Files
TCPlayerbotCore/src/server/game/AI/EventAI/CreatureEventAI.cpp
T
kaelima ec54bb4895 Core/Misc:
Clearing compile errors since UpdateFields were changed:
- Completely remove ammo (Cataclysm change)
- Revert some changes with power/maxpower and only store the 5 needed powers in db (the rest is useless)
- Remove GuildId from corpse
- Move PLAYER_GUILDID to character db (removed updatefield)

Note: Compile is still not working as we need to change currency handling
2011-11-25 18:54:59 +01:00

1388 lines
51 KiB
C++
Executable File

/*
* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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.
*
* 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/>.
*/
#include "Common.h"
#include "CreatureEventAI.h"
#include "CreatureEventAIMgr.h"
#include "ObjectMgr.h"
#include "Spell.h"
#include "World.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "InstanceScript.h"
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"
bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
{
if (repeatMin == repeatMax)
Time = repeatMin;
else if (repeatMax > repeatMin)
Time = urand(repeatMin, repeatMax);
else
{
sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
Enabled = false;
return false;
}
return true;
}
int CreatureEventAI::Permissible(const Creature* creature)
{
if (creature->GetAIName() == "EventAI")
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
CreatureEventAI::CreatureEventAI(Creature* c) : CreatureAI(c)
{
// Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator CreatureEvents = sEventAIMgr->GetCreatureEventAIMap().find(me->GetEntry());
if (CreatureEvents != sEventAIMgr->GetCreatureEventAIMap().end())
{
std::vector<CreatureEventAI_Event>::const_iterator i;
for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i)
{
//Debug check
#ifndef TRINITY_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if (me->GetMap()->IsDungeon())
{
if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{
//event flagged for instance mode
m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
continue;
}
m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
//EventMap had events but they were not added because they must be for instance
if (m_CreatureEventAIList.empty())
sLog->outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
}
else
sLog->outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());
m_bEmptyList = m_CreatureEventAIList.empty();
m_Phase = 0;
m_CombatMovementEnabled = true;
m_MeleeEnabled = true;
m_AttackDistance = 0.0f;
m_AttackAngle = 0.0f;
m_InvinceabilityHpLevel = 0;
//Handle Spawned Events
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
}
bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& holder, Unit* actionInvoker /*=NULL*/)
{
if (!holder.Enabled || holder.Time)
return false;
//Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
if (holder.Event.event_inverse_phase_mask & (1 << m_Phase))
return false;
CreatureEventAI_Event const& event = holder.Event;
//Check event conditions based on the event type, also reset events
switch (event.event_type)
{
case EVENT_T_TIMER:
if (!me->isInCombat())
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
break;
case EVENT_T_TIMER_OOC:
if (me->isInCombat())
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
break;
case EVENT_T_HP:
{
if (!me->isInCombat() || !me->GetMaxHealth())
return false;
uint32 perc = uint32(me->GetHealthPct());
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
break;
}
case EVENT_T_MANA:
{
if (!me->isInCombat() || !me->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (me->GetPower(POWER_MANA)*100) / me->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
break;
}
case EVENT_T_AGGRO:
break;
case EVENT_T_KILL:
//Repeat Timers
holder.UpdateRepeatTimer(me, event.kill.repeatMin, event.kill.repeatMax);
break;
case EVENT_T_DEATH:
case EVENT_T_EVADE:
break;
case EVENT_T_SPELLHIT:
//Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
//Repeat Timers
holder.UpdateRepeatTimer(me, event.spell_hit.repeatMin, event.spell_hit.repeatMax);
break;
case EVENT_T_RANGE:
//Repeat Timers
holder.UpdateRepeatTimer(me, event.range.repeatMin, event.range.repeatMax);
break;
case EVENT_T_OOC_LOS:
//Repeat Timers
holder.UpdateRepeatTimer(me, event.ooc_los.repeatMin, event.ooc_los.repeatMax);
break;
case EVENT_T_RESET:
case EVENT_T_SPAWNED:
break;
case EVENT_T_TARGET_HP:
