/*
* Copyright (C) 2005,2006,2007 MaNGOS
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "PetAI.h"
#include "Errors.h"
#include "Pet.h"
#include "Player.h"
#include "TargetedMovementGenerator.h"
#include "Database/DBCStores.h"
#include "Spell.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Creature.h"
#include "World.h"
int PetAI::Permissible(const Creature *creature)
{
if( creature->isPet())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature &c) : i_pet(c), i_victimGuid(0), i_tracker(TIME_INTERVAL_LOOK)
{
m_AllySet.clear();
UpdateAllies();
}
void PetAI::MoveInLineOfSight(Unit *who)
{
if( i_pet.GetCharmInfo() )
{
//Planning something to get Rid of all Z check like that will be great since it wrong, GS
if( i_pet.GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE )
return;
if( !i_pet.GetUInt64Value(UNIT_FIELD_TARGET) )
{
if( i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE))
{
if( i_pet.IsWithinDistInMap(who,RANGE_AUTO_ASSIST_PET ) && i_pet.IsFriendlyTo(who) )
{
if(!i_pet.IsWithinLOSInMap(who))
return;
//TODO: make it with IsInCombat() + Take target from AttackerList.
if(!who->getAttackers().empty())
{
Unit* victimTarget = *(who->getAttackers().begin());
if( i_pet.IsHostileTo(victimTarget) && (Unit::getHpPercent(victimTarget) < 100 || Unit::getHpPercent(who) < 100)
&& i_pet.IsWithinDistInMap(victimTarget, 46.0f) ) //Just a safe distance.
AttackStart( victimTarget );
}
}
return;
}
if((i_pet.GetCharmInfo()->HasReactState(REACT_DEFENSIVE) && Unit::getHpPercent(who) < 100))
{
if( i_pet.IsWithinDistInMap(who,RANGE_AUTO_ASSIST_PET ) && i_pet.IsFriendlyTo(who) )
{
if(!i_pet.IsWithinLOSInMap(who))
return;
//TODO: make it with IsInCombat() + Take target from AttackerList.
if(!who->getAttackers().empty())
{
Unit* victimTarget = *(who->getAttackers().begin());
if( i_pet.IsHostileTo(victimTarget) && i_pet.IsWithinDistInMap(victimTarget, 46.0f)) //Just a safe distance.
AttackStart( victimTarget );
}
}
}
}
}
}
void PetAI::AttackStart(Unit *unit)
{
if( !unit || i_pet.isPet() && ((Pet&)i_pet).getPetType()==MINI_PET )
return;
if( unit->isTargetableForAttack() )
{
if ( i_pet.Attack(unit) )
{
i_pet.AddThreat(unit, 0.0f);
i_pet.resetAttackTimer();
if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
AIMotionTarget(unit,FOLLOW_RANGE_MELEE);
return;
}else if( i_pet.getVictim() == unit && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) ) //HackWay... Cause Attack() will return false if same attacker.
AIMotionTarget(unit,FOLLOW_RANGE_MELEE);
}
}
void PetAI::EnterEvadeMode()
{
i_pet.DeleteThreatList();
i_pet.AttackStop();
i_pet.ClearInCombat(false);
}
bool PetAI::IsVisible(Unit *pl) const
{
return _isVisible(pl);
}
bool PetAI::_needToStop() const
{
if(!i_pet.getVictim() || !i_pet.isAlive())
return true;
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(i_pet.isCharmed() && i_pet.getVictim() == i_pet.GetCharmer())
return true;
return !i_pet.getVictim()->isTargetableForAttack();
}
void PetAI::_stopAttack()
{
EnterEvadeMode();
}
void PetAI::UpdateAI(const uint32 diff)
{
Unit* owner = i_pet.GetCharmerOrOwner();
if(!owner)
return;
// update i_victimGuid if i_pet.getVictim() !=0 and changed
if(!i_pet.getVictim() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE))
{
Unit* ownerAttacker = owner->getAttackerForHelper();
if(ownerAttacker)
{
if(i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE) && (Unit::getHpPercent(ownerAttacker) < 100 || Unit::getHpPercent(owner) < 100))
AttackStart(ownerAttacker);
else if(Unit::getHpPercent(owner) < 100)
AttackStart(ownerAttacker);
}
}
if(m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
m_updateAlliesTimer -= diff;
if( !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) && !_needToStop() )
{
if( i_pet.isAttackReady() && i_pet.IsWithinDistInMap(i_pet.getVictim(), i_pet.GetFloatValue(UNIT_FIELD_COMBATREACH)) )
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
i_pet.resetAttackTimer();
i_pet.SelectHostilTarget();
}
}
if( i_pet.isInCombat() && _needToStop() )
{
_stopAttack();
return;
}
//Autocast
HM_NAMESPACE::hash_map targetMap;
targetMap.clear();
SpellCastTargets NULLtargets;
for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
{
SpellEntry const *spellInfo;
