/* Copyright (C) 2006 - 2011 ScriptDev2
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "precompiled.h"
#include "Item.h"
#include "Spell.h"
#include "WorldPacket.h"
#include "ObjectMgr.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} *SpellSummary;
ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
m_bCombatMovement(true),
m_uiEvadeCheckCooldown(2500)
{}
bool ScriptedAI::IsVisible(Unit* pWho) const
{
if (!pWho)
return false;
return m_creature->IsWithinDist(pWho, VISIBLE_RANGE) && pWho->isVisibleForOrDetect(m_creature, m_creature, true);
}
void ScriptedAI::MoveInLineOfSight(Unit* pWho)
{
if (m_creature->CanInitiateAttack() && pWho->isTargetableForAttack() &&
m_creature->IsHostileTo(pWho) && pWho->isInAccessablePlaceFor(m_creature))
{
if (!m_creature->CanFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (m_creature->IsWithinDistInMap(pWho, m_creature->GetAttackDistance(pWho)) && m_creature->IsWithinLOSInMap(pWho))
{
if (!m_creature->getVictim())
{
pWho->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (m_creature->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho);
}
}
}
}
void ScriptedAI::AttackStart(Unit* pWho)
{
if (pWho && m_creature->Attack(pWho, true))
{
m_creature->AddThreat(pWho);
m_creature->SetInCombatWith(pWho);
pWho->SetInCombatWith(m_creature);
if (IsCombatMovement())
m_creature->GetMotionMaster()->MoveChase(pWho);
}
}
void ScriptedAI::EnterCombat(Unit* pEnemy)
{
if (pEnemy)
Aggro(pEnemy);
}
void ScriptedAI::Aggro(Unit* pEnemy)
{
}
void ScriptedAI::UpdateAI(const uint32 uiDiff)
{
//Check if we have a current target
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
DoMeleeAttackIfReady();
}
void ScriptedAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop(true);
m_creature->LoadCreatureAddon();
if (m_creature->isAlive())
m_creature->GetMotionMaster()->MoveTargetedHome();
m_creature->SetLootRecipient(NULL);
Reset();
}
void ScriptedAI::JustRespawned()
{
Reset();
}
void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
{
if (pVictim)
m_creature->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
}
void ScriptedAI::DoStartNoMovement(Unit* pVictim)
{
if (!pVictim)
return;
m_creature->GetMotionMaster()->MoveIdle();
m_creature->StopMoving();
}
void ScriptedAI::DoStopAttack()
{
if (m_creature->getVictim())
m_creature->AttackStop();
}
void ScriptedAI::DoCast(Unit* pTarget, uint32 uiSpellId, bool bTriggered)
{
if (m_creature->IsNonMeleeSpellCasted(false) && !bTriggered)
return;
m_creature->CastSpell(pTarget, uiSpellId, bTriggered);
}
void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
{
if (m_creature->IsNonMeleeSpellCasted(false) && !bTriggered)
return;
m_creature->CastSpell(pTarget, pSpellInfo, bTriggered);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
{
if (!pSource)
return;
if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
{
error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
return;
}
pSource->PlayDirectSound(uiSoundId);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
{
return m_creature->SummonCreature(uiId,m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
}
SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 uiMechanic, SelectTarget selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
{
//No target so we can't cast
if (!pTarget)
return false;
//Silenced so we can't cast
if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Using the extended script system we first create a list of viable spells
SpellEntry const* apSpell[4];
memset(apSpell, 0, sizeof(SpellEntry*)*4);
uint32 uiSpellCount = 0;
SpellEntry const* pTempSpell;
SpellRangeEntry const* pTempRange;
//Check if each spell is viable(set it to null if not)
for (uint8 i = 0; i < 4; ++i)
{
pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
//This spell doesn't exist
if (!pTempSpell)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1))))
continue;
//Check for school if specified
if (uiSchool >= 0 && pTempSpell->SchoolMask & uiSchool)
continue;
//Check for spell mechanic if specified
if (uiMechanic >= 0 && pTempSpell->Mechanic != uiMechanic)
continue;
//Make sure that the spell uses the requested amount of power
if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
continue;
if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
continue;
//Continue if we don't have the mana to actually cast this spell
if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType))
continue;
//Get the Range
pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!pTempRange)
continue;
//Check if the spell meets our range requirements
if (fRangeMin && pTempRange->maxRange < fRangeMin)
continue;
if (fRangeMax && pTempRange->maxRange > fRangeMax)
continue;
//Check if our target is in range
if (m_creature->IsWithinDistInMap(pTarget, pTempRange->minRange) || !m_creature->IsWithinDistInMap(pTarget, pTempRange->maxRange))
continue;
//All good so lets add it to the spell list
apSpell[uiSpellCount] = pTempSpell;
++uiSpellCount;
}
//We got our usable spells so now lets randomly pick one
if (!uiSpellCount)
return NULL;
return apSpell[urand(0, uiSpellCount -1)];
}
bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpellEntry, bool bTriggered)
{
//No target so we can't cast
if (!pTarget || !pSpellEntry)
return false;
//Silenced so we can't cast
if (!bTriggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Check for power
if (!bTriggered && m_creature->GetPower((Powers)pSpellEntry->powerType) < pSpellEntry->manaCost)
return false;
SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpellEntry->rangeIndex);