{
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxHealth())
return false;
uint32 perc = uint32(me->getVictim()->GetHealthPct());
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
break;
}
case EVENT_T_TARGET_CASTING:
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->IsNonMeleeSpellCasted(false, false, true))
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.target_casting.repeatMin, event.target_casting.repeatMax);
break;
case EVENT_T_FRIENDLY_HP:
{
if (!me->isInCombat())
return false;
Unit* unit = DoSelectLowestHpFriendly((float)event.friendly_hp.radius, event.friendly_hp.hpDeficit);
if (!unit)
return false;
actionInvoker = unit;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.friendly_hp.repeatMin, event.friendly_hp.repeatMax);
break;
}
case EVENT_T_FRIENDLY_IS_CC:
{
if (!me->isInCombat())
return false;
std::list<Creature*> pList;
DoFindFriendlyCC(pList, (float)event.friendly_is_cc.radius);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
actionInvoker = *(pList.begin());
//Repeat Timers
holder.UpdateRepeatTimer(me, event.friendly_is_cc.repeatMin, event.friendly_is_cc.repeatMax);
break;
}
case EVENT_T_FRIENDLY_MISSING_BUFF:
{
std::list<Creature*> pList;
DoFindFriendlyMissingBuff(pList, (float)event.friendly_buff.radius, event.friendly_buff.spellId);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
actionInvoker = *(pList.begin());
//Repeat Timers
holder.UpdateRepeatTimer(me, event.friendly_buff.repeatMin, event.friendly_buff.repeatMax);
break;
}
case EVENT_T_SUMMONED_UNIT:
{
//Prevent event from occuring on no unit or non creatures
if (!actionInvoker || actionInvoker->GetTypeId() != TYPEID_UNIT)
return false;
//Creature id doesn't match up
if (actionInvoker->ToCreature()->GetEntry() != event.summon_unit.creatureId)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.summon_unit.repeatMin, event.summon_unit.repeatMax);
break;
}
case EVENT_T_TARGET_MANA:
{
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (me->getVictim()->GetPower(POWER_MANA)*100) / me->getVictim()->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
break;
}
case EVENT_T_REACHED_HOME:
case EVENT_T_RECEIVE_EMOTE:
break;
case EVENT_T_BUFFED:
{
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura const* aura = me->GetAura(event.buffed.spellId);
if (!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
break;
}
case EVENT_T_TARGET_BUFFED:
{
//Prevent event from occuring on no unit
if (!actionInvoker)
return false;
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura const* aura = actionInvoker->GetAura(event.buffed.spellId);
if (!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
holder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
break;
}
default:
sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", me->GetEntry(), holder.Event.event_id, holder.Event.event_type);
break;
}
//Disable non-repeatable events
if (!(holder.Event.event_flags & EFLAG_REPEATABLE))
holder.Enabled = false;
//Store random here so that all random actions match up
uint32 rnd = rand();
//Return if chance for event is not met
if (holder.Event.event_chance <= rnd % 100)
return false;
//Process actions
for (uint8 j = 0; j < MAX_ACTIONS; ++j)
ProcessAction(holder.Event.action[j], rnd, holder.Event.event_id, actionInvoker);
return true;
}
void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 eventId, Unit* actionInvoker)
{
switch (action.type)
{
case ACTION_T_TEXT:
{
if (!action.text.TextId1)
return;
int32 temp = action.text.TextId1;
if (action.text.TextId2 && action.text.TextId3)
temp = RAND(action.text.TextId1, action.text.TextId2, action.text.TextId3);
else if (action.text.TextId2 && urand(0, 1))
temp = action.text.TextId2;
if (temp)
{
Unit* target = NULL;
if (actionInvoker)
{
if (actionInvoker->GetTypeId() == TYPEID_PLAYER)
target = actionInvoker;
else if (Unit* owner = actionInvoker->GetOwner())
{
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
}
else
{
target = me->getVictim();
if (target && target->GetTypeId() != TYPEID_PLAYER)
if (Unit* owner = target->GetOwner())
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
DoScriptText(temp, me, target);
}
break;
}
case ACTION_T_SET_FACTION:
{
if (action.set_faction.factionId)
me->setFaction(action.set_faction.factionId);
else
{
if (CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(me->GetEntry()))
{
