Combat/Threat rewrite - prep & refactor
Port From (https://github.com/TrinityCore/TrinityCore/commit/8be23fcbbdf26e8169defd761e61765f301bebe0)
This commit is contained in:
@@ -102,16 +102,8 @@ namespace Game.AI
|
||||
{
|
||||
creature.SetInCombatWith(player);
|
||||
player.SetInCombatWith(creature);
|
||||
creature.AddThreat(player, 0.0f);
|
||||
creature.GetThreatManager().AddThreat(player, 0.0f, null, true, true);
|
||||
}
|
||||
|
||||
/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
|
||||
foreach (var unit in player.m_Controlled)
|
||||
{
|
||||
me.SetInCombatWith(unit);
|
||||
unit.SetInCombatWith(me);
|
||||
me.AddThreat(unit, 0.0f);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,6 +111,7 @@ namespace Game.AI
|
||||
{
|
||||
if (MoveInLineOfSight_locked)
|
||||
return;
|
||||
|
||||
MoveInLineOfSight_locked = true;
|
||||
MoveInLineOfSight(who);
|
||||
MoveInLineOfSight_locked = false;
|
||||
@@ -126,11 +119,11 @@ namespace Game.AI
|
||||
|
||||
public virtual void MoveInLineOfSight(Unit who)
|
||||
{
|
||||
if (me.GetVictim() != null)
|
||||
if (me.IsEngaged())
|
||||
return;
|
||||
|
||||
if (me.HasReactState(ReactStates.Aggressive) && me.CanStartAttack(who, false))
|
||||
AttackStart(who);
|
||||
me.EngageWithTarget(who);
|
||||
}
|
||||
|
||||
void _OnOwnerCombatInteraction(Unit target)
|
||||
@@ -139,12 +132,7 @@ namespace Game.AI
|
||||
return;
|
||||
|
||||
if (!me.HasReactState(ReactStates.Passive) && me.CanStartAttack(target, true))
|
||||
{
|
||||
if (me.IsInCombat())
|
||||
me.AddThreat(target, 0.0f);
|
||||
else
|
||||
AttackStart(target);
|
||||
}
|
||||
me.EngageWithTarget(target);
|
||||
}
|
||||
|
||||
// Distract creature, if player gets too close while stealthed/prowling
|
||||
@@ -154,8 +142,8 @@ namespace Game.AI
|
||||
if (!who || !who.IsTypeId(TypeId.Player))
|
||||
return;
|
||||
|
||||
// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
|
||||
if (!me.IsTypeId(TypeId.Unit) || me.IsInCombat() || me.HasUnitState(UnitState.Confused | UnitState.Stunned | UnitState.Fleeing | UnitState.Distracted))
|
||||
// If this unit isn't an NPC, is already distracted, is fighting, is confused, stunned or fleeing, do nothing
|
||||
if (!me.IsTypeId(TypeId.Unit) || me.IsEngaged() || me.HasUnitState(UnitState.Confused | UnitState.Stunned | UnitState.Fleeing | UnitState.Distracted))
|
||||
return;
|
||||
|
||||
// Only alert for hostiles!
|
||||
@@ -214,7 +202,7 @@ namespace Game.AI
|
||||
|
||||
public bool UpdateVictimWithGaze()
|
||||
{
|
||||
if (!me.IsInCombat())
|
||||
if (!me.IsEngaged())
|
||||
return false;
|
||||
|
||||
if (me.HasReactState(ReactStates.Passive))
|
||||
@@ -237,7 +225,7 @@ namespace Game.AI
|
||||
|
||||
public bool UpdateVictim()
|
||||
{
|
||||
if (!me.IsInCombat())
|
||||
if (!me.IsEngaged())
|
||||
return false;
|
||||
|
||||
if (!me.HasReactState(ReactStates.Passive))
|
||||
@@ -266,7 +254,7 @@ namespace Game.AI
|
||||
me.RemoveAurasOnEvade();
|
||||
|
||||
// sometimes bosses stuck in combat?
