- Can now kite mobs beyond ThreatRadius (CONF) if continuing to damage them. World bosses still use ThreatRadius to prevent pulling them to cities - A mob that is beyond the ThreatRadius, it will return home (evade) after 10 seconds of no damage if there are no valid targets within attack distance of it, otherwise it will still attack - Mobs now properly report "Evade" if attacked while returning home. (modified - Nayd) Closes #830 Closes #7748
177 lines
6.0 KiB
C++
Executable File
177 lines
6.0 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
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#include "Vehicle.h"
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#include "Log.h"
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#include "MapReference.h"
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#include "Player.h"
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#include "CreatureTextMgr.h"
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool /*apply*/)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType* UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
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void CreatureAI::Talk(uint8 id, uint64 WhisperGuid)
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{
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sCreatureTextMgr->SendChat(me, id, WhisperGuid);
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}
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void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
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{
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if (!creature)
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creature = me;
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if (!creature->CanHaveThreatList())
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return;
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Map* map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog->outError(LOG_FILTER_GENERAL, "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
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{
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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creature->AI()->AttackStart(nearTarget);
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else if (creature->isSummon())
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{
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if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
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{
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Unit* target = summoner->getAttackerForHelper();
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if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
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target = summoner->getThreatManager().getHostilTarget();
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if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
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creature->AI()->AttackStart(target);
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}
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}
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
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{
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sLog->outError(LOG_FILTER_GENERAL, "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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Map::PlayerList const& playerList = map->GetPlayers();
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if (playerList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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{
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if (Player* player = itr->getSource())
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{
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if (player->isGameMaster())
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continue;
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if (player->isAlive())
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{
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creature->SetInCombatWith(player);
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player->SetInCombatWith(creature);
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creature->AddThreat(player, 0.0f);
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}
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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlList::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
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{
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creature->SetInCombatWith(*itr);
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(*itr)->SetInCombatWith(creature);
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creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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{
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if (m_MoveInLineOfSight_locked == true)
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return;
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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}
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->getVictim())
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return;
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if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
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return;
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if (me->canStartAttack(who, false))
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AttackStart(who);
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//else if (who->getVictim() && me->IsFriendlyTo(who)
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// && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
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// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
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// me->GetMotionMaster()->MoveChase(who->getVictim());
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}
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void CreatureAI::EnterEvadeMode()
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{
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if (!_EnterEvadeMode())
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return;
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sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit* owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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// Required to prevent attacking creatures that are evading and cause them to reenter combat
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// Does not apply to MoveFollow
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset(true);
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me->SetLastDamagedTime(0);
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!me->getVictim())
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AttackStart(attacker);
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}*/
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