Merge pull request #6070 from MrSmite/PetAI_3.1

Core/Pets: Improve PetAI

Closes #6048
Closes #6070
This commit is contained in:
Shocker
2012-04-06 18:42:37 -07:00
6 changed files with 93 additions and 10 deletions
+55 -6
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@@ -109,17 +109,25 @@ void PetAI::UpdateAI(const uint32 diff)
}
else if (owner && me->GetCharmInfo()) //no victim
{
Unit* nextTarget = SelectNextTarget();
// Only aggressive pets do target search every update.
// Defensive pets do target search only in these cases:
// * Owner attacks something - handled by OwnerAttacked()
// * Owner receives damage - handled by OwnerDamagedBy()
// * Pet is in combat and current target dies - handled by KilledUnit()
if (me->HasReactState(REACT_AGGRESSIVE))
{
Unit* nextTarget = SelectNextTarget();
if (me->HasReactState(REACT_PASSIVE))
_stopAttack();
else if (nextTarget)
AttackStart(nextTarget);
if (nextTarget)
AttackStart(nextTarget);
else
HandleReturnMovement();
}
else
HandleReturnMovement();
}
else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
HandleReturnMovement();
if (!me->GetCharmInfo())
return;
@@ -302,6 +310,47 @@ void PetAI::AttackStart(Unit* target)
DoAttack(target, true);
}
void PetAI::OwnerDamagedBy(Unit* attacker)
{
// Called when owner takes damage. Allows defensive pets to know
// that their owner might need help
if (!attacker)
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->getVictim() && me->getVictim()->isAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(attacker);
}
void PetAI::OwnerAttacked(Unit* target)
{
// Called when owner attacks something. Allows defensive pets to know
// that they need to assist
// Target might be NULL if called from spell with invalid cast targets
if (!target)
return;
// Passive pets don't do anything
if (me->HasReactState(REACT_PASSIVE))
return;
// Prevent pet from disengaging from current target
if (me->getVictim() && me->getVictim()->isAlive())
return;
// Continue to evaluate and attack if necessary
AttackStart(target);
}
Unit* PetAI::SelectNextTarget()
{
// Provides next target selection after current target death
+2
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@@ -40,6 +40,8 @@ class PetAI : public CreatureAI
void KilledUnit(Unit* /*victim*/);
void AttackStart(Unit* target);
void MovementInform(uint32 moveType, uint32 data);
void OwnerDamagedBy(Unit* attacker);
void OwnerAttacked(Unit* target);
private:
bool _isVisible(Unit*) const;
+6
View File
@@ -138,6 +138,12 @@ class CreatureAI : public UnitAI
// Called at text emote receive from player
virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {}
// Called when owner takes damage
virtual void OwnerDamagedBy(Unit* /*attacker*/) {}
// Called when owner attacks something
virtual void OwnerAttacked(Unit* /*target*/) {}
/// == Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
+19
View File
@@ -572,6 +572,15 @@ uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDam
if (IsAIEnabled)
GetAI()->DamageDealt(victim, damage, damagetype);
// Signal to pets that their owner was attacked
if (victim->GetTypeId() == TYPEID_PLAYER)
{
Pet* pet = victim->ToPlayer()->GetPet();
if (pet && pet->isAlive())
pet->AI()->OwnerDamagedBy(this);
}
if (damagetype != NODAMAGE)
{
// interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras)
@@ -9515,6 +9524,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (meleeAttack)
SendMeleeAttackStart(victim);
// Let the pet know we've started attacking someting. Handles melee attacks only
// Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode
if (this->GetTypeId() == TYPEID_PLAYER)
{
Pet* playerPet = this->ToPlayer()->GetPet();
if (playerPet && playerPet->isAlive())
playerPet->AI()->OwnerAttacked(victim);
}
return true;
}
-2
View File
@@ -153,8 +153,6 @@ void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint16 spellid
switch (spellid)
{
case COMMAND_STAY: //flat=1792 //STAY
pet->AttackStop();
pet->InterruptNonMeleeSpells(false);
pet->StopMoving();
pet->GetMotionMaster()->Clear(false);
pet->GetMotionMaster()->MoveIdle();
+11 -2
View File
@@ -3101,11 +3101,20 @@ void Spell::cast(bool skipCheck)
return;
}
// now that we've done the basic check, now run the scripts
// should be done before the spell is actually executed
if (Player* playerCaster = m_caster->ToPlayer())
{
// now that we've done the basic check, now run the scripts
// should be done before the spell is actually executed
sScriptMgr->OnPlayerSpellCast(playerCaster, this, skipCheck);
// Let any pets know we've attacked something. As of 3.0.2 pets begin
// attacking their owner's target immediately
if (Pet* playerPet = playerCaster->GetPet())
{
if (playerPet->isAlive() && playerPet->isControlled() && (m_targets.GetTargetMask() & TARGET_FLAG_UNIT))
playerPet->AI()->OwnerAttacked(m_targets.GetObjectTarget()->ToUnit());
}
}
SetExecutedCurrently(true);
if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.GetUnitTarget() && m_targets.GetUnitTarget() != m_caster)