Files
CypherCore/Source/Game/AI/ScriptedAI/ScriptedFollowerAI.cs
T

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C#

/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using Game.Groups;
using System;
namespace Game.AI
{
enum FollowState
{
None = 0x000,
Inprogress = 0x001, //must always have this state for any follow
Returning = 0x002, //when returning to combat start after being in combat
Paused = 0x004, //disables following
Complete = 0x008, //follow is completed and may end
PreEvent = 0x010, //not implemented (allow pre event to run, before follow is initiated)
PostEvent = 0x020 //can be set at complete and allow post event to run
}
class FollowerAI : ScriptedAI
{
ObjectGuid _leaderGUID;
uint _updateFollowTimer;
FollowState _followState;
Quest _questForFollow; //normally we have a quest
public FollowerAI(Creature creature) : base(creature)
{
_updateFollowTimer = 2500;
_followState = FollowState.None;
_questForFollow = null;
}
public override void MovementInform(MovementGeneratorType motionType, uint pointId)
{
if (motionType != MovementGeneratorType.Point || !HasFollowState(FollowState.Inprogress))
return;
if (pointId == 0xFFFFFF)
{
if (GetLeaderForFollower())
{
if (!HasFollowState(FollowState.Paused))
AddFollowState(FollowState.Returning);
}
else
me.DespawnOrUnsummon();
}
}
public override void AttackStart(Unit who)
{
base.AttackStart(who);
}
public override void MoveInLineOfSight(Unit who)
{
// TODO: what in the world is this?
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.IsTargetableForAttack() && who.IsInAccessiblePlaceFor(me))
return;
if (HasFollowState(FollowState.Inprogress) && AssistPlayerInCombatAgainst(who))
return;
base.MoveInLineOfSight(who);
}
public override void JustDied(Unit killer)
{
if (!HasFollowState(FollowState.Inprogress) || _leaderGUID.IsEmpty() || _questForFollow == null)
return;
// @todo need a better check for quests with time limit.
Player player = GetLeaderForFollower();
if (player)
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member)
if (member.IsInMap(player))
member.FailQuest(_questForFollow.Id);
}
}
else
player.FailQuest(_questForFollow.Id);
}
}
public override void JustAppeared()
{
_followState = FollowState.None;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
if (me.GetFaction() != me.GetCreatureTemplate().Faction)
me.SetFaction(me.GetCreatureTemplate().Faction);
Reset();
}
public override void EnterEvadeMode(EvadeReason why)
{
if (!me.IsAlive())
{
EngagementOver();
return;
}
me.RemoveAllAuras();
me.CombatStop(true);
me.SetLootRecipient(null);
me.SetCannotReachTarget(false);
me.DoNotReacquireTarget();
EngagementOver();
if (HasFollowState(FollowState.Inprogress))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI left combat, returning to CombatStartPosition.");
if (me.HasUnitState(UnitState.Chase))
me.GetMotionMaster().Remove(MovementGeneratorType.Chase);
}
else
me.GetMotionMaster().MoveTargetedHome();
Reset();
}
public override void UpdateAI(uint uiDiff)
{
if (HasFollowState(FollowState.Inprogress) && !me.GetVictim())
{
if (_updateFollowTimer <= uiDiff)
{
if (HasFollowState(FollowState.Complete) && !HasFollowState(FollowState.PostEvent))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI is set completed, despawns.");
me.DespawnOrUnsummon();
return;
}
bool bIsMaxRangeExceeded = true;
Player player = GetLeaderForFollower();
if (player)
{
if (HasFollowState(FollowState.Returning))
{
Log.outDebug(LogFilter.Scripts, "FollowerAI is returning to leader.");
RemoveFollowState(FollowState.Returning);
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
return;
}
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member && me.IsWithinDistInMap(member, 100.0f))
{
bIsMaxRangeExceeded = false;
break;
}
}
}
else
{
if (me.IsWithinDistInMap(player, 100.0f))
