[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos

* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
      Like taunt, pet handler attack command.
    * Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
      Like non-dot damage, swing, negative spell landing, or fade fear/etc.
      And provided by default call AttackStart if no current target.

    This fix some problems, like:
    * Civilian will react propertly at attack by another creature (not pet or player).
    * Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.

*Note: AttackBy is still disabled until proved useful to TC.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-14 21:07:52 -05:00
parent 3a65800218
commit ceae9b8e0f
7 changed files with 68 additions and 62 deletions
+5
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@@ -167,3 +167,8 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
AttackStart(charmer->SelectNearestTarget()); AttackStart(charmer->SelectNearestTarget());
} }
/*void CreatureAI::AttackedBy( Unit* attacker )
{
if(!m_creature->getVictim())
AttackStart(attacker);
}*/
+34 -8
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@@ -73,7 +73,7 @@ enum SelectAggroTarget
class TRINITY_DLL_SPEC UnitAI class TRINITY_DLL_SPEC UnitAI
{ {
protected: protected:
Unit *me; Unit* const me;
public: public:
explicit UnitAI(Unit *u) : me(u) {} explicit UnitAI(Unit *u) : me(u) {}
virtual void AttackStart(Unit *); virtual void AttackStart(Unit *);
@@ -95,7 +95,7 @@ class TRINITY_DLL_SPEC UnitAI
class TRINITY_DLL_SPEC PlayerAI : public UnitAI class TRINITY_DLL_SPEC PlayerAI : public UnitAI
{ {
protected: protected:
Player *me; Player* const me;
public: public:
explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {} explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
@@ -111,8 +111,8 @@ class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI
class TRINITY_DLL_SPEC CreatureAI : public UnitAI class TRINITY_DLL_SPEC CreatureAI : public UnitAI
{ {
protected: protected:
Creature *me; Creature* const me;
Creature *m_creature; Creature* const m_creature;
bool UpdateVictim(); bool UpdateVictim();
public: public:
@@ -120,13 +120,17 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
virtual ~CreatureAI() {} virtual ~CreatureAI() {}
// Called if IsVisible(Unit *who) is true at each *who move ///== Reactions At =================================
// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
virtual void MoveInLineOfSight(Unit *); virtual void MoveInLineOfSight(Unit *);
// Called at stopping attack by any attacker // Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode(); virtual void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply) // Called at any Damage from any attacker (before damage apply)
// Note: it for recalculation damage or special reaction at damage
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {} virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
// Called when the creature is killed // Called when the creature is killed
@@ -146,8 +150,8 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
// Called when spell hits a target // Called when spell hits a target
virtual void SpellHitTarget(Unit* target, const SpellEntry*) {} virtual void SpellHitTarget(Unit* target, const SpellEntry*) {}
// Called when vitim entered water and creature can not enter water // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
virtual bool canReachByRangeAttack(Unit*) { return false; } //virtual void AttackedBy(Unit* attacker);
// Called when creature is spawned or respawned (for reseting variables) // Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() {} virtual void JustRespawned() {}
@@ -161,6 +165,28 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
virtual void JustReachedHome() {} virtual void JustReachedHome() {}
void DoZoneInCombat(Unit* pUnit = NULL); void DoZoneInCombat(Unit* pUnit = NULL);
///== Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
// Note: for reaction at hostile action must be called AttackedBy function.
virtual void AttackStart(Unit *) {}
// Called at World update tick
virtual void UpdateAI(const uint32 diff ) {}
///== State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit *) const { return false; }
// Called when victim entered water and creature can not enter water
virtual bool canReachByRangeAttack(Unit*) { return false; }
///== Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;
}; };
struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature> struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
+2 -2
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@@ -3425,7 +3425,7 @@ void AuraEffect::HandleAuraModScale(bool apply, bool Real)
((Creature*)m_target)->AIM_Initialize(); ((Creature*)m_target)->AIM_Initialize();
if (((Creature*)m_target)->AI()) if (((Creature*)m_target)->AI())
((Creature*)m_target)->AI()->AttackStart(caster); ((Creature*)m_target)->AI()->AttackedBy(caster);
