/*
* Copyright (C) 2005-2008 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 "Database/DBCStores.h"
#include "Spell.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"
#include "Creature.h"
#include "World.h"
#include "Util.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 *u)
{
if( !i_pet.getVictim() && i_pet.GetCharmInfo() &&
i_pet.GetCharmInfo()->HasReactState(REACT_AGGRESSIVE) &&
u->isTargetableForAttack() && i_pet.IsHostileTo( u ) &&
u->isInAccessablePlaceFor(&i_pet))
{
float attackRadius = i_pet.GetAttackDistance(u);
if(i_pet.IsWithinDistInMap(u, attackRadius) && i_pet.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
{
if(i_pet.IsWithinLOSInMap(u))
{
AttackStart(u);
u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
}
void PetAI::AttackStart(Unit *u)
{
if( i_pet.getVictim() || !u || i_pet.isPet() && ((Pet&)i_pet).getPetType()==MINI_PET )
return;
if(i_pet.Attack(u,true))
{
i_pet.clearUnitState(UNIT_STAT_FOLLOW);
// TMGs call CreatureRelocation which via MoveInLineOfSight can call this function
// thus with the following clear the original TMG gets invalidated and crash, doh
// hope it doesn't start to leak memory without this :-/
//i_pet->Clear();
i_victimGuid = u->GetGUID();
i_pet.GetMotionMaster()->MoveChase(u);
}
}
void PetAI::EnterEvadeMode()
{
}
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()
{
if( !i_victimGuid )
return;
Unit* victim = ObjectAccessor::GetUnit(i_pet, i_victimGuid );
if ( !victim )
return;
assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
if( !i_pet.isAlive() )
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_pet.GetGUIDLow());
i_pet.StopMoving();
i_pet.GetMotionMaster()->Clear();
i_pet.GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_pet.CombatStop();
i_pet.getHostilRefManager().deleteReferences();
return;
}
else if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_pet.GetGUIDLow());
}
else if( !victim->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_pet.GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_pet.GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_pet.GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_pet.GetGUIDLow());
}
Unit* owner = i_pet.GetCharmerOrOwner();
if(owner && i_pet.GetCharmInfo() && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
else
{
i_pet.clearUnitState(UNIT_STAT_FOLLOW);
i_pet.GetMotionMaster()->Clear();
i_pet.GetMotionMaster()->MoveIdle();
}
i_victimGuid = 0;
i_pet.AttackStop();
}
void PetAI::UpdateAI(const uint32 diff)
{
// update i_victimGuid if i_pet.getVictim() !=0 and changed
if(i_pet.getVictim())
i_victimGuid = i_pet.getVictim()->GetGUID();
Unit* owner = i_pet.GetCharmerOrOwner();
if(m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
UpdateAllies();
else
m_updateAlliesTimer -= diff;
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if( i_victimGuid )
{
if( _needToStop() )
{
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", i_pet.GetGUIDLow());
_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
return;
}
else if( i_pet.IsStopped() || i_pet.IsWithinDistInMap(i_pet.getVictim(), ATTACK_DISTANCE))
{
// required to be stopped cases
if ( i_pet.IsStopped() && i_pet.IsNonMeleeSpellCasted(false) )
{
if( i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
i_pet.InterruptNonMeleeSpells(false);
else
return;
}
// not required to be stopped case
else if( i_pet.isAttackReady() && i_pet.canReachWithAttack(i_pet.getVictim()) )
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
i_pet.resetAttackTimer();
if ( !i_pet.getVictim() )
return;
//if pet misses its target, it will also be the first in threat list
i_pet.getVictim()->AddThreat(&i_pet,0.0f);
if( _needToStop() )
_stopAttack();
}
}
}
else if(owner && i_pet.GetCharmInfo())
{
if(owner->isInCombat() && !(i_pet.GetCharmInfo()->HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
{
AttackStart(owner->getAttackerForHelper());
}
else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
if (!i_pet.hasUnitState(UNIT_STAT_FOLLOW) )
{
i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
}
}
//Autocast
HM_NAMESPACE::hash_map targetMap;
targetMap.clear();
SpellCastTargets NULLtargets;
for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
{
uint32 spellID = i_pet.GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
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::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(spellInfo)))
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);
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();
}
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.GetDistance(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::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);
}