*Move some AI functions to core. No real change.
--HG-- branch : trunk
This commit is contained in:
+3
-163
@@ -23,9 +23,7 @@
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#include "Common.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include "Dynamic/ObjectRegistry.h"
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#include "Dynamic/FactoryHolder.h"
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#include "UnitAI.h"
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class WorldObject;
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class Unit;
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@@ -77,149 +75,11 @@ enum SCEquip
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EQUIP_UNEQUIP = 0
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};
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enum AITarget
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{
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AITARGET_SELF,
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AITARGET_VICTIM,
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AITARGET_ENEMY,
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AITARGET_ALLY,
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AITARGET_BUFF,
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AITARGET_DEBUFF,
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};
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enum AICondition
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{
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AICOND_AGGRO,
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AICOND_COMBAT,
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AICOND_DIE,
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};
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#define AI_DEFAULT_COOLDOWN 5000
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struct AISpellInfoType
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{
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AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT), cooldown(AI_DEFAULT_COOLDOWN) {}
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AITarget target;
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AICondition condition;
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uint32 cooldown;
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};
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extern AISpellInfoType *AISpellInfo;
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class EventMap : private std::map<uint32, uint32>
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{
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private:
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uint32 m_time, m_phase;
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public:
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explicit EventMap() : m_phase(0), m_time(0) {}
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void Reset() { clear(); m_time = 0; m_phase = 0; }
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void Update(uint32 time) { m_time += time; }
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void SetPhase(uint32 phase)
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{
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if(phase && phase < 9)
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m_phase = (1 << (phase + 24));
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}
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void ScheduleEvent(uint32 eventId, uint32 time, uint32 gcd = 0, uint32 phase = 0)
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{
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time += m_time;
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if(gcd && gcd < 9)
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eventId |= (1 << (gcd + 16));
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if(phase && phase < 9)
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eventId |= (1 << (phase + 24));
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iterator itr = find(time);
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while(itr != end())
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{
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++time;
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itr = find(time);
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}
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insert(std::make_pair(time, eventId));
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}
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uint32 ExecuteEvent()
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{
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while(!empty())
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{
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if(begin()->first > m_time)
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return 0;
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else if(m_phase && (begin()->second & 0xFF000000) && !(begin()->second & m_phase))
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erase(begin());
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else
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{
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uint32 eventId = (begin()->second & 0x0000FFFF);
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erase(begin());
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return eventId;
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}
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}
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return 0;
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}
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void DelayEvents(uint32 time, uint32 gcd)
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{
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time += m_time;
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gcd = (1 << (gcd + 16));
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for(iterator itr = begin(); itr != end();)
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{
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if(itr->first >= time)
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break;
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if(itr->second & gcd)
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{
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ScheduleEvent(time, itr->second);
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erase(itr++);
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}
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else
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++itr;
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}
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}
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};
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class TRINITY_DLL_SPEC UnitAI
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{
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protected:
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Unit* const me;
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public:
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explicit UnitAI(Unit *u) : me(u) {}
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virtual void AttackStart(Unit *);
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virtual void UpdateAI(const uint32 diff) = 0;
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virtual void InitializeAI() { Reset(); }
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virtual void Reset() {};
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// Called when unit is charmed
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virtual void OnCharmed(bool apply) = 0;
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// Pass parameters between AI
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virtual void DoAction(const int32 param) {}
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//Do melee swing of current victim if in rnage and ready and not casting
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void DoMeleeAttackIfReady();
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};
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class TRINITY_DLL_SPEC PlayerAI : public UnitAI
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{
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protected:
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Player* const me;
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public:
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explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
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void OnCharmed(bool apply);
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};
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class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI
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{
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public:
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void UpdateAI(const uint32 diff);
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};
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class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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{
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protected:
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Creature* const me;
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Creature* const m_creature;
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Creature * const me;
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Creature * const m_creature;
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bool UpdateVictim();
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public:
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@@ -307,22 +167,6 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist = 0, bool playerOnly = false, int32 aura = 0);
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};
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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{
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SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
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};
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template<class REAL_AI>
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struct CreatureAIFactory : public SelectableAI
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{
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CreatureAIFactory(const char *name) : SelectableAI(name) {}
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CreatureAI* Create(void *) const;
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int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
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};
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enum Permitions
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{
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PERMIT_BASE_NO = -1,
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@@ -333,8 +177,4 @@ enum Permitions
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PERMIT_BASE_SPECIAL = 800
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};
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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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#endif
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