|
||||
me.DeleteThreatList();
|
||||
me.GetThreatManager().ClearAllThreat();
|
||||
me.CombatStop(true);
|
||||
me.SetLootRecipient(null);
|
||||
me.ResetPlayerDamageReq();
|
||||
@@ -410,7 +398,10 @@ namespace Game.AI
|
||||
me.DoImmediateBoundaryCheck();
|
||||
}
|
||||
|
||||
// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
|
||||
/// <summary>
|
||||
/// Called for reaction when initially engaged
|
||||
/// </summary>
|
||||
/// <param name="victim"></param>
|
||||
public virtual void EnterCombat(Unit victim) { }
|
||||
|
||||
// Called when the creature is killed
|
||||
|
||||
@@ -34,12 +34,9 @@ namespace Game.AI
|
||||
|
||||
public override bool CanSeeAlways(WorldObject obj)
|
||||
{
|
||||
if (!obj.IsTypeMask(TypeMask.Unit))
|
||||
return false;
|
||||
|
||||
var threatList = me.GetThreatManager().GetThreatList();
|
||||
foreach (var refe in threatList)
|
||||
if (refe.GetUnitGuid() == obj.GetGUID())
|
||||
Unit unit = obj.ToUnit();
|
||||
if (unit != null)
|
||||
if (unit.IsControlledByPlayer() && me.IsEngagedBy(unit))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
@@ -51,14 +48,14 @@ namespace Game.AI
|
||||
{
|
||||
me.GetMotionMaster().MoveIdle();
|
||||
me.CombatStop(true);
|
||||
me.DeleteThreatList();
|
||||
me.GetThreatManager().ClearAllThreat();
|
||||
return;
|
||||
}
|
||||
|
||||
Log.outDebug(LogFilter.Unit, "Guard entry: {0} enters evade mode.", me.GetEntry());
|
||||
|
||||
me.RemoveAllAuras();
|
||||
me.DeleteThreatList();
|
||||
me.GetThreatManager().ClearAllThreat();
|
||||
me.CombatStop(true);
|
||||
|
||||
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
|
||||
|
||||
+163
-71
@@ -57,9 +57,9 @@ namespace Game.AI
|
||||
return me.GetThreatManager();
|
||||
}
|
||||
|
||||
void SortByDistanceTo(Unit reference, List<Unit> targets)
|
||||
void SortByDistance(List<Unit> targets, bool ascending)
|
||||
{
|
||||
targets.Sort(new ObjectDistanceOrderPred(reference));
|
||||
targets.Sort(new ObjectDistanceOrderPred(me, true));
|
||||
}
|
||||
|
||||
public void DoMeleeAttackIfReady()
|
||||
@@ -113,100 +113,187 @@ namespace Game.AI
|
||||
return false;
|
||||
}
|
||||
|
||||
public Unit SelectTarget(SelectAggroTarget targetType, uint position = 0, float dist = 0.0f, bool playerOnly = false, int aura = 0)
|
||||
/// <summary>
|
||||
/// Select the best target (in <targetType> order) from the threat list that fulfill the following:
|
||||
/// - Not among the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM).
|
||||
/// - Within at most <dist> yards (if dist > 0.0f)
|
||||
/// - At least -<dist> yards away (if dist < 0.0f)
|
||||
/// - Is a player (if playerOnly = true)
|
||||
/// - Not the current tank (if withTank = false)
|
||||
/// - Has aura with ID <aura> (if aura > 0)
|
||||
/// - Does not have aura with ID -<aura> (if aura < 0)
|
||||
/// </summary>
|
||||
public Unit SelectTarget(SelectAggroTarget targetType, uint offset = 0, float dist = 0.0f, bool playerOnly = false, bool withTank = true, int aura = 0)
|
||||
{
|
||||
return SelectTarget(targetType, position, new DefaultTargetSelector(me, dist, playerOnly, aura));
|
||||
return SelectTarget(targetType, offset, new DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
|
||||
}
|
||||
|
||||
// Select the targets satifying the predicate.
|
||||
public Unit SelectTarget(SelectAggroTarget targetType, uint position, ISelector selector)
|
||||
/// <summary>
|
||||
/// Select the best target (in <targetType> order) satisfying <predicate> from the threat list.
|
||||
/// If <offset> is nonzero, the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM) are skipped.
|
||||
/// </summary>
|
||||
public Unit SelectTarget(SelectAggroTarget targetType, uint offset, ISelector selector)
|
||||
{
|
||||
var threatlist = GetThreatManager().GetThreatList();
|
||||
if (position >= threatlist.Count)
|
||||
ThreatManager mgr = GetThreatManager();
|
||||
// shortcut: if we ignore the first <offset> elements, and there are at most <offset> elements, then we ignore ALL elements
|
||||
if (mgr.GetThreatListSize() <= offset)
|
||||
return null;
|
||||
|
||||
List<Unit> targetList = new List<Unit>();
|
||||
Unit currentVictim = null;
|
||||
|
||||
var currentVictimReference = GetThreatManager().GetCurrentVictim();
|
||||
if (currentVictimReference != null)
|
||||
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
|
||||
{
|
||||
currentVictim = currentVictimReference.GetTarget();
|
||||
foreach (HostileReference refe in mgr.GetThreatList())
|
||||
{
|
||||
if (!refe.IsOnline())
|
||||
continue;
|
||||
|
||||
// Current victim always goes first
|
||||
if (currentVictim && selector.Check(currentVictim))
|
||||
targetList.Add(refe.GetTarget());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Unit currentVictim = mgr.GetCurrentVictim();
|
||||
if (currentVictim)
|
||||
targetList.Add(currentVictim);
|
||||
|
||||
foreach (HostileReference refe in mgr.GetThreatList())
|
||||
{
|
||||
if (!refe.IsOnline())
|
||||
continue;
|
||||
|
||||
Unit thisTarget = refe.GetTarget();
|
||||
if (thisTarget != currentVictim)
|
||||
targetList.Add(thisTarget);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var hostileRef in threatlist)
|
||||
{
|
||||
