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/*
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* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* 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"
#include "MapReference.h"
#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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{
//me->IsAIEnabled = !apply;*/
me -> NeedChangeAI = true ;
me -> IsAIEnabled = false ;
}
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AISpellInfoType * UnitAI :: AISpellInfo ;
AISpellInfoType * GetAISpellInfo ( uint32 i ) { return & CreatureAI :: AISpellInfo [ i ]; }
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void CreatureAI :: Talk ( uint8 id , uint64 WhisperGuid )
{
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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 )
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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TC_LOG_ERROR ( 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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if ( ! creature -> HasReactState ( REACT_PASSIVE ) && ! creature -> GetVictim ())
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{
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if ( Unit * nearTarget = creature -> SelectNearestTarget ( maxRangeToNearestTarget ))
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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if ( ! creature -> HasReactState ( REACT_PASSIVE ) && ! creature -> GetVictim ())
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{
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TC_LOG_ERROR ( 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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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 );
player -> SetInCombatWith ( creature );
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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{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
}
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// scripts does not take care about MoveInLineOfSight loops
// 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 ;
m_MoveInLineOfSight_locked = true ;
MoveInLineOfSight ( who );
m_MoveInLineOfSight_locked = false ;
}
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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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if ( ! _EnterEvadeMode ())
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return ;
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TC_LOG_DEBUG ( 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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{
me -> GetMotionMaster () -> Clear ( false );
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me -> GetMotionMaster () -> MoveFollow ( owner , PET_FOLLOW_DIST , me -> GetFollowAngle (), MOTION_SLOT_ACTIVE );
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}
else
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{
// Required to prevent attacking creatures that are evading and cause them to reenter combat
// Does not apply to MoveFollow
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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void CreatureAI :: SetGazeOn ( Unit * target )
{
if ( me -> IsValidAttackTarget ( target ))
{
AttackStart ( target );
me -> SetReactState ( REACT_PASSIVE );
}
}
bool CreatureAI :: UpdateVictimWithGaze ()
{
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if ( ! me -> IsInCombat ())
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return false ;
if ( me -> HasReactState ( REACT_PASSIVE ))
{
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if ( me -> GetVictim ())
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return true ;
else
me -> SetReactState ( REACT_AGGRESSIVE );
}
if ( Unit * victim = me -> SelectVictim ())
AttackStart ( victim );
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return me -> GetVictim ();
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}
bool CreatureAI :: UpdateVictim ()
{
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if ( ! me -> IsInCombat ())
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return false ;
if ( ! me -> HasReactState ( REACT_PASSIVE ))
{
if ( Unit * victim = me -> SelectVictim ())
AttackStart ( victim );
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return me -> GetVictim ();
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}
else if ( me -> getThreatManager (). isThreatListEmpty ())
{
EnterEvadeMode ();
return false ;
}
return true ;
}
bool CreatureAI :: _EnterEvadeMode ()
{
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if ( ! me -> IsAlive ())
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return false ;
// dont remove vehicle auras, passengers arent supposed to drop off the vehicle
me -> RemoveAllAurasExceptType ( SPELL_AURA_CONTROL_VEHICLE );
// sometimes bosses stuck in combat?
me -> DeleteThreatList ();
me -> CombatStop ( true );
me -> LoadCreaturesAddon ();
me -> SetLootRecipient ( NULL );
me -> ResetPlayerDamageReq ();
if ( me -> IsInEvadeMode ())
return false ;
return true ;
}
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 );
}