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escort_ai.cpp
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358 lines (301 loc) · 10.5 KB
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/* This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
/* ScriptData
SDName: EscortAI
SD%Complete: 100
SDComment:
SDCategory: Npc
EndScriptData */
#include "precompiled.h"
#include "escort_ai.h"
#include "../system/system.h"
const float MAX_PLAYER_DISTANCE = 66.0f;
npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
m_uiPlayerCheckTimer(1000),
m_uiEscortState(STATE_ESCORT_NONE),
m_pQuestForEscort(NULL),
m_bIsRunning(false),
m_bCanInstantRespawn(false),
m_bCanReturnToStart(false)
{}
void npc_escortAI::GetAIInformation(ChatHandler& reader)
{
std::ostringstream oss;
oss << "EscortAI ";
if (m_playerGuid)
oss << "started for " << m_playerGuid.GetString() << " ";
if (m_pQuestForEscort)
oss << "started with quest " << m_pQuestForEscort->GetQuestId();
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
oss << "\nEscortFlags: Escorting" << (HasEscortState(STATE_ESCORT_RETURNING) ? ", Returning" : "") << (HasEscortState(STATE_ESCORT_PAUSED) ? ", Paused" : "") << "\n";
m_creature->GetMotionMaster()->GetWaypointPathInformation(oss);
}
reader.PSendSysMessage(oss.str().c_str());
}
bool npc_escortAI::IsVisible(Unit* pWho) const
{
if (!pWho)
return false;
return m_creature->IsWithinDist(pWho, VISIBLE_RANGE) && pWho->isVisibleForOrDetect(m_creature, m_creature, true);
}
void npc_escortAI::Aggro(Unit* /*pEnemy*/) {}
// see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
{
if (!pWho->getVictim())
return false;
// experimental (unknown) flag not present
if (!(m_creature->GetCreatureInfo()->CreatureTypeFlags & CREATURE_TYPEFLAGS_CAN_ASSIST))
return false;
// unit state prevents (similar check is done in CanInitiateAttack which also include checking unit_flags. We skip those here)
if (m_creature->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
return false;
// victim of pWho is not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
// never attack friendly
if (m_creature->IsFriendlyTo(pWho))
return false;
// too far away and no free sight?
if (m_creature->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && m_creature->IsWithinLOSInMap(pWho))
{
// already fighting someone?
if (!m_creature->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho);
return true;
}
}
return false;
}
void npc_escortAI::MoveInLineOfSight(Unit* pWho)
{
if (pWho->isTargetableForAttack() && pWho->isInAccessablePlaceFor(m_creature))
{
// AssistPlayerInCombat can start attack, so return if true
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
return;
if (!m_creature->CanInitiateAttack())
return;
if (!m_creature->CanFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (m_creature->IsHostileTo(pWho))
{
float fAttackRadius = m_creature->GetAttackDistance(pWho);
if (m_creature->IsWithinDistInMap(pWho, fAttackRadius) && 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 npc_escortAI::JustDied(Unit* /*pKiller*/)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_playerGuid || !m_pQuestForEscort)
return;
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pMember->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
void npc_escortAI::JustRespawned()
{
m_uiEscortState = STATE_ESCORT_NONE;
if (!IsCombatMovement())
SetCombatMovement(true);
Reset();
}
bool npc_escortAI::IsPlayerOrGroupInRange()
{
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
return true;
}
}
else
{
if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
return true;
}
}
return false;
}
void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
// Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_playerGuid && !m_creature->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiPlayerCheckTimer < uiDiff)
{
if (!HasEscortState(STATE_ESCORT_PAUSED) && !IsPlayerOrGroupInRange())
{
debug_log("SD2: EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
m_creature->SetDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
return;
}
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= uiDiff;
}
UpdateEscortAI(uiDiff);
}
void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
{
// Check if we have a current target
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
DoMeleeAttackIfReady();
}
/// Helper function for transition between old Escort Movment and using WaypointMMGen
bool npc_escortAI::IsSD2EscortMovement(uint32 uiMoveType) const
{
return uiMoveType >= EXTERNAL_WAYPOINT_MOVE;
}
void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
{
if (!IsSD2EscortMovement(uiMoveType) || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
//uint32 pathId = uiMoveType & 0xFF;
if (uiMoveType < EXTERNAL_WAYPOINT_MOVE_START)
WaypointReached(uiPointId);
else if (uiMoveType < EXTERNAL_WAYPOINT_FINISHED_LAST)
WaypointStart(uiPointId);
else // Last WP Reached
{
if (m_bCanInstantRespawn)
{
m_creature->SetDeathState(JUST_DIED);
m_creature->Respawn();
}
else
m_creature->ForcedDespawn();
}
}
void npc_escortAI::SetCurrentWaypoint(uint32 uiPointId)
{
if (!(HasEscortState(STATE_ESCORT_PAUSED))) // Only when paused
{
script_error_log("EscortAI for %s tried to set new waypoint %u, but not paused", m_creature->GetGuidStr().c_str(), uiPointId);
return;
}
if (!m_creature->GetMotionMaster()->SetNextWaypoint(uiPointId))
{
script_error_log("EscortAI for %s current waypoint tried to set to id %u, but doesn't exist in this path", m_creature->GetGuidStr().c_str(), uiPointId);
return;
}
}
void npc_escortAI::SetRun(bool bRun)
{
if (bRun)
{
if (!m_bIsRunning)
m_creature->SetWalk(false);
else
debug_log("SD2: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
m_creature->SetWalk(true);
else
debug_log("SD2: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
}
// TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bRun, const Player* pPlayer, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
if (m_creature->getVictim())
{
script_error_log("EscortAI attempt to Start while in combat.");
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
script_error_log("EscortAI attempt to Start while already escorting.");
return;
}
if (!pSystemMgr.GetPathInfo(m_creature->GetEntry(), 1))
{
script_error_log("EscortAI attempt to start escorting for %s, but has no waypints loaded", m_creature->GetGuidStr().c_str());
return;
}
// set variables
m_bIsRunning = bRun;
m_playerGuid = pPlayer ? pPlayer->GetObjectGuid() : ObjectGuid();
m_pQuestForEscort = pQuest;
m_bCanInstantRespawn = bInstantRespawn;
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
debug_log("SD2: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
// disable npcflags
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
AddEscortState(STATE_ESCORT_ESCORTING);
// Set initial speed
m_creature->SetWalk(!m_bIsRunning);
m_creature->StopMoving();
// Start moving along the path with 2500ms delay
m_creature->GetMotionMaster()->Clear(false, true);
m_creature->GetMotionMaster()->MoveWaypoint(1, 3, 2500);
JustStartedEscort();
}
void npc_escortAI::SetEscortPaused(bool bPaused)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (bPaused)
{
AddEscortState(STATE_ESCORT_PAUSED);
m_creature->addUnitState(UNIT_STAT_WAYPOINT_PAUSED);
}
else
{
RemoveEscortState(STATE_ESCORT_PAUSED);
m_creature->clearUnitState(UNIT_STAT_WAYPOINT_PAUSED);
}
}