//if no id provided, assume reset and then use default
if (me->getFaction() != ci->faction_A)
me->setFaction(ci->faction_A);
}
}
break;
}
case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
{
if (action.morph.creatureId || action.morph.modelId)
{
//set model based on entry from creature_template
if (action.morph.creatureId)
{
if (CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(action.morph.creatureId))
{
uint32 display_id = sObjectMgr->ChooseDisplayId(0, ci);
me->SetDisplayId(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
me->SetDisplayId(action.morph.modelId);
}
else
me->DeMorph();
break;
}
case ACTION_T_SOUND:
me->PlayDirectSound(action.sound.soundId);
break;
case ACTION_T_EMOTE:
me->HandleEmoteCommand(action.emote.emoteId);
break;
case ACTION_T_RANDOM_SOUND:
{
int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
if (temp >= 0)
me->PlayDirectSound(temp);
break;
}
case ACTION_T_RANDOM_EMOTE:
{
int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
if (temp >= 0)
me->HandleEmoteCommand(temp);
break;
}
case ACTION_T_CAST:
{
Unit* target = GetTargetByType(action.cast.target, actionInvoker);
Unit* caster = me;
if (!target)
return;
if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
caster = target;
//Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS));
// If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
if (action.cast.castFlags & CAST_AURA_NOT_PRESENT)
{
if (target->HasAura(action.cast.spellId))
return;
}
if (canCast)
{
const SpellInfo* tSpell = sSpellMgr->GetSpellInfo(action.cast.spellId);
//Verify that spell exists
if (tSpell)
{
//Check if cannot cast spell
if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) &&
!CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
{
//Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
m_AttackDistance = 0.0f;
m_AttackAngle = 0.0f;
me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
}
}
}
else
{
//Interrupt any previous spell
if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTERRUPT_PREVIOUS)
caster->InterruptNonMeleeSpells(false);
caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
}
}
else
sLog->outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", eventId, me->GetEntry(), action.cast.spellId);
}
break;
}
case ACTION_T_SUMMON:
{
Unit* target = GetTargetByType(action.summon.target, actionInvoker);
Creature* creature = NULL;
if (action.summon.duration)
creature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
else
creature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!creature)
sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, eventId, me->GetEntry());
else if (action.summon.target != TARGET_T_SELF && target)
creature->AI()->AttackStart(target);
break;
}
case ACTION_T_THREAT_SINGLE_PCT:
if (Unit* target = GetTargetByType(action.threat_single_pct.target, actionInvoker))
me->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
break;
case ACTION_T_THREAT_ALL_PCT:
{
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
me->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
break;
}
case ACTION_T_QUEST_EVENT:
if (Unit* target = GetTargetByType(action.quest_event.target, actionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
target->ToPlayer()->AreaExploredOrEventHappens(action.quest_event.questId);
break;
case ACTION_T_CAST_EVENT:
if (Unit* target = GetTargetByType(action.cast_event.target, actionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, me->GetGUID(), action.cast_event.spellId);
break;
case ACTION_T_SET_UNIT_FIELD:
{
Unit* target = GetTargetByType(action.set_unit_field.target, actionInvoker);
// not allow modify important for integrity object fields
if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
return;
if (target)
target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);
break;
}
case ACTION_T_SET_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, actionInvoker))
target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_REMOVE_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, actionInvoker))
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_AUTO_ATTACK:
m_MeleeEnabled = action.auto_attack.state != 0;
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
if (m_CombatMovementEnabled == (action.combat_movement.state != 0))
return;
m_CombatMovementEnabled = action.combat_movement.state != 0;
//Allow movement (create new targeted movement gen only if idle)
