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TCPlayerbotCore/src/bindings/scripts/base/escortAI.cpp
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
/* ScriptData
SDName: Npc_EscortAI
SD%Complete: 100
SDComment:
SDCategory: Npc
EndScriptData */
#include "precompiled.h"
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#include "escortAI.h"
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enum
{
POINT_LAST_POINT = 0xFFFFFF,
POINT_HOME = 0xFFFFFE
};
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extern std::list<PointMovement> PointMovementList;
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void npc_escortAI::AttackStart(Unit* pWho)
{
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if (!pWho)
return;
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if (m_creature->Attack(pWho, true))
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{
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
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m_creature->GetMotionMaster()->MovementExpired();
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if (IsCombatMovement())
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m_creature->GetMotionMaster()->MoveChase(pWho);
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}
}
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void npc_escortAI::MoveInLineOfSight(Unit* pWho)
{
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if (IsBeingEscorted && !m_bIsActiveAttacker)
return;
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ScriptedAI::MoveInLineOfSight(pWho);
}
void npc_escortAI::JustDied(Unit* pKiller)
{
if (!IsBeingEscorted || !PlayerGUID || !m_pQuestForEscort)
return;
if (Player* pPlayer = Unit::GetPlayer(PlayerGUID))
{
if (Group* pGroup = pPlayer->GetGroup())
{
for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
void npc_escortAI::JustRespawned()
{
IsBeingEscorted = false;
IsOnHold = false;
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if (!IsCombatMovement())
SetCombatMovement(true);
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//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (m_creature->getFaction() != m_creature->GetCreatureInfo()->faction_A)
me->RestoreFaction();
Reset();
}
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
m_creature->GetHomePosition(x, y, z, o);
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m_creature->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
}
void npc_escortAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
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m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
if (IsBeingEscorted)
{
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m_bIsReturning = true;
ReturnToLastPoint();
debug_log("TSCR: EscortAI has left combat and is now returning to last point");
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}
else
m_creature->GetMotionMaster()->MoveTargetedHome();
Reset();
}
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void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
//Waypoint Updating
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if (IsBeingEscorted && !m_creature->getVictim() && m_uiWPWaitTimer && !m_bIsReturning)
{
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if (m_uiWPWaitTimer <= uiDiff)
{
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//End of the line
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if (CurrentWP == WaypointList.end())
{
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if (DespawnAtEnd)
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{
debug_log("TSCR: EscortAI reached end of waypoints");
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if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
m_creature->GetRespawnCoord(fRetX, fRetY, fRetZ);
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m_creature->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
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return;
}
else
{
debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
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return;
}
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}
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if (!IsOnHold)
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{
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m_creature->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
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debug_log("TSCR: EscortAI Next WP is: %u, %f, %f, %f", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
m_uiWPWaitTimer = 0;
}
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}
else
m_uiWPWaitTimer -= uiDiff;
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}
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//Check if player or any member of his group is within range
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if (IsBeingEscorted && PlayerGUID && !m_creature->getVictim() && !m_bIsReturning)
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{
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if (m_uiPlayerCheckTimer < uiDiff)
{
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bool bIsMaxRangeExceeded = true;
if (Player* pPlayer = Unit::GetPlayer(PlayerGUID))
{
if (Group* pGroup = pPlayer->GetGroup())
{
for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && m_creature->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
{
bIsMaxRangeExceeded = false;
break;
}
}
}
else
{
if (m_creature->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
bIsMaxRangeExceeded = false;
}
}
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if (DespawnAtFar && bIsMaxRangeExceeded)
{
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debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
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if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
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return;
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}
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m_uiPlayerCheckTimer = 1000;
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}
else
m_uiPlayerCheckTimer -= uiDiff;
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}
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if (CanMelee && UpdateVictim())
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DoMeleeAttackIfReady();
}
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void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
{
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if (uiMoveType != POINT_MOTION_TYPE || !IsBeingEscorted)
return;
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//Combat start position reached, continue waypoint movement
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if (uiPointId == POINT_LAST_POINT)
{
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debug_log("TSCR: EscortAI has returned to original position before combat");
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if (m_bIsRunning && m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else if (!m_bIsRunning && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
m_bIsReturning = false;
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
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}
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else if (uiPointId == POINT_HOME)
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{
debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
}
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else
{
//Make sure that we are still on the right waypoint
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if (CurrentWP->id != uiPointId)
{
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debug_log("TSCR ERROR: EscortAI reached waypoint out of order %d, expected %d", uiPointId, CurrentWP->id);
return;
}
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debug_log("TSCR: EscortAI Waypoint %d reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
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m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
++CurrentWP;
}
}
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/*
void npc_escortAI::OnPossess(bool apply)
{
// We got possessed in the middle of being escorted, store the point
// where we left off to come back to when possess is removed
if (IsBeingEscorted)
{
if (apply)
m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);
else
{
Returning = true;
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
}
}
}
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*/
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
{
Escort_Waypoint t(id, x, y, z, WaitTimeMs);
WaypointList.push_back(t);
}
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void npc_escortAI::FillPointMovementListForCreature()
{
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UNORDERED_MAP<uint32, std::vector<PointMovement> >::iterator pPointsEntries = PointMovementMap.find(m_creature->GetEntry());
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if (pPointsEntries != PointMovementMap.end())
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{
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std::vector<PointMovement>::iterator itr;
for (itr = pPointsEntries->second.begin(); itr != pPointsEntries->second.end(); ++itr)
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{
Escort_Waypoint pPoint(itr->m_uiPointId,itr->m_fX,itr->m_fY,itr->m_fZ,itr->m_uiWaitTime);
WaypointList.push_back(pPoint);
}
}
}
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void npc_escortAI::SetRun(bool bRun)
{
if (bRun)
{
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if (!m_bIsRunning)
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m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
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debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
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}
else
{
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if (m_bIsRunning)
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m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
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debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
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}
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m_bIsRunning = bRun;
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}
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//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
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if (m_creature->getVictim())
{
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debug_log("TSCR ERROR: EscortAI attempt to Start while in combat");
return;
}
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if (IsBeingEscorted)
{
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error_log("TSCR: EscortAI attempt to Start while already escorting");
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return;
}
if (WaypointList.empty())
{
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error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint)");
return;
}
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//set variables
m_bIsActiveAttacker = bIsActiveAttacker;
m_bIsRunning = bRun;
PlayerGUID = uiPlayerGUID;
m_pQuestForEscort = pQuest;
m_bCanInstantRespawn = bInstantRespawn;
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MoveIdle();
debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
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//disable npcflags
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
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debug_log("TSCR: EscortAI started with %d waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %d", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, PlayerGUID);
CurrentWP = WaypointList.begin();
//Set initial speed
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if (m_bIsRunning)
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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else
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
IsBeingEscorted = true;
}