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TCPlayerbotCore/src/game/CreatureAI.cpp
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
* 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
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* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CreatureAI.h"
#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
#include "Vehicle.h"
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//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool apply)
{
//me->IsAIEnabled = !apply;*/
me->NeedChangeAI = true;
me->IsAIEnabled = false;
}
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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::DoZoneInCombat(Creature* creature)
{
if (!creature)
creature = me;
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if (!creature->CanHaveThreatList())
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return;
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Map *map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
return;
}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
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if (Unit *target = creature->SelectNearestTarget(50))
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creature->AI()->AttackStart(target);
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else if (creature->isSummon())
{
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if (Unit *summoner = creature->ToTempSummon()->GetSummoner())
{
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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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if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
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sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
}
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Map::PlayerList const &PlList = map->GetPlayers();
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if (PlList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
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if (Player* pPlayer = i->getSource())
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{
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if (pPlayer->isGameMaster())
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continue;
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if (pPlayer->isAlive())
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{
creature->SetInCombatWith(pPlayer);
pPlayer->SetInCombatWith(creature);
creature->AddThreat(pPlayer, 0.0f);
}
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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 = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
}*/
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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
void CreatureAI::MoveInLineOfSight_Safe(Unit *who)
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{
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if (m_MoveInLineOfSight_locked == true)
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;)
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.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
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}
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void CreatureAI::SelectNearestTarget(Unit *who)
{
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if (me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
{
me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
me->AddThreat(who, 1000000.0f);
}
}
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void CreatureAI::EnterEvadeMode()
{
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if (!_EnterEvadeMode())
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return;
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sLog.outDebug("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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if (Unit *owner = me->GetCharmerOrOwner())
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{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE);
}
else
me->GetMotionMaster()->MoveTargetedHome();
}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset();
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
{
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if (!m_creature->getVictim())
AttackStart(attacker);
}*/