if (m_CombatMovementEnabled)
{
Unit* victim = me->getVictim();
if (me->isInCombat() && victim)
{
if (action.combat_movement.melee)
{
me->AddUnitState(UNIT_STAT_MELEE_ATTACKING);
me->SendMeleeAttackStart(victim);
}
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
me->GetMotionMaster()->MoveChase(victim, m_AttackDistance, m_AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
}
}
else
{
if (me->isInCombat())
{
Unit* victim = me->getVictim();
if (action.combat_movement.melee && victim)
{
me->ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
me->SendMeleeAttackStop(victim);
}
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveIdle();
}
}
break;
case ACTION_T_SET_PHASE:
m_Phase = action.set_phase.phase;
break;
case ACTION_T_INC_PHASE:
{
int32 new_phase = int32(m_Phase)+action.set_inc_phase.step;
if (new_phase < 0)
{
sLog->outErrorDb("CreatureEventAI: Event %d decrease m_Phase under 0. CreatureEntry = %d", eventId, me->GetEntry());
m_Phase = 0;
}
else if (new_phase >= MAX_PHASE)
{
sLog->outErrorDb("CreatureEventAI: Event %d incremented m_Phase above %u. m_Phase mask cannot be used with phases past %u. CreatureEntry = %d", eventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry());
m_Phase = MAX_PHASE-1;
}
else
m_Phase = new_phase;
break;
}
case ACTION_T_EVADE:
EnterEvadeMode();
break;
case ACTION_T_FLEE_FOR_ASSIST:
me->DoFleeToGetAssistance();
break;
case ACTION_T_QUEST_EVENT_ALL:
if (actionInvoker && actionInvoker->GetTypeId() == TYPEID_PLAYER)
{
if (Unit* Temp = Unit::GetUnit(*me, actionInvoker->GetGUID()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId, me);
}
break;
case ACTION_T_CAST_EVENT_ALL:
{
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, me->GetGUID(), action.cast_event_all.spellId);
break;
}
case ACTION_T_REMOVEAURASFROMSPELL:
if (Unit* target = GetTargetByType(action.remove_aura.target, actionInvoker))
target->RemoveAurasDueToSpell(action.remove_aura.spellId);
break;
case ACTION_T_RANGED_MOVEMENT:
m_AttackDistance = (float)action.ranged_movement.distance;
m_AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
if (m_CombatMovementEnabled)
{
me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
}
break;
case ACTION_T_RANDOM_PHASE:
m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
break;
case ACTION_T_RANDOM_PHASE_RANGE:
if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
m_Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
else
sLog->outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", eventId, me->GetEntry());
break;
case ACTION_T_SUMMON_ID:
{
Unit* target = GetTargetByType(action.summon_id.target, actionInvoker);
CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr->GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
if (i == sEventAIMgr->GetCreatureEventAISummonMap().end())
{
sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, eventId, me->GetEntry());
return;
}
Creature* creature = NULL;
if ((*i).second.SpawnTimeSecs)
creature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else
creature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!creature)
sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, eventId, me->GetEntry());
else if (action.summon_id.target != TARGET_T_SELF && target)
creature->AI()->AttackStart(target);
break;
}
case ACTION_T_KILLED_MONSTER:
//first attempt player who tapped creature
if (Player* player = me->GetLootRecipient())
player->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, player); // player as param is a hacky solution not to use GUID
else
{
//if not available, use actionInvoker
if (Unit* target = GetTargetByType(action.killed_monster.target, actionInvoker))
if (Player* player2 = target->GetCharmerOrOwnerPlayerOrPlayerItself())
player2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, player2);
}
break;
case ACTION_T_SET_INST_DATA:
{
InstanceScript* instance = (InstanceScript*)me->GetInstanceScript();
if (!instance)
{
sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", eventId, me->GetEntry());
return;
}
instance->SetData(action.set_inst_data.field, action.set_inst_data.value);
break;
}
case ACTION_T_SET_INST_DATA64:
{
Unit* target = GetTargetByType(action.set_inst_data64.target, actionInvoker);
if (!target)
{
sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", eventId, me->GetEntry());
return;
}
InstanceScript* instance = (InstanceScript*)me->GetInstanceScript();
