/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "Creature.h" #include "CreatureAI.h" #include "CreatureAIImpl.h" #include "CreatureTextMgr.h" #include "Log.h" #include "MapReference.h" #include "Player.h" #include "SpellMgr.h" #include "Vehicle.h" class PhasedRespawn : public BasicEvent { public: PhasedRespawn(Creature& owner) : BasicEvent(), _owner(owner) {} bool Execute(uint64 /*eventTime*/, uint32 /*updateTime*/) override { _owner.RespawnOnEvade(); return true; } private: Creature& _owner; }; //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool /*apply*/) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } AISpellInfoType* UnitAI::AISpellInfo; AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= nullptr*/) { sCreatureTextMgr->SendChat(me, id, whisperTarget); } void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /* = 50.0f*/) { if (!creature) creature = me; if (!creature->CanHaveThreatList() || creature->IsInEvadeMode()) return; Map* map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0); return; } if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim()) { if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget)) creature->AI()->AttackStart(nearTarget); else if (creature->IsSummon()) { if (Unit* summoner = creature->ToTempSummon()->GetSummonerUnit()) { Unit* target = summoner->getAttackerForHelper(); if (!target && summoner->CanHaveThreatList() && !summoner->getThreatMgr().isThreatListEmpty()) target = summoner->getThreatMgr().getHostilTarget(); if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target))) creature->AI()->AttackStart(target); } } } if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim()) { LOG_ERROR("entities.unit.ai", "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry()); return; } Map::PlayerList const& playerList = map->GetPlayers(); if (playerList.isEmpty()) return; for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr) { if (Player* player = itr->GetSource()) { if (player->IsGameMaster()) continue; if (player->IsAlive()) { creature->SetInCombatWith(player); player->SetInCombatWith(creature); creature->AddThreat(player, 0.0f); } /* Causes certain things to never leave the threat list (Priest Lightwell, etc): for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr) { creature->SetInCombatWith(*itr); (*itr)->SetInCombatWith(creature); creature->AddThreat(*itr, 0.0f); }*/ } } } // scripts does not take care about MoveInLineOfSight loops // MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow void CreatureAI::MoveInLineOfSight_Safe(Unit* who) { if (m_MoveInLineOfSight_locked) { return; } m_MoveInLineOfSight_locked = true; MoveInLineOfSight(who); m_MoveInLineOfSight_locked = false; } void CreatureAI::MoveInLineOfSight(Unit* who) { if (me->GetVictim()) return; // pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!) if (me->IsMoveInLineOfSightDisabled()) if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return !who->IsInCombat() || // if not in combat, nothing more to do !me->IsWithinDist(who, ATTACK_DISTANCE, true, false)) // if in combat and in dist - neutral to all can actually assist other creatures return; if (me->CanStartAttack(who)) AttackStart(who); } // Distract creature, if player gets too close while stealthed/prowling void CreatureAI::TriggerAlert(Unit const* who) const { // If there's no target, or target isn't a player do nothing if (!who || who->GetTypeId() != TYPEID_PLAYER) return; // If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED)) return; // Only alert for hostiles! if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who)) return; // Send alert sound (if any) for this creature me->SendAIReaction(AI_REACTION_ALERT); // Face the unit (stealthed player) and set distracted state for 5 seconds me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY())); me->StopMoving(); me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS); } void CreatureAI::EnterEvadeMode() { if (!