//Spell has invalid range store so we can't use it
if (!pTempRange)
return false;
//Unit is out of range of this spell
if (!m_creature->IsInRange(pTarget, pTempRange->minRange, pTempRange->maxRange))
return false;
return true;
}
void FillSpellSummary()
{
SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
SpellEntry const* pTempSpell;
for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
pTempSpell = GetSpellStore()->LookupEntry(i);
//This spell doesn't exist
if (!pTempSpell)
continue;
for (uint8 j = 0; j < 3; ++j)
{
//Spell targets self
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_SELF)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
//Spell targets a single enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
//Spell targets AoE at enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
//Spell targets an enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
//Spell targets a single friend(or self)
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
//Spell targets aoe friends
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
//Spell targets any friend(or self)
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
//Make sure that this spell includes a damage effect
if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
(pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j]== 8))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
//Make sure that this spell applies an aura
if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
}
}
}
void ScriptedAI::DoResetThreat()
{
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
{
error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
return;
}
ThreatList const& tList = m_creature->getThreatManager().getThreatList();
for (ThreatList::const_iterator itr = tList.begin();itr != tList.end(); ++itr)
{
Unit* pUnit = m_creature->GetMap()->GetUnit((*itr)->getUnitGuid());
if (pUnit && m_creature->getThreatManager().getThreat(pUnit))
m_creature->getThreatManager().modifyThreatPercent(pUnit, -100);
}
}
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
{
if (!pUnit)
return;
if (pUnit->GetTypeId() != TYPEID_PLAYER)
{
error_log("SD2: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
return;
}
((Player*)pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
{
Unit* pUnit = NULL;
MaNGOS::MostHPMissingInRangeCheck u_check(m_creature, fRange, uiMinHPDiff);
MaNGOS::UnitLastSearcher<:mosthpmissinginrangecheck> searcher(pUnit, u_check);
Cell::VisitGridObjects(m_creature, searcher, fRange);
return pUnit;
}
std::list ScriptedAI::DoFindFriendlyCC(float fRange)
{
std::list pList;
MaNGOS::FriendlyCCedInRangeCheck u_check(m_creature, fRange);
MaNGOS::CreatureListSearcher<:friendlyccedinrangecheck> searcher(pList, u_check);
Cell::VisitGridObjects(m_creature, searcher, fRange);
return pList;
}
std::list ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId)
{
std::list pList;
MaNGOS::FriendlyMissingBuffInRangeCheck u_check(m_creature, fRange, uiSpellId);
MaNGOS::CreatureListSearcher<:friendlymissingbuffinrangecheck> searcher(pList, u_check);
Cell::VisitGridObjects(m_creature, searcher, fRange);
return pList;
}
Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
{
Player* pPlayer = NULL;
MaNGOS::AnyPlayerInObjectRangeCheck check(m_creature, fMinimumRange);
MaNGOS::PlayerSearcher<:anyplayerinobjectrangecheck> searcher(pPlayer, check);
Cell::VisitWorldObjects(m_creature, searcher, fMinimumRange);
return pPlayer;
}
void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
{
if (bLoadDefault)
{
m_creature->LoadEquipment(m_creature->GetCreatureInfo()->equipmentId,true);
return;
}
if (uiMainHand >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
if (uiOffHand >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
if (uiRanged >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
}
void ScriptedAI::SetCombatMovement(bool bCombatMove)
{
m_bCombatMovement = bCombatMove;
}
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
// It is assumed the information is found elswehere and can be handled by mangos. So far no luck finding such information/way to extract it.
enum
{
NPC_BROODLORD = 12017,
NPC_VOID_REAVER = 19516,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860,
NPC_TALON_KING_IKISS = 18473,
};
bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
{
if (m_uiEvadeCheckCooldown < uiDiff)
m_uiEvadeCheckCooldown = 2500;
else
{
m_uiEvadeCheckCooldown -= uiDiff;
return false;
}
if (m_creature->IsInEvadeMode() || !m_creature->getVictim())
return false;
float fX = m_creature->GetPositionX();
float fY = m_creature->GetPositionY();
float fZ = m_creature->GetPositionZ();
switch(m_creature->GetEntry())
{
case NPC_BROODLORD: // broodlord (not move down stairs)
if (fZ > 448.60f)
return false;
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f)
return false;
break;
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
if (fZ > 12.0f)
return false;
break;
case NPC_SARTHARION: // sartharion (calculate box)
if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
return false;
break;
case NPC_TALON_KING_IKISS:
float fX, fY, fZ;
m_creature->GetRespawnCoord(fX, fY, fZ);
if (m_creature->GetDistance2d(fX, fY) < 70.0f)
return false;
break;
default:
error_log("SD2: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry());
return false;
}
EnterEvadeMode();
return true;
}
void Scripted_NoMovementAI::AttackStart(Unit* pWho)
{
if (pWho && m_creature->Attack(pWho, true))
{
m_creature->AddThreat(pWho);
m_creature->SetInCombatWith(pWho);
pWho->SetInCombatWith(m_creature);
DoStartNoMovement(pWho);
}
}