if (currentVictim != null && hostileRef.GetTarget() != currentVictim && selector.Check(hostileRef.GetTarget()))
|
||||
targetList.Add(hostileRef.GetTarget());
|
||||
else if (currentVictim == null && selector.Check(hostileRef.GetTarget()))
|
||||
targetList.Add(hostileRef.GetTarget());
|
||||
}
|
||||
|
||||
if (position >= targetList.Count)
|
||||
// filter by predicate
|
||||
targetList.RemoveAll(target => { return !selector.Check(target); });
|
||||
// shortcut: the list certainly isn't gonna get any larger after this point
|
||||
if (targetList.Count <= offset)
|
||||
return null;
|
||||
|
||||
if (targetType == SelectAggroTarget.Nearest || targetType == SelectAggroTarget.Farthest)
|
||||
SortByDistanceTo(me, targetList);
|
||||
// right now, list is unsorted for DISTANCE types - re-sort by MAXDISTANCE
|
||||
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
|
||||
SortByDistance(targetList, targetType == SelectAggroTarget.MinDistance);
|
||||
|
||||
// then reverse the sorting for MIN sortings
|
||||
if (targetType == SelectAggroTarget.MinThreat)
|
||||
targetList.Reverse();
|
||||
|
||||
// now pop the first <offset> elements
|
||||
while (offset != 0)
|
||||
{
|
||||
targetList.RemoveAt(0);
|
||||
--offset;
|
||||
}
|
||||
|
||||
// maybe nothing fulfills the predicate
|
||||
if (targetList.Empty())
|
||||
return null;
|
||||
|
||||
switch (targetType)
|
||||
{
|
||||
case SelectAggroTarget.Nearest:
|
||||
case SelectAggroTarget.TopAggro:
|
||||
{
|
||||
return targetList.First();
|
||||
}
|
||||
case SelectAggroTarget.Farthest:
|
||||
case SelectAggroTarget.BottomAggro:
|
||||
{
|
||||
return targetList.Last();
|
||||
}
|
||||
case SelectAggroTarget.MaxThreat:
|
||||
case SelectAggroTarget.MinThreat:
|
||||
case SelectAggroTarget.MaxDistance:
|
||||
case SelectAggroTarget.MinDistance:
|
||||
return targetList[0];
|
||||
case SelectAggroTarget.Random:
|
||||
{
|
||||
return targetList.SelectRandom();
|
||||
}
|
||||
default:
|
||||
break;
|
||||
return null;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public List<Unit> SelectTargetList(uint num, SelectAggroTarget targetType, float dist, bool playerOnly, int aura = 0)
|
||||
/// <summary>
|
||||
/// Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
|
||||
/// - Not among the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM).
|
||||
/// - Within at most <dist> yards (if dist > 0.0f)
|
||||
/// - At least -<dist> yards away (if dist < 0.0f)
|
||||
/// - Is a player (if playerOnly = true)
|
||||
/// - Not the current tank (if withTank = false)
|
||||
/// - Has aura with ID <aura> (if aura > 0)
|
||||
/// - Does not have aura with ID -<aura> (if aura < 0)
|
||||
/// The resulting targets are stored in <targetList> (which is cleared first).
|
||||
/// </summary>
|
||||
public List<Unit> SelectTargetList(uint num, SelectAggroTarget targetType, uint offset, float dist, bool playerOnly, bool withTank, int aura = 0)
|
||||
{
|
||||
return SelectTargetList(new DefaultTargetSelector(me, dist, playerOnly, aura), num, targetType);
|
||||
return SelectTargetList(num, targetType, offset, new DefaultTargetSelector(me, dist, playerOnly, withTank, aura));
|
||||
}
|
||||
|
||||
// Select the targets satifying the predicate.
|
||||
// predicate shall extend std.unary_function<Unit*, bool>
|
||||
public List<Unit> SelectTargetList(ISelector selector, uint maxTargets, SelectAggroTarget targetType)
|
||||
/// <summary>
|
||||
/// Select the best (up to) <num> targets (in <targetType> order) satisfying <predicate> from the threat list and stores them in <targetList> (which is cleared first).
|
||||
/// If <offset> is nonzero, the first <offset> entries in <targetType> order (or MAXTHREAT order, if <targetType> is RANDOM) are skipped.
|
||||
/// </summary>
|
||||
public List<Unit> SelectTargetList(uint num, SelectAggroTarget targetType, uint offset, ISelector selector)
|
||||
{
|
||||
var targetList = new List<Unit>();
|
||||
|
||||
var threatlist = GetThreatManager().GetThreatList();
|
||||
if (threatlist.Empty())
|
||||
ThreatManager mgr = GetThreatManager();
|
||||
// shortcut: we're gonna ignore the first <offset> elements, and there's at most <offset> elements, so we ignore them all - nothing to do here
|
||||
if (mgr.GetThreatListSize() <= offset)
|
||||
return targetList;
|
||||
|
||||
foreach (var hostileRef in threatlist)
|
||||
if (selector.Check(hostileRef.GetTarget()))
|
||||
targetList.Add(hostileRef.GetTarget());
|
||||
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
|
||||
{
|
||||
foreach (HostileReference refe in mgr.GetThreatList())
|
||||
{
|
||||
if (!refe.IsOnline())
|
||||
continue;
|
||||
|
||||
if (targetList.Count < maxTargets)
|
||||
targetList.Add(refe.GetTarget());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Unit currentVictim = mgr.GetCurrentVictim();
|
||||
if (currentVictim != null)
|
||||
targetList.Add(currentVictim);
|
||||
|
||||
foreach (HostileReference refe in mgr.GetThreatList())
|
||||
{
|
||||
if (!refe.IsOnline())
|
||||
continue;
|
||||
|
||||
Unit thisTarget = refe.GetTarget();
|
||||
if (thisTarget != currentVictim)
|
||||
targetList.Add(thisTarget);
|
||||
}
|
||||
}
|
||||
|
||||
// filter by predicate
|
||||
targetList.RemoveAll(target => { return !selector.Check(target); });
|
||||
|
||||