uint32 spellID = i_pet.GePetAutoSpellOnPos(i);
if (!spellID || !(spellInfo = sSpellStore.LookupEntry(spellID)))
continue;
Spell *spell = new Spell(&i_pet, spellInfo, false, 0);
if(!IsPositiveSpell(spellInfo->Id) && i_pet.getVictim() && !_needToStop() /*&& !i_pet.hasUnitState(UNIT_STAT_FOLLOW)*/ && spell->CanAutoCast(i_pet.getVictim()))
targetMap[spellID] = i_pet.getVictim();
else
{
spell->m_targets = NULLtargets;
for(std::set::iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = ObjectAccessor::Instance().GetUnit(i_pet,*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if(!Target || (!Target->isInCombat() && !IsNonCombatSpell(spellID)))
continue;
if(spell->CanAutoCast(Target))
targetMap[spellID] = Target;
}
}
delete spell;
}
//found units to cast on to
if(!targetMap.empty())
{
uint32 index = urand(1, targetMap.size());
HM_NAMESPACE::hash_map::iterator itr;
uint32 i;
for(itr = targetMap.begin(), i = 1; i < index; ++itr, ++i);
SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
Spell *spell = new Spell(&i_pet, spellInfo, false, 0);
SpellCastTargets targets;
targets.setUnitTarget( itr->second );
if(!i_pet.HasInArc(M_PI, itr->second))
{
i_pet.SetInFront(itr->second);
if( itr->second->GetTypeId() == TYPEID_PLAYER )
i_pet.SendUpdateToPlayer( (Player*)itr->second );
if(owner && owner->GetTypeId() == TYPEID_PLAYER)
i_pet.SendUpdateToPlayer( (Player*)owner );
}
i_pet.AddCreatureSpellCooldown(itr->first);
if(i_pet.isPet())
((Pet*)&i_pet)->CheckLearning(itr->first);
spell->prepare(&targets);
}
targetMap.clear();
//if(i_pet.getVictim())
}
bool PetAI::_isVisible(Unit *u) const
{
//return false; //( ((Creature*)&i_pet)->GetDistanceSq(u) * 1.0<= sWorld.getConfig(CONFIG_SIGHT_GUARDER) && !u->m_stealth && u->isAlive());
return i_pet.GetDistanceSq(u) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
&& u->isVisibleForOrDetect(&i_pet,true);
}
void PetAI::UpdateAllies()
{
Unit* owner = i_pet.GetCharmerOrOwner();
Group *pGroup = NULL;
m_updateAlliesTimer = 10000; //update friendly targets every 10 seconds, lesser checks increase performance
if(!owner)
return;
else if(owner->GetTypeId() == TYPEID_PLAYER)
pGroup = ((Player*)owner)->GetGroup();
//only pet and owner/not in group->ok
if(m_AllySet.size() == 2 && !pGroup)
return;
//owner is in group; group members filled in already (no raid -> subgroupcount = whole count)
if(pGroup && !pGroup->isRaidGroup() && m_AllySet.size() == (pGroup->GetMembersCount() + 2))
return;
m_AllySet.clear();
m_AllySet.insert(i_pet.GetGUID());
if(pGroup) //add group
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
if(!Target || !pGroup->SameSubGroup((Player*)owner, Target))
continue;
if(Target->GetGUID() == owner->GetGUID())
continue;
m_AllySet.insert(Target->GetGUID());
}
}
else //remove group
m_AllySet.insert(owner->GetGUID());
}
void PetAI::AIMotionTarget(Unit* target, float offSet)
{
bool exist = false;
MotionMaster* creatureMM = i_pet.GetMotionMaster();
if(!target /*&& creatureMM->top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE*/)
{
//creatureMM->MovementExpired();
return;
}
//Here is wrong... TODO fix angle... but in fact i wan MV for Follower and One for Attacker.
float angle = NULL;
if( !i_pet.IsHostileTo(target) )
{
angle = target->GetOrientation()*2.0f;
}
if(creatureMM->top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
TargetedMovementGenerator* targetMV = static_cast*> (creatureMM->top());
if( targetMV && targetMV->GetTarget() )
{
if( targetMV->GetTarget()->GetGUID() != target->GetGUID() )
{
creatureMM->MovementExpired(false);
creatureMM->Mutate(new TargetedMovementGenerator(*target,offSet,angle));
}
else if(targetMV->GetOffSet() != offSet)
targetMV->SetOffSet(offSet);
}
}
else
{
i_pet.GetMotionMaster()->Mutate(new TargetedMovementGenerator(*target,offSet,angle));
}
}
/*void PetAI::AttackedBy(Unit *attacker)
{
//when attacked, fight back in case 1)no victim already AND 2)not set to passive AND 3)not set to stay, unless can it can reach attacker with melee attack anyway
if(!i_pet.getVictim() && i_pet.GetCharmInfo() && !i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) &&
(!i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY) || i_pet.canReachWithAttack(attacker)))
AttackStart(attacker);
}
*/