} }
} }
} }
@@ -3581,7 +3581,7 @@ void AuraEffect::HandleAuraModPetTalentsPoints(bool Apply, bool Real)
{ {
((Creature*)m_target)->AIM_Initialize(); ((Creature*)m_target)->AIM_Initialize();
if (((Creature*)m_target)->AI()) if (((Creature*)m_target)->AI())
((Creature*)m_target)->AI()->AttackStart(caster); ((Creature*)m_target)->AI()->AttackedBy(caster);
} }
} }
} }
+1 -2
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@@ -3483,8 +3483,7 @@ void Spell::EffectPickPocket(uint32 /*i*/)
{ {
// Reveal action + get attack // Reveal action + get attack
m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
if (((Creature*)unitTarget)->IsAIEnabled) m_caster->CombatStart(unitTarget);
((Creature*)unitTarget)->AI()->AttackStart(m_caster);
} }
} }
} }
-7
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@@ -101,12 +101,6 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = 0; i_victimGuid = 0;
} }
bool
TotemAI::IsVisible(Unit *) const
{
return false;
}
void void
TotemAI::AttackStart(Unit *) TotemAI::AttackStart(Unit *)
{ {
@@ -120,4 +114,3 @@ TotemAI::AttackStart(Unit *)
((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data); ((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
} }
} }
-3
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@@ -36,12 +36,9 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
void MoveInLineOfSight(Unit *); void MoveInLineOfSight(Unit *);
void AttackStart(Unit *); void AttackStart(Unit *);
void EnterEvadeMode(); void EnterEvadeMode();
bool IsVisible(Unit *) const;
void UpdateAI(const uint32); void UpdateAI(const uint32);
static int Permissible(const Creature *); static int Permissible(const Creature *);
protected:
Totem& getTotem();
private: private:
uint64 i_victimGuid; uint64 i_victimGuid;
+11 -25
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@@ -574,10 +574,8 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
return 0; return 0;
} }
if(pVictim->GetTypeId() != TYPEID_PLAYER)
{
// no xp,health if type 8 /critters/ // no xp,health if type 8 /critters/
if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) if(pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{ {
// allow loot only if has loot_id in creature_template // allow loot only if has loot_id in creature_template
if(damage >= pVictim->GetHealth()) if(damage >= pVictim->GetHealth())
@@ -598,7 +596,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
return damage; return damage;
} }
}
DEBUG_LOG("DealDamageStart"); DEBUG_LOG("DealDamageStart");
@@ -835,22 +832,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
pVictim->ModifyHealth(- (int32)damage); pVictim->ModifyHealth(- (int32)damage);
if(damagetype != DOT)
{
if(!getVictim())
/*{
// if have target and damage pVictim just call AI reaction
if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsAIEnabled)
((Creature*)pVictim)->AI()->AttackedBy(this);
}
else*/
{
// if not have main target then attack state with target (including AI call)
//start melee attacks only after melee hit
Attack(pVictim,(damagetype == DIRECT_DAMAGE));
}
}
if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE) if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
{ {
//TODO: This is from procflag, I do not know which spell needs this //TODO: This is from procflag, I do not know which spell needs this
@@ -2268,6 +2249,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
} }
} }
// if damage pVictim call AI reaction
//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
// ((Creature*)pVictim)->AI()->AttackedBy(this);
return; return;
} }
@@ -2295,6 +2280,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
--m_extraAttacks; --m_extraAttacks;
} }
} }
// if damage pVictim call AI reaction
//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
// ((Creature*)pVictim)->AI()->AttackedBy(this);
} }
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
@@ -7817,9 +7806,6 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
//if(GetTypeId()==TYPEID_UNIT) //if(GetTypeId()==TYPEID_UNIT)
// ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); // ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
//if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->IsAIEnabled)
// ((Creature*)m_attacking)->AI()->AttackedBy(this);
if(GetTypeId()==TYPEID_UNIT) if(GetTypeId()==TYPEID_UNIT)
{ {
// should not let player enter combat by right clicking target // should not let player enter combat by right clicking target
@@ -11835,8 +11821,8 @@ void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID)
// attack caster if can // attack caster if can
Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL); Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL);
if(caster && caster != getVictim() && ((Creature*)this)->IsAIEnabled) if(caster && ((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(caster); ((Creature*)this)->AI()->AttackedBy(caster);
} }
} }