// shortcut: the list isn't gonna get any larger
|
||||
if (targetList.Count <= offset)
|
||||
{
|
||||
targetList.Clear();
|
||||
return targetList;
|
||||
}
|
||||
|
||||
if (targetType == SelectAggroTarget.Nearest || targetType == SelectAggroTarget.Farthest)
|
||||
SortByDistanceTo(me, targetList);
|
||||
// right now, list is unsorted for DISTANCE types - re-sort by MAXDISTANCE
|
||||
if (targetType == SelectAggroTarget.MaxDistance || targetType == SelectAggroTarget.MinDistance)
|
||||
SortByDistance(targetList, targetType == SelectAggroTarget.MinDistance);
|
||||
|
||||
if (targetType == SelectAggroTarget.Farthest || targetType == SelectAggroTarget.BottomAggro)
|
||||
// now the list is MAX sorted, reverse for MIN types
|
||||
if (targetType == SelectAggroTarget.MinThreat)
|
||||
targetList.Reverse();
|
||||
|
||||
// ignore the first <offset> elements
|
||||
while (offset != 0)
|
||||
{
|
||||
targetList.RemoveAt(0);
|
||||
--offset;
|
||||
}
|
||||
|
||||
if (targetList.Count <= num)
|
||||
return targetList;
|
||||
|
||||
if (targetType == SelectAggroTarget.Random)
|
||||
targetList = targetList.SelectRandom(maxTargets).ToList();
|
||||
targetList = targetList.SelectRandom(num).ToList();
|
||||
else
|
||||
targetList.Resize(maxTargets);
|
||||
targetList.Resize(num);
|
||||
|
||||
return targetList;
|
||||
}
|
||||
@@ -247,7 +334,7 @@ namespace Game.AI
|
||||
bool playerOnly = spellInfo.HasAttribute(SpellAttr3.OnlyTargetPlayers);
|
||||
float range = spellInfo.GetMaxRange(false);
|
||||
|
||||
DefaultTargetSelector targetSelector = new DefaultTargetSelector(me, range, playerOnly, -(int)spellId);
|
||||
DefaultTargetSelector targetSelector = new DefaultTargetSelector(me, range, playerOnly, true, -(int)spellId);
|
||||
if (!spellInfo.HasAuraInterruptFlag(SpellAuraInterruptFlags.NotVictim)
|
||||
&& targetSelector.Check(me.GetVictim()))
|
||||
target = me.GetVictim();
|
||||
@@ -498,11 +585,11 @@ namespace Game.AI
|
||||
|
||||
public enum SelectAggroTarget
|
||||
{
|
||||
Random = 0, //Just selects a random target
|
||||
TopAggro, //Selects targes from top aggro to bottom
|
||||
BottomAggro, //Selects targets from bottom aggro to top
|
||||
Nearest,
|
||||
Farthest
|
||||
Random = 0, // just pick a random target
|
||||
MaxThreat, // prefer targets higher in the threat list
|
||||
MinThreat, // prefer targets lower in the threat list
|
||||
MaxDistance, // prefer targets further from us
|
||||
MinDistance // prefer targets closer to us
|
||||
}
|
||||
|
||||
public interface ISelector
|
||||
@@ -516,29 +603,34 @@ namespace Game.AI
|
||||
Unit me;
|
||||
float m_dist;
|
||||
bool m_playerOnly;
|
||||
Unit except;
|
||||
int m_aura;
|
||||
|
||||
// unit: the reference unit
|
||||
// dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit
|
||||
// playerOnly: self explaining
|
||||
// aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura
|
||||
public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, int aura)
|
||||
/// <param name="unit">the reference unit</param>
|
||||
/// <param name="dist">if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit</param>
|
||||
/// <param name="playerOnly">self explaining</param>
|
||||
/// <param name="withMainTank">allow current tank to be selected</param>
|
||||
/// <param name="aura">if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura</param>
|
||||
public DefaultTargetSelector(Unit unit, float dist, bool playerOnly, bool withMainTank, int aura)
|
||||
{
|
||||
me = unit;
|
||||
m_dist = dist;
|
||||
m_playerOnly = playerOnly;
|
||||
except = withMainTank ? me.GetThreatManager().GetCurrentVictim() : null;
|
||||
m_aura = aura;
|
||||
}
|
||||
|
||||
public bool Check(Unit target)
|
||||
{
|
||||
|
||||
if (me == null)
|
||||
return false;
|
||||
|
||||
if (target == null)
|
||||
return false;
|
||||
|
||||
if (target == except)
|
||||
return false;
|
||||
|
||||
if (m_playerOnly && !target.IsTypeId(TypeId.Player))
|
||||
return false;
|
||||
|
||||
@@ -665,9 +757,9 @@ namespace Game.AI
|
||||
if (_playerOnly && !target.IsTypeId(TypeId.Player))
|
||||
return false;
|
||||
|
||||
HostileReference currentVictim = _source.GetThreatManager().GetCurrentVictim();
|
||||
Unit currentVictim = _source.GetThreatManager().GetCurrentVictim();
|
||||
if (currentVictim != null)
|
||||
return target.GetGUID() != currentVictim.GetUnitGuid();
|
||||
return target != currentVictim;
|
||||
|
||||
return target != _source.GetVictim();
|
||||
}
|
||||
|
||||
@@ -1243,7 +1243,7 @@ namespace Game.AI
|
||||
}
|
||||
}
|
||||
|
||||
if (charmer.IsInCombat())
|
||||
if (charmer.IsEngaged())
|
||||
{
|
||||
Unit target = me.GetVictim();
|
||||
if (!target || !charmer.IsValidAttackTarget(target) || target.HasBreakableByDamageCrowdControlAura())
|
||||
|
||||
@@ -111,6 +111,85 @@ namespace Game.AI
|
||||
source.PlayDirectSound(soundId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add specified amount of threat directly to victim (ignores redirection effects) - also puts victim in combat and engages them if necessary
|
||||
/// </summary>
|
||||
/// <param name="victim"></param>
|
||||
/// <param name="amount"></param>
|
||||
/// <param name="who"></param>
|
||||
public void AddThreat(Unit victim, float amount, Unit who = null)
