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c8f43d8584
Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
313 lines
9.9 KiB
C++
313 lines
9.9 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
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#include "Vehicle.h"
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#include "Log.h"
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#include "MapReference.h"
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#include "Player.h"
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#include "CreatureTextMgr.h"
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool /*apply*/)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType* UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
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void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= NULL*/)
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{
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sCreatureTextMgr->SendChat(me, id, whisperTarget);
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}
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void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
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{
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if (!creature)
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creature = me;
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if (!creature->CanHaveThreatList() || creature->IsInEvadeMode())
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return;
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Map* map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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creature->AI()->AttackStart(nearTarget);
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else if (creature->IsSummon())
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{
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if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
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{
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Unit* target = summoner->getAttackerForHelper();
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if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
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target = summoner->getThreatManager().getHostilTarget();
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if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
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creature->AI()->AttackStart(target);
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}
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}
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}
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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{
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sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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Map::PlayerList const& playerList = map->GetPlayers();
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if (playerList.isEmpty())
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return;
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for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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{
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if (Player* player = itr->GetSource())
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{
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if (player->IsGameMaster())
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continue;
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if (player->IsAlive())
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{
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creature->SetInCombatWith(player);
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player->SetInCombatWith(creature);
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creature->AddThreat(player, 0.0f);
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}
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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
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{
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creature->SetInCombatWith(*itr);
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(*itr)->SetInCombatWith(creature);
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creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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{
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if (m_MoveInLineOfSight_locked == true)
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return;
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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}
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->GetVictim())
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return;
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// pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
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if (me->IsMoveInLineOfSightDisabled())
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if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return
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!who->IsInCombat() || // if not in combat, nothing more to do
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!me->IsWithinDist(who, ATTACK_DISTANCE)) // if in combat and in dist - neutral to all can actually assist other creatures
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return;
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if (me->CanStartAttack(who))
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AttackStart(who);
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}
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// Distract creature, if player gets too close while stealthed/prowling
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void CreatureAI::TriggerAlert(Unit const* who) const
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{
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// If there's no target, or target isn't a player do nothing
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if (!who || who->GetTypeId() != TYPEID_PLAYER)
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return;
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// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
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if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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return;
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// Only alert for hostiles!
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if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
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return;
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// Send alert sound (if any) for this creature
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me->SendAIReaction(AI_REACTION_ALERT);
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// Face the unit (stealthed player) and set distracted state for 5 seconds
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me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()));
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me->StopMoving();
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me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
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}
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void CreatureAI::EnterEvadeMode()
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{
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if (!_EnterEvadeMode())
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return;
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
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#endif
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit* owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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// Required to prevent attacking creatures that are evading and cause them to reenter combat
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// Does not apply to MoveFollow
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset(true);
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!me->GetVictim())
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AttackStart(attacker);
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}*/
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void CreatureAI::SetGazeOn(Unit* target)
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{
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if (me->IsValidAttackTarget(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsInCombat())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->GetVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsInCombat())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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// xinef: if we have any victim, just return true
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else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f)
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return true;
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else if (me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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bool CreatureAI::_EnterEvadeMode()
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{
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if (!me->IsAlive())
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return false;
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// don't remove vehicle auras, passengers aren't supposed to drop off the vehicle
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// don't remove clone caster on evade (to be verified)
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me->RemoveEvadeAuras();
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// sometimes bosses stuck in combat?
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->SetLastDamagedTime(0);
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me->SetCannotReachTarget(false);
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if (me->IsInEvadeMode())
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return false;
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return true;
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}
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void CreatureAI::MoveCircleChecks()
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{
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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!me->IsWithinMeleeRange(victim) || me == victim->GetVictim() ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet()) // only player & pets to save CPU
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)
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{
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return;
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}
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me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
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}
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void CreatureAI::MoveBackwardsChecks() {
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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(victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
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)
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{
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return;
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}
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float moveDist = me->GetMeleeRange(victim) / 2;
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me->GetMotionMaster()->MoveBackwards(victim, moveDist);
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}
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Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
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{
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos;
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obj->GetRandomNearPosition(pos, radius);
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
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{
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Position pos;
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obj->GetRandomNearPosition(pos, radius);
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pos.m_positionZ += flightZ;
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return me->SummonCreature(entry, pos, summonType, despawnTime);
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}
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