if (!instance)
{
sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", eventId, me->GetEntry());
return;
}
instance->SetData64(action.set_inst_data64.field, target->GetGUID());
break;
}
case ACTION_T_UPDATE_TEMPLATE:
if (me->GetEntry() == action.update_template.creatureId)
{
sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", eventId, me->GetEntry());
return;
}
me->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
break;
case ACTION_T_DIE:
if (me->isDead())
{
sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", eventId, me->GetEntry());
return;
}
me->Kill(me);
break;
case ACTION_T_ZONE_COMBAT_PULSE:
{
me->SetInCombatWithZone();
break;
}
case ACTION_T_CALL_FOR_HELP:
{
me->CallForHelp((float)action.call_for_help.radius);
break;
}
break;
// TRINITY ONLY
case ACTION_T_MOVE_RANDOM_POINT: //dosen't work in combat
{
float x, y, z;
me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, (float)action.raw.param1);
me->GetMotionMaster()->MovePoint(0, x, y, z);
break;
}
case ACTION_T_SET_STAND_STATE:
me->SetStandState(UnitStandStateType(action.raw.param1));
break;
case ACTION_T_SET_PHASE_MASK:
me->SetPhaseMask(action.raw.param1, true);
break;
case ACTION_T_SET_VISIBILITY:
me->SetVisible(bool(action.raw.param1));
break;
case ACTION_T_SET_ACTIVE:
me->setActive(action.raw.param1 ? true : false);
break;
case ACTION_T_SET_AGGRESSIVE:
me->SetReactState(ReactStates(action.raw.param1));
break;
case ACTION_T_ATTACK_START_PULSE:
AttackStart(me->SelectNearestTarget((float)action.raw.param1));
break;
case ACTION_T_SUMMON_GO:
{
GameObject* object = NULL;
float x, y, z;
me->GetPosition(x, y, z);
object = me->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
if (!object)
{
sLog->outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, eventId, me->GetEntry());
}
break;
}
case ACTION_T_SET_SHEATH:
{
me->SetSheath(SheathState(action.set_sheath.sheath));
break;
}
case ACTION_T_FORCE_DESPAWN:
{
me->DespawnOrUnsummon(action.forced_despawn.msDelay);
break;
}
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if (action.invincibility_hp_level.is_percent)
m_InvinceabilityHpLevel = me->CountPctFromMaxHealth(action.invincibility_hp_level.hp_level);
else
m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
{
if (action.mount.creatureId || action.mount.modelId)
{
// set model based on entry from creature_template
if (action.mount.creatureId)
{
if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(action.mount.creatureId))
{
uint32 display_id = sObjectMgr->ChooseDisplayId(0, cInfo);
me->Mount(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
me->Mount(action.mount.modelId);
}
else
me->Unmount();
break;
}
}
}
void CreatureEventAI::JustRespawned()
{
Reset();
if (m_bEmptyList)
return;
//Handle Spawned Events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
void CreatureEventAI::Reset()
{
m_EventUpdateTime = EVENT_UPDATE_TIME;
m_EventDiff = 0;
if (m_bEmptyList)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_RESET)
ProcessEvent(*i);
}
//Reset all events to enabled
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
//Reset all out of combat timers
case EVENT_T_TIMER_OOC:
{
if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
(*i).Enabled = true;
break;
}
//default:
//TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void EnterCombat()
//(*i).Enabled = true;
//(*i).Time = 0;
//break;
}
}
}
void CreatureEventAI::JustReachedHome()
{
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
ProcessEvent(*i);
}
}
Reset();
}
void CreatureEventAI::EnterEvadeMode()
{
CreatureAI::EnterEvadeMode();
if (m_bEmptyList)
return;
//Handle Evade events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_EVADE)
ProcessEvent(*i);
}
}
void CreatureEventAI::JustDied(Unit* killer)
{
Reset();
if (m_bEmptyList)
return;
//Handle Evade events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_DEATH)
ProcessEvent(*i, killer);
}
// reset phase after any death state events
m_Phase = 0;
}
void CreatureEventAI::KilledUnit(Unit* victim)
{
if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_KILL)
ProcessEvent(*i, victim);
}
}
void CreatureEventAI::JustSummoned(Creature* unit)
{
if (m_bEmptyList || !unit)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
ProcessEvent(*i, unit);
}
}
void CreatureEventAI::EnterCombat(Unit* enemy)
{
//Check for on combat start events