|
||||
{
|
||||
if (!victim)
|
||||
return;
|
||||
|
||||
if (!who)
|
||||
who = me;
|
||||
|
||||
who.GetThreatManager().AddThreat(victim, amount, null, true, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds/removes the specified percentage from the specified victim's threat (to who, or me if not specified)
|
||||
/// </summary>
|
||||
/// <param name="victim"></param>
|
||||
/// <param name="pct"></param>
|
||||
/// <param name="who"></param>
|
||||
public void ModifyThreatByPercent(Unit victim, int pct, Unit who = null)
|
||||
{
|
||||
if (!victim)
|
||||
return;
|
||||
|
||||
if (!who)
|
||||
who = me;
|
||||
|
||||
who.GetThreatManager().ModifyThreatByPercent(victim, pct);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the victim's threat level to who (or me if not specified) to zero
|
||||
/// </summary>
|
||||
/// <param name="victim"></param>
|
||||
/// <param name="who"></param>
|
||||
void ResetThreat(Unit victim, Unit who)
|
||||
{
|
||||
if (!victim)
|
||||
return;
|
||||
|
||||
if (!who)
|
||||
who = me;
|
||||
|
||||
who.GetThreatManager().ResetThreat(victim);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the specified unit's threat list (me if not specified) - does not delete entries, just sets their threat to zero
|
||||
/// </summary>
|
||||
/// <param name="who"></param>
|
||||
public void ResetThreatList(Unit who = null)
|
||||
{
|
||||
if (!who)
|
||||
who = me;
|
||||
|
||||
who.GetThreatManager().ResetAllThreat();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the threat level of victim towards who (or me if not specified)
|
||||
/// </summary>
|
||||
/// <param name="victim"></param>
|
||||
/// <param name="who"></param>
|
||||
/// <returns></returns>
|
||||
public float GetThreat(Unit victim, Unit who = null)
|
||||
{
|
||||
if (!victim)
|
||||
return 0.0f;
|
||||
|
||||
if (!who)
|
||||
who = me;
|
||||
|
||||
return who.GetThreatManager().GetThreat(victim);
|
||||
}
|
||||
|
||||
//Spawns a creature relative to me
|
||||
public Creature DoSpawnCreature(uint entry, float offsetX, float offsetY, float offsetZ, float angle, TempSummonType type, uint despawntime)
|
||||
{
|
||||
@@ -182,39 +261,6 @@ namespace Game.AI
|
||||
return apSpell[RandomHelper.IRand(0, (int)(spellCount - 1))];
|
||||
}
|
||||
|
||||
//Drops all threat to 0%. Does not remove players from the threat list
|
||||
public void DoResetThreat()
|
||||
{
|
||||
if (!me.CanHaveThreatList() || me.GetThreatManager().IsThreatListEmpty())
|
||||
{
|
||||
Log.outError(LogFilter.Scripts, "DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = {0})", me.GetEntry());
|
||||
return;
|
||||
}
|
||||
|
||||
var threatlist = me.GetThreatManager().GetThreatList();
|
||||
|
||||
foreach (var refe in threatlist)
|
||||
{
|
||||
Unit unit = Global.ObjAccessor.GetUnit(me, refe.GetUnitGuid());
|
||||
if (unit != null && DoGetThreat(unit) != 0)
|
||||
DoModifyThreatPercent(unit, -100);
|
||||
}
|
||||
}
|
||||
|
||||
public float DoGetThreat(Unit unit)
|
||||
{
|
||||
if (unit == null)
|
||||
return 0.0f;
|
||||
return me.GetThreatManager().GetThreat(unit);
|
||||
}
|
||||
|
||||
public void DoModifyThreatPercent(Unit unit, int pct)
|
||||
{
|
||||
if (unit == null)
|
||||
return;
|
||||
me.GetThreatManager().ModifyThreatPercent(unit, pct);
|
||||
}
|
||||
|
||||
void DoTeleportTo(float x, float y, float z, uint time = 0)
|
||||
{
|
||||
me.Relocate(x, y, z);
|
||||
@@ -499,7 +545,7 @@ namespace Game.AI
|
||||
public override void JustSummoned(Creature summon)
|
||||
{
|
||||
summons.Summon(summon);
|
||||
if (me.IsInCombat())
|
||||
if (me.IsEngaged())
|
||||
DoZoneInCombat(summon);
|
||||
}
|
||||
|
||||
|
||||
@@ -88,8 +88,7 @@ namespace Game.AI
|
||||
}
|
||||
else
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
me.EngageWithTarget(who);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -111,24 +110,7 @@ namespace Game.AI
|
||||
{
|
||||
float fAttackRadius = me.GetAttackDistance(who);
|
||||
if (me.IsWithinDistInMap(who, fAttackRadius) && me.IsWithinLOSInMap(who))
|
||||
{
|
||||
if (!me.GetVictim())
|
||||
{
|
||||
// Clear distracted state on combat
|
||||
if (me.HasUnitState(UnitState.Distracted))
|
||||
{
|
||||
me.ClearUnitState(UnitState.Distracted);
|
||||
me.GetMotionMaster().Clear();
|
||||
}
|
||||
|
||||
AttackStart(who);
|
||||
}
|
||||
else if (me.GetMap().IsDungeon())
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
}
|
||||
}
|
||||
me.EngageWithTarget(who);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -181,7 +163,7 @@ namespace Game.AI
|
||||
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
|
||||
{
|
||||
me.RemoveAllAuras();
|
||||
me.DeleteThreatList();
|
||||
me.GetThreatManager().ClearAllThreat();
|
||||
me.CombatStop(true);
|
||||
me.SetLootRecipient(null);
|
||||
|
||||
|
||||
@@ -49,9 +49,7 @@ namespace Game.AI
|
||||
|
||||
if (me.Attack(who, true))
|
||||
{
|
||||
me.AddThreat(who, 0.0f);
|
||||
me.SetInCombatWith(who);
|
||||
who.SetInCombatWith(me);
|
||||
me.EngageWithTarget(who); // in case it doesn't have threat+combat yet
|
||||
|
||||
if (me.HasUnitState(UnitState.Follow))
|
||||
me.ClearUnitState(UnitState.Follow);
|
||||
@@ -84,18 +82,8 @@ namespace Game.AI
|
||||
//too far away and no free sight?
