*Fix critter AI.

*Some AI structure change.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-01-28 20:16:11 -06:00
parent 3a229014dc
commit 30c5bff102
21 changed files with 97 additions and 53 deletions
+1 -1
View File
@@ -38,7 +38,7 @@ AggressorAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
AggressorAI::AggressorAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
+1 -1
View File
@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
public:
AggressorAI(Creature &c);
AggressorAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+18 -8
View File
@@ -27,37 +27,47 @@ CreatureAI::~CreatureAI()
{
}
SimpleCharmedAI::SimpleCharmedAI(Unit &u) : me(u)
void CreatureAI::EnterEvadeMode()
{
if(!me) return;
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop();
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
if(me->isAlive())
me->GetMotionMaster()->MoveTargetedHome();
}
void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
{
Creature *charmer = (Creature*)me.GetCharmer();
Creature *charmer = (Creature*)me->GetCharmer();
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
Unit::AuraList const& auras = me.GetAurasByType(SPELL_AURA_MOD_CHARM);
Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
{
charmer->Kill(&me);
charmer->Kill(me);
return;
}
}
if(!charmer->isInCombat())
me.GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
Unit *target = me.getVictim();
Unit *target = me->getVictim();
if(!target || !charmer->canAttack(target))
{
target = charmer->SelectNearestTarget();
if(!target)
return;
me.GetMotionMaster()->MoveChase(target);
me.Attack(target, true);
me->GetMotionMaster()->MoveChase(target);
me->Attack(target, true);
}
}
+10 -9
View File
@@ -72,21 +72,25 @@ enum SelectAggroTarget
class TRINITY_DLL_SPEC UnitAI
{
public:
UnitAI(Unit *u) : me(u) {}
virtual void UpdateAI(const uint32 diff) = 0;
protected:
Unit *me;
};
class TRINITY_DLL_SPEC SimpleCharmedAI
class TRINITY_DLL_SPEC SimpleCharmedAI : public UnitAI
{
public:
SimpleCharmedAI(Unit &u);
virtual void UpdateAI(const uint32 diff);
private:
Unit &me;
};
class TRINITY_DLL_SPEC CreatureAI : public UnitAI
{
protected:
Creature *me;
public:
CreatureAI() : UnitAI(NULL), me(NULL) {}
CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
virtual ~CreatureAI();
@@ -97,10 +101,10 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
virtual void AttackStart(Unit *) = 0;
// Called at stopping attack by any attacker
virtual void EnterEvadeMode() = 0;
virtual void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply)
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); }
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
// Is unit visible for MoveInLineOfSight
virtual bool IsVisible(Unit *) const = 0;
@@ -128,9 +132,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
// Called when vitim entered water and creature can not enter water
virtual bool canReachByRangeAttack(Unit*) { return false; }
// Called when the creature is attacked
virtual void AttackedBy(Unit * /*attacker*/) {}
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() {}
+1 -1
View File
@@ -27,6 +27,6 @@ inline CreatureAI*
CreatureAIFactory<REAL_AI>::Create(void *data) const
{
Creature* creature = reinterpret_cast<Creature *>(data);
return (new REAL_AI(*creature));
return (new REAL_AI(creature));
}
#endif
+2
View File
@@ -41,6 +41,8 @@ namespace AIRegistry
(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
(new CreatureAIFactory<PassiveAI>("PassiveAI"))->RegisterSelf();
(new CreatureAIFactory<CritterAI>("CritterAI"))->RegisterSelf();
(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
+3 -1
View File
@@ -65,6 +65,8 @@ namespace FactorySelector
ai_factory = ai_registry.GetRegistryItem("TotemAI");
else if(creature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
ai_factory = ai_registry.GetRegistryItem("NullCreatureAI");
else if(creature->GetCreatureType() == CREATURE_TYPE_CRITTER)
ai_factory = ai_registry.GetRegistryItem("CritterAI");
}
// select by permit check
@@ -91,7 +93,7 @@ namespace FactorySelector
ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
return ( ai_factory == NULL ? new NullCreatureAI(creature) : ai_factory->Create(creature) );
}
MovementGenerator* selectMovementGenerator(Creature *creature)
+1 -1
View File
@@ -33,7 +33,7 @@ int GuardAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
GuardAI::GuardAI(Creature *c) : i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
+1 -1
View File
@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
public:
GuardAI(Creature &c);
GuardAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+14
View File
@@ -19,7 +19,21 @@
*/
#include "NullCreatureAI.h"
#include "Creature.h"
NullCreatureAI::~NullCreatureAI()
{
}
void CritterAI::DamageTaken(Unit *done_by, uint32 &)
{
if(!me->hasUnitState(UNIT_STAT_FLEEING))
me->SetControlled(true, UNIT_STAT_FLEEING);
}
void CritterAI::EnterEvadeMode()
{
if(me->hasUnitState(UNIT_STAT_FLEEING))
me->SetControlled(false, UNIT_STAT_FLEEING);
CreatureAI::EnterEvadeMode();
}
+23 -7
View File
@@ -23,22 +23,38 @@
#include "CreatureAI.h"
class TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
class TRINITY_DLL_DECL PassiveAI : public CreatureAI
{
public:
NullCreatureAI(Creature &) {}
NullCreatureAI() {}
~NullCreatureAI();
PassiveAI(Creature *c) : CreatureAI(c) {}
~PassiveAI() {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void EnterEvadeMode() {}
bool IsVisible(Unit *) const { return false; }
void UpdateAI(const uint32) {}
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
{
public:
NullCreatureAI(Creature *c) : PassiveAI(c) {}
~NullCreatureAI();
void EnterEvadeMode() {}
};
class TRINITY_DLL_DECL CritterAI : public PassiveAI
{
public:
CritterAI(Creature *c) : PassiveAI(c) {}
~CritterAI();
void DamageTaken(Unit *done_by, uint32 & /*damage*/);
void EnterEvadeMode();
};
#endif
+1 -1
View File
@@ -25,7 +25,7 @@
#define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well
OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c)
OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : i_creature(*c)
{
sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow());
c.SetReactState(REACT_AGGRESSIVE);
+1 -1
View File
@@ -27,7 +27,7 @@ class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public CreatureAI
{
public:
OutdoorPvPObjectiveAI(Creature &c);
OutdoorPvPObjectiveAI(Creature *c);
void MoveInLineOfSight(Unit *);
bool IsVisible(Unit *) const;
+3 -3
View File
@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature &c) : i_pet(c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
PetAI::PetAI(Creature *c) : i_pet(*c), i_tracker(TIME_INTERVAL_LOOK), inCombat(false)
{
m_AllySet.clear();
UpdateAllies();
@@ -339,10 +339,10 @@ void PetAI::UpdateAllies()
m_AllySet.insert(owner->GetGUID());
}
void PetAI::AttackedBy(Unit *attacker)
/*void PetAI::AttackedBy(Unit *attacker)
{
//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.IsWithinMeleeRange(attacker)))
AttackStart(attacker);
}
}*/
+1 -3
View File
@@ -31,13 +31,11 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
{
public:
PetAI(Creature &c);
PetAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
void EnterEvadeMode();
void DamageTaken(Unit *done_by, uint32& /*damage*/) { AttackedBy(done_by); }
void AttackedBy(Unit*);
bool IsVisible(Unit *) const;
void JustDied(Unit* who) { _stopAttack(); }
+1 -2
View File
@@ -28,7 +28,7 @@ class Creature;
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
{
public:
PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {}
PossessedAI(Creature *c) : i_pet(*c), i_victimGuid(0) {}
// Possessed creatures shouldn't aggro by themselves
void MoveInLineOfSight(Unit *) {}
@@ -36,7 +36,6 @@ class TRINITY_DLL_DECL PossessedAI : public CreatureAI
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
void AttackedBy(Unit*) {}
bool IsVisible(Unit * u) const { return _isVisible(u); }
void UpdateAI(const uint32);
+1 -1
View File
@@ -29,7 +29,7 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
{
public:
ReactorAI(Creature &c) : i_creature(c), i_victimGuid(0) {}
ReactorAI(Creature *c) : i_creature(*c), i_victimGuid(0) {}
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+1 -1
View File
@@ -40,7 +40,7 @@ TotemAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
TotemAI::TotemAI(Creature &c) : i_totem(static_cast<Totem&>(c)), i_victimGuid(0)
TotemAI::TotemAI(Creature *c) : i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
{
}
+1 -1
View File
@@ -31,7 +31,7 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
{
public:
TotemAI(Creature &c);
TotemAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
+12 -9
View File
@@ -650,9 +650,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
// no xp,health if type 8 /critters/
if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{
// critters run away when hit
pVictim->GetMotionMaster()->MoveFleeing(this);
// allow loot only if has loot_id in creature_template
if(damage >= pVictim->GetHealth())
{
@@ -750,13 +747,13 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
if(damagetype != DOT)
{
if(getVictim())
{
if(!getVictim())
/*{
// if have target and damage pVictim just call AI reaction
if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
else
else*/
{
// if not have main target then attack state with target (including AI call)
//start melee attacks only after melee hit
@@ -8195,8 +8192,8 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
m_attacking = victim;
m_attacking->_addAttacker(this);
if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
((Creature*)m_attacking)->AI()->AttackedBy(this);
//if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->AI())
// ((Creature*)m_attacking)->AI()->AttackedBy(this);
if(GetTypeId()==TYPEID_UNIT)
{
@@ -12904,7 +12901,13 @@ void Unit::SetFeared(bool apply)
Unit::AuraList const& fearAuras = GetAurasByType(SPELL_AURA_MOD_FEAR);
if(!fearAuras.empty())
caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID());
if(!caster) caster = getVictim();
if(!caster)
{
if(getVictim())
caster = getVictim();
else if(m_attackers.size())
caster = *m_attackers.begin();
}
GetMotionMaster()->MoveFleeing(caster); // caster==NULL processed in MoveFleeing
}
else