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
case EVENT_T_AGGRO:
(*i).Enabled = true;
ProcessEvent(*i, enemy);
break;
//Reset all in combat timers
case EVENT_T_TIMER:
if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
(*i).Enabled = true;
break;
//All normal events need to be re-enabled and their time set to 0
default:
(*i).Enabled = true;
(*i).Time = 0;
break;
}
}
}
m_EventUpdateTime = EVENT_UPDATE_TIME;
m_EventDiff = 0;
}
void CreatureEventAI::AttackStart(Unit* who)
{
if (!who)
return;
if (me->Attack(who, m_MeleeEnabled))
{
if (m_CombatMovementEnabled)
{
me->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
}
else
{
me->GetMotionMaster()->MoveIdle();
}
}
}
void CreatureEventAI::MoveInLineOfSight(Unit* who)
{
if (me->getVictim())
return;
//Check for OOC LOS Event
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
{
//can trigger if closer than fMaxAllowedRange
float fMaxAllowedRange = (float)((*itr).Event.ooc_los.maxRange);
//if range is ok and we are actually in LOS
if (me->IsWithinDistInMap(who, fMaxAllowedRange) && me->IsWithinLOSInMap(who))
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.ooc_los.noHostile && !me->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && me->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
}
}
CreatureAI::MoveInLineOfSight(who);
}
void CreatureEventAI::SpellHit(Unit* unit, const SpellInfo* spell)
{
if (m_bEmptyList)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if ((*i).Event.event_type == EVENT_T_SPELLHIT)
//If spell id matches (or no spell id) & if spell school matches (or no spell school)
if (!(*i).Event.spell_hit.spellId || spell->Id == (*i).Event.spell_hit.spellId)
if (spell->SchoolMask & (*i).Event.spell_hit.schoolMask)
ProcessEvent(*i, unit);
}
void CreatureEventAI::UpdateAI(const uint32 diff)
{
//Check if we are in combat (also updates calls threat update code)
bool Combat = UpdateVictim();
if (!m_bEmptyList)
{
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
if (m_EventUpdateTime <= diff)
{
m_EventDiff += diff;
//Check for time based events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
//Decrement Timers
if ((*i).Time)
{
if (m_EventDiff <= (*i).Time)
{
//Do not decrement timers if event cannot trigger in this phase
if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
(*i).Time -= m_EventDiff;
//Skip processing of events that have time remaining
continue;
}
else (*i).Time = 0;
}
//Events that are updated every EVENT_UPDATE_TIME
switch ((*i).Event.event_type)
{
case EVENT_T_TIMER_OOC:
ProcessEvent(*i);
break;
case EVENT_T_TIMER:
case EVENT_T_MANA:
case EVENT_T_HP:
case EVENT_T_TARGET_HP:
case EVENT_T_TARGET_CASTING:
case EVENT_T_FRIENDLY_HP:
if (me->getVictim())
ProcessEvent(*i);
break;
case EVENT_T_RANGE:
if (me->getVictim())
if (me->IsInMap(me->getVictim()))
if (me->IsInRange(me->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist))
ProcessEvent(*i);
break;
}
}
m_EventDiff = 0;
m_EventUpdateTime = EVENT_UPDATE_TIME;
}
else
{
m_EventDiff += diff;
m_EventUpdateTime -= diff;
}
}
//Melee Auto-Attack
if (Combat && m_MeleeEnabled)
DoMeleeAttackIfReady();
}
inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline Unit* CreatureEventAI::GetTargetByType(uint32 target, Unit* actionInvoker)
{
switch (target)
{
case TARGET_T_SELF:
return me;
case TARGET_T_HOSTILE:
return me->getVictim();
case TARGET_T_HOSTILE_SECOND_AGGRO:
return SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
case TARGET_T_HOSTILE_LAST_AGGRO:
return SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
case TARGET_T_HOSTILE_RANDOM:
return SelectTarget(SELECT_TARGET_RANDOM, 0);
case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
return SelectTarget(SELECT_TARGET_RANDOM, 1);
case TARGET_T_ACTION_INVOKER:
return actionInvoker;
default:
return NULL;
};
}
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.SetNoCreate();
Unit* unit = NULL;
Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
/*
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
This means that if we only search grid then we cannot possibly return pets or players so this is safe
*/
TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
cell.Visit(p, grid_unit_searcher, *me->GetMap(), *me, range);
return unit;
}
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.SetNoCreate();