|
||||
if (me.IsWithinDistInMap(who, 100.0f) && me.IsWithinLOSInMap(who))
|
||||
{
|
||||
//already fighting someone?
|
||||
if (!me.GetVictim())
|
||||
{
|
||||
AttackStart(who);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
return true;
|
||||
}
|
||||
me.EngageWithTarget(who);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
@@ -128,10 +116,7 @@ namespace Game.AI
|
||||
AttackStart(who);
|
||||
}
|
||||
else if (me.GetMap().IsDungeon())
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
}
|
||||
me.EngageWithTarget(who);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -178,7 +163,7 @@ namespace Game.AI
|
||||
public override void EnterEvadeMode(EvadeReason why)
|
||||
{
|
||||
me.RemoveAllAuras();
|
||||
me.DeleteThreatList();
|
||||
me.GetThreatManager().ClearAllThreat();
|
||||
me.CombatStop(true);
|
||||
me.SetLootRecipient(null);
|
||||
|
||||
|
||||
@@ -544,18 +544,8 @@ namespace Game.AI
|
||||
//too far away and no free sight?
|
||||
if (me.IsWithinDistInMap(who, SMART_MAX_AID_DIST) && me.IsWithinLOSInMap(who))
|
||||
{
|
||||
//already fighting someone?
|
||||
if (me.GetVictim() == null)
|
||||
{
|
||||
AttackStart(who);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
who.SetInCombatWith(me);
|
||||
me.AddThreat(who, 0.0f);
|
||||
return true;
|
||||
}
|
||||
me.EngageWithTarget(who);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
@@ -334,16 +334,10 @@ namespace Game.AI
|
||||
if (me == null)
|
||||
break;
|
||||
|
||||
var threatList = me.GetThreatManager().GetThreatList();
|
||||
foreach (var refe in threatList)
|
||||
foreach (var refe in me.GetThreatManager().GetThreatList())
|
||||
{
|
||||
Unit target = Global.ObjAccessor.GetUnit(me, refe.GetUnitGuid());
|
||||
if (target != null)
|
||||
{
|
||||
me.GetThreatManager().ModifyThreatPercent(target, e.Action.threatPCT.threatINC != 0 ? (int)e.Action.threatPCT.threatINC : -(int)e.Action.threatPCT.threatDEC);
|
||||
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_THREAT_ALL_PCT: Creature guidLow {0} modify threat for unit {1}, value {2}",
|
||||
me.GetGUID().ToString(), target.GetGUID().ToString(), e.Action.threatPCT.threatINC != 0 ? (int)e.Action.threatPCT.threatINC : -(int)e.Action.threatPCT.threatDEC);
|
||||
}
|
||||
refe.AddThreatPercent(Math.Max(-100, (int)(e.Action.threatPCT.threatINC - e.Action.threatPCT.threatDEC)));
|
||||
Log.outDebug(LogFilter.ScriptsAi, $"SmartScript.ProcessAction: SMART_ACTION_THREAT_ALL_PCT: Creature {me.GetGUID()} modify threat for {refe.GetTarget().GetGUID()}, value {e.Action.threatPCT.threatINC - e.Action.threatPCT.threatDEC}");
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -356,9 +350,8 @@ namespace Game.AI
|
||||
{
|
||||
if (IsUnit(target))
|
||||
{
|
||||
me.GetThreatManager().ModifyThreatPercent(target.ToUnit(), e.Action.threatPCT.threatINC != 0 ? (int)e.Action.threatPCT.threatINC : -(int)e.Action.threatPCT.threatDEC);
|
||||
Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_THREAT_SINGLE_PCT: Creature guidLow {0} modify threat for unit {1}, value {2}",
|
||||
me.GetGUID().ToString(), target.GetGUID().ToString(), e.Action.threatPCT.threatINC != 0 ? (int)e.Action.threatPCT.threatINC : -(int)e.Action.threatPCT.threatDEC);
|
||||
me.GetThreatManager().ModifyThreatByPercent(target.ToUnit(), Math.Max(-100, (int)(e.Action.threatPCT.threatINC - e.Action.threatPCT.threatDEC)));
|
||||
Log.outDebug(LogFilter.ScriptsAi, $"SmartScript.ProcessAction: SMART_ACTION_THREAT_SINGLE_PCT: Creature {me.GetGUID()} modify threat for {target.GetGUID()}, value {e.Action.threatPCT.threatINC - e.Action.threatPCT.threatDEC}");
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -2094,7 +2087,7 @@ namespace Game.AI
|
||||
{
|
||||
foreach (var target in targets)
|
||||
if (IsUnit(target))
|
||||
me.AddThreat(target.ToUnit(), (float)e.Action.threatPCT.threatINC - (float)e.Action.threatPCT.threatDEC);
|
||||
me.GetThreatManager().AddThreat(target.ToUnit(), (float)(e.Action.threatPCT.threatINC - (float)e.Action.threatPCT.threatDEC), null, true, true);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -2377,13 +2370,13 @@ namespace Game.AI
|
||||
{
|
||||
if (e.Target.hostilRandom.powerType != 0)
|
