Core/AI: Clean up charm AI handling.
Port From (https://github.com/TrinityCore/TrinityCore/commit/e4e8c1c59c8b37216814526b4d2551f23934f465)
This commit is contained in:
@@ -48,83 +48,48 @@ namespace Game.Entities
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public void UpdateCharmAI()
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{
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switch (GetTypeId())
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if (IsCharmed())
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{
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case TypeId.Unit:
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if (i_disabledAI != null) // disabled AI must be primary AI
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UnitAI newAI = null;
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if (IsPlayer())
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{
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Unit charmer = GetCharmer();
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if (charmer != null)
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{
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if (!IsCharmed())
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// first, we check if the creature's own AI specifies an override playerai for its owned players
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Creature creatureCharmer = charmer.ToCreature();
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if (creatureCharmer != null)
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{
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i_AI = i_disabledAI;
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i_disabledAI = null;
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if (IsTypeId(TypeId.Unit))
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ToCreature().GetAI().OnCharmed(false);
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}
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}
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else
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{
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if (IsCharmed())
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{
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i_disabledAI = i_AI;
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if (IsPossessed() || IsVehicle())
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i_AI = new PossessedAI(ToCreature());
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else
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i_AI = new PetAI(ToCreature());
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}
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}
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break;
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case TypeId.Player:
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{
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if (IsCharmed()) // if we are currently being charmed, then we should apply charm AI
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{
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i_disabledAI = i_AI;
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UnitAI newAI = null;
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// first, we check if the creature's own AI specifies an override playerai for its owned players
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Unit charmer = GetCharmer();
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if (charmer)
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{
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Creature creatureCharmer = charmer.ToCreature();
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if (creatureCharmer)
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{
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PlayerAI charmAI = creatureCharmer.IsAIEnabled ? creatureCharmer.GetAI().GetAIForCharmedPlayer(ToPlayer()) : null;
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if (charmAI != null)
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newAI = charmAI;
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}
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else
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{
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Log.outError(LogFilter.Misc, "Attempt to assign charm AI to player {0} who is charmed by non-creature {1}.", GetGUID().ToString(), GetCharmerGUID().ToString());
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}
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}
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if (newAI == null) // otherwise, we default to the generic one
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newAI = new SimpleCharmedPlayerAI(ToPlayer());
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i_AI = newAI;
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newAI.OnCharmed(true);
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CreatureAI charmerAI = creatureCharmer.GetAI();
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if (charmerAI != null)
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newAI = charmerAI.GetAIForCharmedPlayer(ToPlayer());
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}
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else
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{
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if (i_AI != null)
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{
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// we allow the charmed PlayerAI to clean up
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i_AI.OnCharmed(false);
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}
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else
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{
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Log.outError(LogFilter.Misc, "Attempt to remove charm AI from player {0} who doesn't currently have charm AI.", GetGUID().ToString());
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}
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// and restore our previous PlayerAI (if we had one)
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i_AI = i_disabledAI;
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i_disabledAI = null;
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// IsAIEnabled gets handled in the caller
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}
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break;
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Log.outError(LogFilter.Misc, $"Attempt to assign charm AI to player {GetGUID()} who is charmed by non-creature {GetCharmerGUID()}.");
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}
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default:
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Log.outError(LogFilter.Misc, "Attempt to update charm AI for unit {0}, which is neither player nor creature.", GetGUID().ToString());
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break;
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}
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if (newAI == null) // otherwise, we default to the generic one
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newAI = new SimpleCharmedPlayerAI(ToPlayer());
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}
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else
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{
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Cypher.Assert(IsCreature());
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if (IsPossessed() || IsVehicle())
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newAI = new PossessedAI(ToCreature());
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else
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newAI = new PetAI(ToCreature());
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}
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Cypher.Assert(newAI != null);
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i_AI = newAI;
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newAI.OnCharmed(true);
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AIUpdateTick(0, true);
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}
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else
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{
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RestoreDisabledAI();
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if (i_AI != null)
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i_AI.OnCharmed(true);
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}
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}
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public void SetMinion(Minion minion, bool apply)
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@@ -365,7 +330,12 @@ namespace Game.Entities
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StopMoving();
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ToCreature().GetAI().OnCharmed(true);
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// AI will schedule its own change if appropriate
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UnitAI ai = GetAI();
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if (ai != null)
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ai.OnCharmed(false);
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else
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ScheduleAIChange();
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}
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else
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{
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@@ -378,12 +348,11 @@ namespace Game.Entities
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if (charmer.IsTypeId(TypeId.Unit)) // we are charmed by a creature
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{
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// change AI to charmed AI on next Update tick
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NeedChangeAI = true;
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if (IsAIEnabled)
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{
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IsAIEnabled = false;
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player.GetAI().OnCharmed(true);
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}
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UnitAI ai = GetAI();
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if (ai != null)
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ai.OnCharmed(false);
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else
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player.ScheduleAIChange();
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}
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player.SetClientControl(this, false);
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@@ -482,17 +451,9 @@ namespace Game.Entities
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///@todo Handle SLOT_IDLE motion resume
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GetMotionMaster().InitializeDefault();
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Creature creature = ToCreature();
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if (creature)
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{
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// Creature will restore its old AI on next update
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if (creature.GetAI() != null)
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creature.GetAI().OnCharmed(false);
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// Vehicle should not attack its passenger after he exists the seat
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if (type != CharmType.Vehicle)
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LastCharmerGUID = charmer ? charmer.GetGUID() : ObjectGuid.Empty;
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}
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// Vehicle should not attack its passenger after he exists the seat
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if (type != CharmType.Vehicle)
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LastCharmerGUID = charmer.GetGUID();
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// If charmer still exists
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if (!charmer)
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@@ -539,17 +500,12 @@ namespace Game.Entities
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}
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}
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Player player = ToPlayer();
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if (player)
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{
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if (charmer.IsTypeId(TypeId.Unit)) // charmed by a creature, this means we had PlayerAI
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{
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NeedChangeAI = true;
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IsAIEnabled = false;
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}
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if (!IsPlayer() || charmer.IsCreature())
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GetAI().OnCharmed(false); // AI will potentially schedule a charm ai update
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Player player = ToPlayer();
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if (player != null)
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player.SetClientControl(this, true);
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}
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// a guardian should always have charminfo
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if (playerCharmer && this != charmer.GetFirstControlled())
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