Trinity::FriendlyCCedInRange u_check(me, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, _list, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
cell.Visit(p, grid_creature_searcher, *me->GetMap(), *me, range);
}
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.SetNoCreate();
Trinity::FriendlyMissingBuffInRange u_check(me, range, spellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, _list, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
cell.Visit(p, grid_creature_searcher, *me->GetMap(), *me, range);
}
// *********************************
// *** Functions used globally ***
void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* source, Unit* target)
{
if (!source)
{
sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.", textEntry);
return;
}
if (textEntry >= 0)
{
sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.", source->GetEntry(), source->GetTypeId(), source->GetGUIDLow(), textEntry);
return;
}
CreatureEventAI_TextMap::const_iterator i = sEventAIMgr->GetCreatureEventAITextMap().find(textEntry);
if (i == sEventAIMgr->GetCreatureEventAITextMap().end())
{
sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.", source->GetEntry(), source->GetTypeId(), source->GetGUIDLow(), textEntry);
return;
}
sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u", textEntry, (*i).second.SoundId, (*i).second.Type, (*i).second.Language, (*i).second.Emote);
if ((*i).second.SoundId)
{
if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
source->PlayDirectSound((*i).second.SoundId);
else
sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.", textEntry, (*i).second.SoundId);
}
if ((*i).second.Emote)
{
if (source->GetTypeId() == TYPEID_UNIT || source->GetTypeId() == TYPEID_PLAYER)
{
((Unit*)source)->HandleEmoteCommand((*i).second.Emote);
}
else
sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", textEntry, source->GetTypeId());
}
switch ((*i).second.Type)
{
case CHAT_TYPE_SAY:
source->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_YELL:
source->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_TEXT_EMOTE:
source->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_BOSS_EMOTE:
source->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
break;
case CHAT_TYPE_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
source->MonsterWhisper(textEntry, target->GetGUID());
else sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_BOSS_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
source->MonsterWhisper(textEntry, target->GetGUID(), true);
else sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_ZONE_YELL:
source->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
}
}
bool CreatureEventAI::CanCast(Unit* target, SpellInfo const* spell, bool triggered)
{
//No target so we can't cast
if (!target || !spell)
return false;
//Silenced so we can't cast
if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Check for power
if (!triggered && (uint32)me->GetPower((Powers)spell->PowerType) < spell->CalcPowerCost(me, spell->GetSchoolMask()))
return false;
//Unit is out of range of this spell
if (!me->IsInRange(target, spell->GetMinRange(false), spell->GetMaxRange(false)))
return false;
return true;
}
void CreatureEventAI::ReceiveEmote(Player* player, uint32 textEmote)
{
if (m_bEmptyList)
return;
for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
{
if ((*itr).Event.receive_emote.emoteId != textEmote)
return;
Condition cond;
cond.mConditionType = ConditionType((*itr).Event.receive_emote.condition);
cond.mConditionValue1 = (*itr).Event.receive_emote.conditionValue1;
cond.mConditionValue2 = (*itr).Event.receive_emote.conditionValue2;
if (cond.Meets(player))
{
sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
ProcessEvent(*itr, player);
}
}
}
}
void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel+damage)
{
if (me->GetHealth() <= m_InvinceabilityHpLevel)
damage = 0;
else
damage = me->GetHealth() - m_InvinceabilityHpLevel;
}
}
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if (event.event_type != EVENT_T_SPAWNED)
return false;
switch (event.spawned.condition)
{
case SPAWNED_EVENT_ALWAY:
// always
return true;
case SPAWNED_EVENT_MAP:
// map ID check
return me->GetMapId() == event.spawned.conditionValue1;
case SPAWNED_EVENT_ZONE:
{
// zone ID check
uint32 zone, area;
me->GetZoneAndAreaId(zone, area);
return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
}
default:
break;
}
return false;
}