a3dc7b3f48
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
362 lines
11 KiB
C#
362 lines
11 KiB
C#
/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using System.Collections.Generic;
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namespace Game.AI
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{
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public class CombatAI : CreatureAI
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{
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public CombatAI(Creature c) : base(c) { }
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public override void InitializeAI()
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{
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for (var i = 0; i < SharedConst.MaxCreatureSpells; ++i)
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if (me.m_spells[i] != 0 && Global.SpellMgr.GetSpellInfo(me.m_spells[i]) != null)
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spells.Add(me.m_spells[i]);
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base.InitializeAI();
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}
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public override void Reset()
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{
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_events.Reset();
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}
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public override void JustDied(Unit killer)
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{
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foreach (var id in spells)
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if (AISpellInfo[id].condition == AICondition.Die)
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me.CastSpell(killer, id, true);
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}
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public override void EnterCombat(Unit victim)
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{
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foreach (var id in spells)
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{
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if (AISpellInfo[id].condition == AICondition.Aggro)
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me.CastSpell(victim, id, false);
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else if (AISpellInfo[id].condition == AICondition.Combat)
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_events.ScheduleEvent(id, AISpellInfo[id].cooldown + RandomHelper.Rand32() % AISpellInfo[id].cooldown);
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}
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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_events.Update(diff);
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if (me.HasUnitState(UnitState.Casting))
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return;
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uint spellId = _events.ExecuteEvent();
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if (spellId != 0)
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{
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DoCast(spellId);
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_events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + RandomHelper.Rand32() % AISpellInfo[spellId].cooldown);
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}
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DoMeleeAttackIfReady();
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}
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public override void SpellInterrupted(uint spellId, uint unTimeMs)
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{
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_events.RescheduleEvent(spellId, unTimeMs);
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}
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public List<uint> spells = new List<uint>();
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}
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public class AggressorAI : CreatureAI
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{
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public AggressorAI(Creature c) : base(c) { }
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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}
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public class CasterAI : CombatAI
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{
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public CasterAI(Creature c)
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: base(c)
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{
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m_attackDist = SharedConst.MeleeRange;
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}
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public override void InitializeAI()
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{
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base.InitializeAI();
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m_attackDist = 30.0f;
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foreach (var id in spells)
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if (AISpellInfo[id].condition == AICondition.Combat && m_attackDist > AISpellInfo[id].maxRange)
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m_attackDist = AISpellInfo[id].maxRange;
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if (m_attackDist == 30.0f)
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m_attackDist = SharedConst.MeleeRange;
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}
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public override void AttackStart(Unit victim)
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{
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AttackStartCaster(victim, m_attackDist);
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}
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public override void EnterCombat(Unit victim)
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{
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if (spells.Empty())
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return;
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int spell = (int)(RandomHelper.Rand32() % spells.Count);
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uint count = 0;
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foreach (var id in spells)
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{
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if (AISpellInfo[id].condition == AICondition.Aggro)
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me.CastSpell(victim, id, false);
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else if (AISpellInfo[id].condition == AICondition.Combat)
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{
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uint cooldown = AISpellInfo[id].realCooldown;
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if (count == spell)
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{
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DoCast(spells[spell]);
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cooldown += (uint)me.GetCurrentSpellCastTime(id);
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}
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_events.ScheduleEvent(id, cooldown);
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}
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}
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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_events.Update(diff);
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if (me.GetVictim().HasBreakableByDamageCrowdControlAura(me))
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{
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me.InterruptNonMeleeSpells(false);
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return;
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}
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if (me.HasUnitState(UnitState.Casting))
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return;
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uint spellId = _events.ExecuteEvent();
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if (spellId != 0)
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{
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DoCast(spellId);
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uint casttime = (uint)me.GetCurrentSpellCastTime(spellId);
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_events.ScheduleEvent(spellId, (casttime != 0 ? casttime : 500) + AISpellInfo[spellId].realCooldown);
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}
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}
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float m_attackDist;
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}
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public class ArcherAI : CreatureAI
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{
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public ArcherAI(Creature c)
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: base(c)
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{
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if (me.m_spells[0] == 0)
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Log.outError(LogFilter.ScriptsAi, "ArcherAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
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var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0]);
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m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
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if (m_minRange == 0)
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m_minRange = SharedConst.MeleeRange;
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me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
