlayers();
for(Map::PlayerList::const_iterator i = PlayerList.begin();i != PlayerList.end(); ++i)
{
if(!(*i)->isGameMaster())
{
pUnit->Attack(*i, false);
pUnit->AddThreat(*i, 0.0f);
}
}
}
void ScriptedAI::DoResetThreat()
{
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
{
error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetCreatureInfo()->Entry);
return;
}
std::list& m_threatlist = m_creature->getThreatManager().getThreatList();
std::list::iterator itr;
for(itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
{
Unit* pUnit = NULL;
pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid());
if(pUnit && m_creature->getThreatManager().getThreat(pUnit))
m_creature->getThreatManager().modifyThreatPercent(pUnit, -100);
}
}
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o)
{
if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
return;
//Use work around packet to prevent player from being dropped from combat
WorldPacket data;
((Player*)pUnit)->BuildTeleportAckMsg(&data, x, y, z, o);
((Player*)pUnit)->GetSession()->SendPacket(&data);
((Player*)pUnit)->SetPosition( x, y, z, o, true);
}
class MostHPMissingInRange
{
public:
MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
bool operator()(Unit* u)
{
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
{
i_hp = u->GetMaxHealth() - u->GetHealth();
return true;
}
return false;
}
private:
Unit const* i_obj;
float i_range;
uint32 i_hp;
};
Unit* ScriptedAI::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;
MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
MaNGOS::UnitLastSearcher searcher(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, GridTypeMapContainer > grid_unit_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_unit_searcher, *(m_creature->GetMap()));
return pUnit;
}
void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
{
if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
{
if (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) )
{
DoStartAttackNoMovement(who);
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
if (!InCombat)
{
Aggro(who);
InCombat = true;
}
}
}
}
void Scripted_NoMovementAI::AttackStart(Unit* who)
{
if (!who)
return;
if (who->isTargetableForAttack())
{
//Begin attack
DoStartAttackNoMovement(who);
if (!InCombat)
{
Aggro(who);
InCombat = true;
}
}
}