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TCPlayerbotCore/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
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/*
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* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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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.
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*
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* 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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#include "ScriptedCreature.h"
#include "Spell.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Cell.h"
#include "CellImpl.h"
#include "ObjectMgr.h"
#include "AreaBoundary.h"
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
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} extern* SpellSummary;
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void SummonList::DoZoneInCombat(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
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{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
{
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summon->AI()->DoZoneInCombat();
}
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}
}
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void SummonList::DespawnEntry(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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if (!summon)
i = storage_.erase(i);
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else if (summon->GetEntry() == entry)
{
i = storage_.erase(i);
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summon->DespawnOrUnsummon();
}
else
++i;
}
}
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void SummonList::DespawnAll()
{
while (!storage_.empty())
{
Creature* summon = ObjectAccessor::GetCreature(*me, storage_.front());
storage_.pop_front();
if (summon)
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summon->DespawnOrUnsummon();
}
}
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void SummonList::RemoveNotExisting()
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
if (ObjectAccessor::GetCreature(*me, *i))
++i;
else
i = storage_.erase(i);
}
}
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bool SummonList::HasEntry(uint32 entry) const
{
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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if (summon && summon->GetEntry() == entry)
return true;
}
return false;
}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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IsFleeing(false),
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_isCombatMovementAllowed(true)
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{
_isHeroic = me->GetMap()->IsHeroic();
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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void ScriptedAI::AttackStartNoMove(Unit* who)
{
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if (!who)
return;
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if (me->Attack(who, true))
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DoStartNoMovement(who);
}
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void ScriptedAI::AttackStart(Unit* who)
{
if (IsCombatMovementAllowed())
CreatureAI::AttackStart(who);
else
AttackStartNoMove(who);
}
void ScriptedAI::UpdateAI(uint32 /*diff*/)
{
//Check if we have a current target
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if (!UpdateVictim())
return;
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DoMeleeAttackIfReady();
}
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void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
{
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if (victim)
me->GetMotionMaster()->MoveChase(victim, distance, angle);
}
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void ScriptedAI::DoStartNoMovement(Unit* victim)
{
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if (!victim)
return;
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me->GetMotionMaster()->MoveIdle();
}
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void ScriptedAI::DoStopAttack()
{
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if (me->GetVictim())
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me->AttackStop();
}
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void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered)
{
if (!target || me->IsNonMeleeSpellCast(false))
return;
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me->StopMoving();
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me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
}
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void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
{
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if (!source)
return;
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if (!sSoundKitStore.LookupEntry(soundId))
{
TC_LOG_ERROR("scripts", "Invalid soundId %u used in DoPlaySoundToSet (Source: %s)", soundId, source->GetGUID().ToString().c_str());
return;
}
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source->PlayDirectSound(soundId);
}
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Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
{
return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
}
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SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, float rangeMin, float rangeMax, SelectEffect effect)
{
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//No target so we can't cast
if (!target)
return NULL;
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//Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return NULL;
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//Using the extended script system we first create a list of viable spells
SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
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uint32 spellCount = 0;
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SpellInfo const* tempSpell = NULL;
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//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
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//This spell doesn't exist
if (!tempSpell)
continue;
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// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
continue;
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//Check the type of spell if we are looking for a specific spell type
if (effect && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effect-1))))
continue;
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//Check for school if specified
if (school && (tempSpell->SchoolMask & school) == 0)
continue;
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//Check for spell mechanic if specified
if (mechanic && tempSpell->Mechanic != mechanic)
continue;
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//Check if the spell meets our range requirements
if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
continue;
if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
continue;
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//Check if our target is in range
if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
continue;
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//All good so lets add it to the spell list
apSpell[spellCount] = tempSpell;
++spellCount;
}
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//We got our usable spells so now lets randomly pick one
if (!spellCount)
return NULL;
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return apSpell[urand(0, spellCount - 1)];
}
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void ScriptedAI::DoResetThreat()
{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
TC_LOG_ERROR("scripts", "DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
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ThreatContainer::StorageType threatlist = me->getThreatManager().getThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
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if (unit && DoGetThreat(unit))
DoModifyThreatPercent(unit, -100);
}
}
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float ScriptedAI::DoGetThreat(Unit* unit)
{
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if (!unit)
return 0.0f;
return me->getThreatManager().getThreat(unit);
}
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void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
{
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if (!unit)
return;
me->getThreatManager().modifyThreatPercent(unit, pct);
}
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void ScriptedAI::DoTeleportTo(float x, float y, float z, uint32 time)
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{
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me->Relocate(x, y, z);
float speed = me->GetDistance(x, y, z) / ((float)time * 0.001f);
me->MonsterMoveWithSpeed(x, y, z, speed);
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}
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void ScriptedAI::DoTeleportTo(const float position[4])
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{
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me->NearTeleportTo(position[0], position[1], position[2], position[3]);
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}
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void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
{
if (!unit)
return;
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if (Player* player = unit->ToPlayer())
player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
else
TC_LOG_ERROR("scripts", "Creature %s Tried to teleport non-player unit (%s) to x: %f y:%f z: %f o: %f. Aborted.",
me->GetGUID().ToString().c_str(), unit->GetGUID().ToString().c_str(), x, y, z, o);
}
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void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
{
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Map* map = me->GetMap();
if (!map->IsDungeon())
return;
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Map::PlayerList const& PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
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if (Player* player = itr->GetSource())
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if (player->IsAlive())
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player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
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Unit* unit = NULL;
Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
me->VisitNearbyObject(range, searcher);
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return unit;
}