||||
{
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.TopAggro, 1, new PowerUsersSelector(me, (PowerType)(e.Target.hostilRandom.powerType - 1), (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0));
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.MaxThreat, 1, new PowerUsersSelector(me, (PowerType)(e.Target.hostilRandom.powerType - 1), (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0));
|
||||
if (u != null)
|
||||
targets.Add(u);
|
||||
}
|
||||
else
|
||||
{
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.TopAggro, 1, (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0);
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.MaxThreat, 1, (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0);
|
||||
if (u != null)
|
||||
targets.Add(u);
|
||||
}
|
||||
@@ -2394,13 +2387,13 @@ namespace Game.AI
|
||||
{
|
||||
if (e.Target.hostilRandom.powerType != 0)
|
||||
{
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.BottomAggro, 1, new PowerUsersSelector(me, (PowerType)(e.Target.hostilRandom.powerType - 1), (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0));
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.MinThreat, 1, new PowerUsersSelector(me, (PowerType)(e.Target.hostilRandom.powerType - 1), (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0));
|
||||
if (u != null)
|
||||
targets.Add(u);
|
||||
}
|
||||
else
|
||||
{
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.BottomAggro, 1, (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0);
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.MinThreat, 1, (float)e.Target.hostilRandom.maxDist, e.Target.hostilRandom.playerOnly != 0);
|
||||
if (u != null)
|
||||
targets.Add(u);
|
||||
}
|
||||
@@ -2443,7 +2436,7 @@ namespace Game.AI
|
||||
case SmartTargets.Farthest:
|
||||
if (me)
|
||||
{
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.Farthest, 0, new FarthestTargetSelector(me, (float)e.Target.farthest.maxDist, e.Target.farthest.playerOnly != 0, e.Target.farthest.isInLos != 0));
|
||||
Unit u = me.GetAI().SelectTarget(SelectAggroTarget.MaxDistance, 0, new FarthestTargetSelector(me, (float)e.Target.farthest.maxDist, e.Target.farthest.playerOnly != 0, e.Target.farthest.isInLos != 0));
|
||||
if (u != null)
|
||||
targets.Add(u);
|
||||
}
|
||||
@@ -2674,16 +2667,12 @@ namespace Game.AI
|
||||
}
|
||||
case SmartTargets.ThreatList:
|
||||
{
|
||||
if (me != null)
|
||||
if (me != null && me.CanHaveThreatList())
|
||||
{
|
||||
var threatList = me.GetThreatManager().GetThreatList();
|
||||
foreach (var refe in threatList)
|
||||
{
|
||||
Unit temp = Global.ObjAccessor.GetUnit(me, refe.GetUnitGuid());
|
||||
if (temp != null)
|
||||
if (e.Target.hostilRandom.maxDist == 0 || me.IsWithinCombatRange(temp, (float)e.Target.hostilRandom.maxDist))
|
||||
targets.Add(temp);
|
||||
}
|
||||
foreach (var refe in me.GetThreatManager().GetThreatList())
|
||||
if (e.Target.hostilRandom.maxDist == 0 || me.IsWithinCombatRange(refe.GetTarget(), e.Target.hostilRandom.maxDist))
|
||||
targets.Add(refe.GetTarget());
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -2790,18 +2779,18 @@ namespace Game.AI
|
||||
ProcessTimedAction(e, e.Event.minMaxRepeat.repeatMin, e.Event.minMaxRepeat.repeatMax);
|
||||
break;
|
||||
case SmartEvents.UpdateOoc:
|
||||
if (me != null && me.IsInCombat())
|
||||
if (me != null && me.IsEngaged())
|
||||
return;
|
||||
ProcessTimedAction(e, e.Event.minMaxRepeat.repeatMin, e.Event.minMaxRepeat.repeatMax);
|
||||
break;
|
||||
case SmartEvents.UpdateIc:
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
ProcessTimedAction(e, e.Event.minMaxRepeat.repeatMin, e.Event.minMaxRepeat.repeatMax);
|
||||
break;
|
||||
case SmartEvents.HealthPct:
|
||||
{
|
||||
if (me == null || !me.IsInCombat() || me.GetMaxHealth() == 0)
|
||||
if (me == null || !me.IsEngaged() || me.GetMaxHealth() == 0)
|
||||
return;
|
||||
uint perc = (uint)me.GetHealthPct();
|
||||
if (perc > e.Event.minMaxRepeat.max || perc < e.Event.minMaxRepeat.min)
|
||||
@@ -2811,7 +2800,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.TargetHealthPct:
|
||||
{
|
||||
if (me == null || !me.IsInCombat() || me.GetVictim() == null || me.GetVictim().GetMaxHealth() == 0)