bIsMaxRangeExceeded = false;
}
}
if (bIsMaxRangeExceeded)
{
Log.outDebug(LogFilter.Scripts, "FollowerAI failed because player/group was to far away or not found");
me.DespawnOrUnsummon();
return;
}
_updateFollowTimer = 1000;
}
else
_updateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void UpdateFollowerAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
public void StartFollow(Player player, uint factionForFollower = 0, Quest quest = null)
{
if (me.GetVictim())
{
Log.outDebug(LogFilter.Scripts, "FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(FollowState.Inprogress))
{
Log.outError(LogFilter.Scenario, "FollowerAI attempt to StartFollow while already following.");
return;
}
//set variables
_leaderGUID = player.GetGUID();
if (factionForFollower != 0)
me.SetFaction(factionForFollower);
_questForFollow = quest;
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
me.PauseMovement();
me.SetNpcFlags(NPCFlags.None);
me.SetNpcFlags2(NPCFlags2.None);
AddFollowState(FollowState.Inprogress);
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
Log.outDebug(LogFilter.Scripts, "FollowerAI start follow {0} ({1})", player.GetName(), _leaderGUID.ToString());
}
public void SetFollowPaused(bool paused)
{
if (!HasFollowState(FollowState.Inprogress) || HasFollowState(FollowState.Complete))
return;
if (paused)
{
AddFollowState(FollowState.Paused);
if (me.HasUnitState(UnitState.Follow))
me.GetMotionMaster().Remove(MovementGeneratorType.Follow);
}
else
{
RemoveFollowState(FollowState.Paused);
Player leader = GetLeaderForFollower();
if (leader != null)
me.GetMotionMaster().MoveFollow(leader, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
}
}
public void SetFollowComplete(bool withEndEvent = false)
{
if (me.HasUnitState(UnitState.Follow))
me.GetMotionMaster().Remove(MovementGeneratorType.Follow);
if (withEndEvent)
AddFollowState(FollowState.PostEvent);
else
{
if (HasFollowState(FollowState.PostEvent))
RemoveFollowState(FollowState.PostEvent);
}
AddFollowState(FollowState.Complete);
}
Player GetLeaderForFollower()
{
Player player = Global.ObjAccessor.GetPlayer(me, _leaderGUID);
if (player)
{
if (player.IsAlive())
return player;
else
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member && me.IsWithinDistInMap(member, 100.0f) && member.IsAlive())
{
Log.outDebug(LogFilter.Scripts, "FollowerAI GetLeader changed and returned new leader.");
_leaderGUID = member.GetGUID();
return member;
}
}
}
}
}
Log.outDebug(LogFilter.Scripts, "FollowerAI GetLeader can not find suitable leader.");
return null;
}
//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
//It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool AssistPlayerInCombatAgainst(Unit who)
{
if (!who || !who.GetVictim())
return false;
if (me.HasReactState(ReactStates.Passive))
return false;
//experimental (unknown) flag not present
if (!me.GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.CanAssist))
return false;
//not a player
if (!who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
if (!who.IsInAccessiblePlaceFor(me))
return false;
if (!CanAIAttack(who))
return false;
// we cannot attack in evade mode
if (me.IsInEvadeMode())
return false;
// or if enemy is in evade mode
if (who.GetTypeId() == TypeId.Unit && who.ToCreature().IsInEvadeMode())
return false;
//never attack friendly
if (me.IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me.IsWithinDistInMap(who, 100.0f) && me.IsWithinLOSInMap(who))
{
me.EngageWithTarget(who);
return true;
}
return false;
}
bool HasFollowState(FollowState uiFollowState) { return (_followState & uiFollowState) != 0; }
void AddFollowState(FollowState uiFollowState) { _followState |= uiFollowState; }
void RemoveFollowState(FollowState uiFollowState) { _followState &= ~uiFollowState; }
}
}