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std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
{
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std::list<Creature*> list;
Trinity::FriendlyCCedInRange u_check(me, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
me->VisitNearbyObject(range, searcher);
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return list;
}
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std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
{
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std::list<Creature*> list;
Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
me->VisitNearbyObject(range, searcher);
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return list;
}
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Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
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{
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Player* player = NULL;
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CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
cell.SetNoCreate();
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Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
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TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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cell.Visit(pair, visitor, *me->GetMap(), *me, minimumRange);
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return player;
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}
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void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
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{
if (loadDefault)
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{
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me->LoadEquipment(me->GetOriginalEquipmentId(), true);
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return;
}
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if (mainHand >= 0)
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me->SetVirtualItem(0, uint32(mainHand));
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if (offHand >= 0)
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me->SetVirtualItem(1, uint32(offHand));
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if (ranged >= 0)
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me->SetVirtualItem(2, uint32(ranged));
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}
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void ScriptedAI::SetCombatMovement(bool allowMovement)
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{
_isCombatMovementAllowed = allowMovement;
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}
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enum NPCs
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{
NPC_BROODLORD = 12017,
NPC_VOID_REAVER = 19516,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860
};
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// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
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// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
/*bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
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{
if (_evadeCheckCooldown <= diff)
_evadeCheckCooldown = 2500;
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else
{
_evadeCheckCooldown -= diff;
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return false;
}
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if (me->IsInEvadeMode() || !me->GetVictim())
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return false;
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float x = me->GetPositionX();
float y = me->GetPositionY();
float z = me->GetPositionZ();
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switch (me->GetEntry())
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{
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case NPC_BROODLORD: // broodlord (not move down stairs)
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if (z > 448.60f)
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return false;
break;
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case NPC_VOID_REAVER: // void reaver (calculate from center of room)
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if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
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return false;
break;
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case NPC_JAN_ALAI: // jan'alai (calculate by Z)
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if (z > 12.0f)
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return false;
break;
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case NPC_SARTHARION: // sartharion (calculate box)
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if (x > 3218.86f && x < 3275.69f && y < 572.40f && y > 484.68f)
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return false;
break;
default: // For most of creatures that certain area is their home area.
TC_LOG_INFO("misc", "TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition. Using the default one.", me->GetEntry());
uint32 homeAreaId = me->GetMap()->GetAreaId(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ());
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if (me->GetAreaId() == homeAreaId)
return false;
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}
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EnterEvadeMode();
return true;
}*/
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// BossAI - for instanced bosses
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
instance(creature->GetInstanceScript()),
summons(creature),
_bossId(bossId)
{
if (instance)
SetBoundary(instance->GetBossBoundary(bossId));
scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
}
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void BossAI::_Reset()
{
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if (!me->IsAlive())
return;
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me->SetCombatPulseDelay(0);
me->ResetLootMode();
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events.Reset();
summons.DespawnAll();
scheduler.CancelAll();
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if (instance)
instance->SetBossState(_bossId, NOT_STARTED);
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}
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void BossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
scheduler.CancelAll();
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if (instance)
instance->SetBossState(_bossId, DONE);
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}
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void BossAI::_EnterCombat()
{
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if (instance)
{
// bosses do not respawn, check only on enter combat
if (!instance->CheckRequiredBosses(_bossId))
{
EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
return;
}
instance->SetBossState(_bossId, IN_PROGRESS);
}
me->SetCombatPulseDelay(5);
me->setActive(true);
DoZoneInCombat();
ScheduleTasks();
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}
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void BossAI::TeleportCheaters()
{
float x, y, z;
me->GetPosition(x, y, z);
ThreatContainer::StorageType threatList = me->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
if (Unit* target = (*itr)->getTarget())
if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
target->NearTeleportTo(x, y, z, 0);
}
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void BossAI::JustSummoned(Creature* summon)
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{
summons.Summon(summon);
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if (me->IsInCombat())
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DoZoneInCombat(summon);
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}
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void BossAI::SummonedCreatureDespawn(Creature* summon)
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{
summons.Despawn(summon);
}
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void BossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
ExecuteEvent(eventId);
DoMeleeAttackIfReady();
}
void BossAI::_DespawnAtEvade(uint32 delayToRespawn)
{
if (delayToRespawn < 2)
{
TC_LOG_ERROR("scripts", "_DespawnAtEvade called with delay of %u seconds, defaulting to 2.", delayToRespawn);
delayToRespawn = 2;
}
uint32 corpseDelay = me->GetCorpseDelay();
uint32 respawnDelay = me->GetRespawnDelay();
me->SetCorpseDelay(1);
me->SetRespawnDelay(delayToRespawn - 1);
me->DespawnOrUnsummon();
me->SetCorpseDelay(corpseDelay);
me->SetRespawnDelay(respawnDelay);
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if (instance)
instance->SetBossState(_bossId, FAIL);
}
// WorldBossAI - for non-instanced bosses
WorldBossAI::WorldBossAI(Creature* creature) :
ScriptedAI(creature),
summons(creature) { }
void WorldBossAI::_Reset()
{
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if (!me->IsAlive())
return;
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_EnterCombat()
{
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
if (target)
AttackStart(target);
}
void WorldBossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
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Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
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if (target)
summon->AI()->AttackStart(target);
}
void WorldBossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
void WorldBossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
ExecuteEvent(eventId);
DoMeleeAttackIfReady();
}
// SD2 grid searchers.
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
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{
return source->FindNearestCreature(entry, maxSearchRange, alive);
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}
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
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{
return source->FindNearestGameObject(entry, maxSearchRange);
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}
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
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{
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
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}
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
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{
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
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}
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void GetPlayerListInGrid(std::list<Player*>& list, WorldObject* source, float maxSearchRange)
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{
source->GetPlayerListInGrid(list, maxSearchRange);
}