|
||||
if (me == null || !me.IsEngaged() || me.GetVictim() == null || me.GetVictim().GetMaxHealth() == 0)
|
||||
return;
|
||||
uint perc = (uint)me.GetVictim().GetHealthPct();
|
||||
if (perc > e.Event.minMaxRepeat.max || perc < e.Event.minMaxRepeat.min)
|
||||
@@ -2821,7 +2810,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.ManaPct:
|
||||
{
|
||||
if (me == null || !me.IsInCombat() || me.GetMaxPower(PowerType.Mana) == 0)
|
||||
if (me == null || !me.IsEngaged() || me.GetMaxPower(PowerType.Mana) == 0)
|
||||
return;
|
||||
uint perc = (uint)me.GetPowerPct(PowerType.Mana);
|
||||
if (perc > e.Event.minMaxRepeat.max || perc < e.Event.minMaxRepeat.min)
|
||||
@@ -2831,7 +2820,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.TargetManaPct:
|
||||
{
|
||||
if (me == null || !me.IsInCombat() || me.GetVictim() == null || me.GetVictim().GetMaxPower(PowerType.Mana) == 0)
|
||||
if (me == null || !me.IsEngaged() || me.GetVictim() == null || me.GetVictim().GetMaxPower(PowerType.Mana) == 0)
|
||||
return;
|
||||
uint perc = (uint)me.GetVictim().GetPowerPct(PowerType.Mana);
|
||||
if (perc > e.Event.minMaxRepeat.max || perc < e.Event.minMaxRepeat.min)
|
||||
@@ -2841,7 +2830,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.Range:
|
||||
{
|
||||
if (me == null || !me.IsInCombat() || me.GetVictim() == null)
|
||||
if (me == null || !me.IsEngaged() || me.GetVictim() == null)
|
||||
return;
|
||||
|
||||
if (me.IsInRange(me.GetVictim(), e.Event.minMaxRepeat.min, e.Event.minMaxRepeat.max))
|
||||
@@ -2852,7 +2841,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.VictimCasting:
|
||||
{
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
|
||||
Unit victim = me.GetVictim();
|
||||
@@ -2873,7 +2862,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.FriendlyHealth:
|
||||
{
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
|
||||
Unit target = DoSelectLowestHpFriendly(e.Event.friendlyHealth.radius, e.Event.friendlyHealth.hpDeficit);
|
||||
@@ -2889,7 +2878,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.FriendlyIsCc:
|
||||
{
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
|
||||
List<Creature> creatures = new List<Creature>();
|
||||
@@ -3016,7 +3005,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.OocLos:
|
||||
{
|
||||
if (me == null || me.IsInCombat())
|
||||
if (me == null || me.IsEngaged())
|
||||
return;
|
||||
//can trigger if closer than fMaxAllowedRange
|
||||
float range = e.Event.los.maxDist;
|
||||
@@ -3036,7 +3025,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.IcLos:
|
||||
{
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
//can trigger if closer than fMaxAllowedRange
|
||||
float range = e.Event.los.maxDist;
|
||||
@@ -3226,7 +3215,7 @@ namespace Game.AI
|
||||
}
|
||||
case SmartEvents.FriendlyHealthPCT:
|
||||
{
|
||||
if (me == null || !me.IsInCombat())
|
||||
if (me == null || !me.IsEngaged())
|
||||
return;
|
||||
|
||||
List<WorldObject> targets;
|
||||
@@ -3401,10 +3390,10 @@ namespace Game.AI
|
||||
if (e.Event.event_phase_mask != 0 && !IsInPhase(e.Event.event_phase_mask))
|
||||
return;
|
||||
|
||||
if (e.GetEventType() == SmartEvents.UpdateIc && (me == null || !me.IsInCombat()))
|
||||
if (e.GetEventType() == SmartEvents.UpdateIc && (me == null || !me.IsEngaged()))
|
||||
return;
|
||||
|
||||
if (e.GetEventType() == SmartEvents.UpdateOoc && (me != null && me.IsInCombat()))//can be used with me=NULL (go script)
|
||||
if (e.GetEventType() == SmartEvents.UpdateOoc && (me != null && me.IsEngaged()))//can be used with me=NULL (go script)
|
||||
return;
|
||||
|
||||
if (e.timer < diff)
|
||||
@@ -3741,15 +3730,10 @@ namespace Game.AI
|
||||
|
||||
public void OnMoveInLineOfSight(Unit who)
|
||||
{
|
||||
ProcessEventsFor(SmartEvents.OocLos, who);
|
||||
|
||||
if (me == null)
|
||||
return;
|
||||
|
||||
if (me.GetVictim() != null)
|
||||
return;
|
||||
|
||||
ProcessEventsFor(SmartEvents.IcLos, who);
|
||||
ProcessEventsFor(me.IsEngaged() ? SmartEvents.IcLos : SmartEvents.OocLos, who);
|
||||
}
|
||||
|
||||
Unit DoSelectLowestHpFriendly(float range, uint MinHPDiff)
|
||||
|
||||
Reference in New Issue
Block a user