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me.m_SightDistance = me.m_CombatDistance;
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}
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public override void AttackStart(Unit who)
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{
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if (who == null)
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return;
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if (me.IsWithinCombatRange(who, m_minRange))
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{
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if (me.Attack(who, true) && !who.IsFlying())
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me.GetMotionMaster().MoveChase(who);
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}
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else
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{
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if (me.Attack(who, false) && !who.IsFlying())
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me.GetMotionMaster().MoveChase(who, me.m_CombatDistance);
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}
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if (who.IsFlying())
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me.GetMotionMaster().MoveIdle();
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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if (!me.IsWithinCombatRange(me.GetVictim(), m_minRange))
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DoSpellAttackIfReady(me.m_spells[0]);
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else
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DoMeleeAttackIfReady();
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}
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float m_minRange;
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}
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public class TurretAI : CreatureAI
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{
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public TurretAI(Creature c)
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: base(c)
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{
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if (me.m_spells[0] == 0)
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Log.outError(LogFilter.Server, "TurretAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
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var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0]);
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m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
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me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
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me.m_SightDistance = me.m_CombatDistance;
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}
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public override bool CanAIAttack(Unit victim)
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{
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/// todo use one function to replace it
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if (!me.IsWithinCombatRange(me.GetVictim(), me.m_CombatDistance)
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|| (m_minRange != 0 && me.IsWithinCombatRange(me.GetVictim(), m_minRange)))
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return false;
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return true;
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}
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public override void AttackStart(Unit victim)
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{
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if (victim != null)
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me.Attack(victim, false);
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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DoSpellAttackIfReady(me.m_spells[0]);
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}
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float m_minRange;
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}
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public class VehicleAI : CreatureAI
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{
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const int VEHICLE_CONDITION_CHECK_TIME = 1000;
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const int VEHICLE_DISMISS_TIME = 5000;
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public VehicleAI(Creature creature) : base(creature)
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{
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m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
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LoadConditions();
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m_DoDismiss = false;
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m_DismissTimer = VEHICLE_DISMISS_TIME;
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}
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public override void UpdateAI(uint diff)
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{
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CheckConditions(diff);
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if (m_DoDismiss)
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{
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if (m_DismissTimer < diff)
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{
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m_DoDismiss = false;
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me.DespawnOrUnsummon();
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}
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else
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m_DismissTimer -= diff;
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}
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}
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public override void OnCharmed(bool apply)
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{
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if (!me.GetVehicleKit().IsVehicleInUse() && !apply && m_HasConditions)//was used and has conditions
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m_DoDismiss = true;//needs reset
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else if (apply)
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m_DoDismiss = false;//in use again
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m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
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}
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void LoadConditions()
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{
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m_HasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry());
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}
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void CheckConditions(uint diff)
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{
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if (m_ConditionsTimer < diff)
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{
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if (m_HasConditions)
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{
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Vehicle vehicleKit = me.GetVehicleKit();
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if (vehicleKit)
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{
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foreach (var pair in vehicleKit.Seats)
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{
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Unit passenger = Global.ObjAccessor.GetUnit(me, pair.Value.Passenger.Guid);
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if (passenger)
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{
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Player player = passenger.ToPlayer();
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if (player)
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{
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if (!Global.ConditionMgr.IsObjectMeetingNotGroupedConditions(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry(), player, me))
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{
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player.ExitVehicle();
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return;//check other pessanger in next tick
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}
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}
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}
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}
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}
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}
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m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
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}
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else
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m_ConditionsTimer -= diff;
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}
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bool m_HasConditions;
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uint m_ConditionsTimer;
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bool m_DoDismiss;
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uint m_DismissTimer;
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}
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public class ReactorAI : CreatureAI
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{
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public ReactorAI(Creature c) : base(c) { }
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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}
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}
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