_EnterEvadeMode()) return; LOG_DEBUG("entities.unit", "Creature %u enters evade mode.", me->GetEntry()); if (!me->GetVehicle()) // otherwise me will be in evade mode forever { if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->Clear(false); me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); } else { // Required to prevent attacking creatures that are evading and cause them to reenter combat // Does not apply to MoveFollow me->AddUnitState(UNIT_STATE_EVADE); me->GetMotionMaster()->MoveTargetedHome(); } } // @todo: Turn into a flags_extra in creature_template // despawn bosses at reset - only verified tbc/woltk bosses with this reset type - add bosses in last line respectively (dungeon/raid) and increase array limit static constexpr std::array bosses = { /* dungeons */ 28684, /* Krik'thir the Gatewatcher */ 36502, /* Devourer of Souls */ 36658, /* Scourgelord Tyrannus */ /* raids */ 32871, /* Algalon */ 39863, /* Halion */ 33186, /* Razorscale */ 36626, /* Festergut */ 32867, /* Steelbreaker - Assembly of Iron */ 32927, /* Runemaster Molgeim - Assembly of Iron */ 32857, /* Stormcaller Brundir - Assembly of Iron */ 33350, /* Mimiron */ 16060, /* Gothik the Harvester */ 36678, /* Professor Putricide */ 15990, /* Kel'Thuzad */ 33993, /* Emalon the Storm Watcher */ 17257, /* Magtheridon */ 25315, /* Kil'jaeden */ 15928, /* Thaddius */ 32930, /* Kologarn */ 32906, /* Freya */ 36597, /* The Lich King */ 36853, /* Sindragosa */ 36855, /* Lady Deathwhisper */ 37955 /* Blood-Queen Lana'thel */ }; if (std::find(std::begin(bosses), std::end(bosses), me->GetEntry()) != std::end(bosses)) { me->DespawnOnEvade(); me->m_Events.AddEvent(new PhasedRespawn(*me), me->m_Events.CalculateTime(20000)); } else // bosses will run back to the spawnpoint at reset { Reset(); if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons! { me->GetVehicleKit()->Reset(true); } } } /*void CreatureAI::AttackedBy(Unit* attacker) { if (!me->GetVictim()) AttackStart(attacker); }*/ void CreatureAI::SetGazeOn(Unit* target) { if (me->IsValidAttackTarget(target)) { AttackStart(target); me->SetReactState(REACT_PASSIVE); } } bool CreatureAI::UpdateVictimWithGaze() { if (!me->IsInCombat()) return false; if (me->HasReactState(REACT_PASSIVE)) { if (me->GetVictim()) return true; else me->SetReactState(REACT_AGGRESSIVE); } if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } bool CreatureAI::UpdateVictim() { if (!me->IsInCombat()) return false; if (!me->HasReactState(REACT_PASSIVE)) { if (Unit* victim = me->SelectVictim()) AttackStart(victim); return me->GetVictim(); } // xinef: if we have any victim, just return true else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f) return true; else if (me->getThreatMgr().isThreatListEmpty()) { EnterEvadeMode(); return false; } return true; } bool CreatureAI::_EnterEvadeMode() { if (!me->IsAlive()) return false; // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle // don't remove clone caster on evade (to be verified) me->RemoveEvadeAuras(); me->ClearComboPointHolders(); // Remove all combo points targeting this unit // sometimes bosses stuck in combat? me->DeleteThreatList(); me->CombatStop(true); me->LoadCreaturesAddon(true); me->SetLootRecipient(nullptr); me->ResetPlayerDamageReq(); me->SetLastDamagedTime(0); me->SetCannotReachTarget(false); if (me->IsInEvadeMode()) return false; return true; } void CreatureAI::MoveCircleChecks() { Unit *victim = me->GetVictim(); if ( !victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) || !me->IsWithinMeleeRange(victim) || me == victim->GetVictim() || (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet()) // only player & pets to save CPU ) { return; } me->GetMotionMaster()->MoveCircleTarget(me->GetVictim()); } void CreatureAI::MoveBackwardsChecks() { Unit *victim = me->GetVictim(); if ( !victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) || (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet()) ) { return; } float moveDist = me->GetMeleeRange(victim) / 2; me->GetMotionMaster()->MoveBackwards(victim, moveDist); } Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType) { return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); return me->SummonCreature(entry, pos, summonType, despawnTime); } Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); pos.m_positionZ += flightZ; return me->SummonCreature(entry, pos, summonType, despawnTime); }