Files
CypherCore/Source/Game/AI/ScriptedAI/ScriptedEscortAI.cs
T
2018-01-02 13:02:21 -05:00

624 lines
22 KiB
C#

/*
* Copyright (C) 2012-2018 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;
using System.Collections.Generic;
using System.Linq;
namespace Game.AI
{
public class npc_escortAI : ScriptedAI
{
public npc_escortAI(Creature creature) : base(creature)
{
m_uiPlayerGUID = ObjectGuid.Empty;
m_uiWPWaitTimer = 2500;
m_uiPlayerCheckTimer = 1000;
m_uiEscortState = eEscortState.None;
MaxPlayerDistance = 50;
m_pQuestForEscort = null;
m_bIsActiveAttacker = true;
m_bIsRunning = false;
m_bCanInstantRespawn = false;
m_bCanReturnToStart = false;
DespawnAtEnd = true;
DespawnAtFar = true;
ScriptWP = false;
HasImmuneToNPCFlags = false;
}
public override void AttackStart(Unit who)
{
if (!who)
return;
if (me.Attack(who, true))
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
if (IsCombatMovementAllowed())
me.GetMotionMaster().MoveChase(who);
}
}
//see followerAI
bool AssistPlayerInCombatAgainst(Unit who)
{
if (!who || !who.GetVictim())
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;
//never attack friendly
if (me.IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me.IsWithinDistInMap(who, GetMaxPlayerDistance()) && me.IsWithinLOSInMap(who))
{
//already fighting someone?
if (!me.GetVictim())
{
AttackStart(who);
return true;
}
else
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
return true;
}
}
return false;
}
public override void MoveInLineOfSight(Unit who)
{
if (me.HasReactState(ReactStates.Aggressive) && !me.HasUnitState(UnitState.Stunned) && who.isTargetableForAttack() && who.isInAccessiblePlaceFor(me))
{
if (HasEscortState(eEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
return;
if (!me.CanFly() && me.GetDistanceZ(who) > SharedConst.CreatureAttackRangeZ)
return;
if (me.IsHostileTo(who))
{
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);
}
}
}
}
}
public override void JustDied(Unit killer)
{
if (!HasEscortState(eEscortState.Escorting) || m_uiPlayerGUID.IsEmpty() || m_pQuestForEscort == null)
return;
Player player = GetPlayerForEscort();
if (player)
{
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.next())
{
Player member = groupRef.GetSource();
if (member)
member.FailQuest(m_pQuestForEscort.Id);
}
}
else
player.FailQuest(m_pQuestForEscort.Id);
}
}
public override void JustRespawned()
{
m_uiEscortState = eEscortState.None;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (me.getFaction() != me.GetCreatureTemplate().Faction)
me.RestoreFaction();
Reset();
}
void ReturnToLastPoint()
{
float x, y, z, o;
me.GetHomePosition(out x, out y, out z, out o);
me.GetMotionMaster().MovePoint(0xFFFFFF, x, y, z);
}
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
{
me.RemoveAllAuras();
me.DeleteThreatList();
me.CombatStop(true);
me.SetLootRecipient(null);
if (HasEscortState(eEscortState.Escorting))
{
AddEscortState(eEscortState.Returning);
ReturnToLastPoint();
Log.outDebug(LogFilter.Scripts, "EscortAI has left combat and is now returning to last point");
}
else
{
me.GetMotionMaster().MoveTargetedHome();
if (HasImmuneToNPCFlags)
me.SetFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
Reset();
}
}
bool IsPlayerOrGroupInRange()
{
Player player = GetPlayerForEscort();
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 (me.IsWithinDistInMap(member, GetMaxPlayerDistance()))
return true;
}
}
else if (me.IsWithinDistInMap(player, GetMaxPlayerDistance()))
return true;
}
return false;
}
public override void UpdateAI(uint diff)
{
//Waypoint Updating
if (HasEscortState(eEscortState.Escorting) && !me.GetVictim() && m_uiWPWaitTimer != 0 && !HasEscortState(eEscortState.Returning))
{
if (m_uiWPWaitTimer <= diff)
{
//End of the line
if (WPIndex == WaypointList.Count)
{
if (DespawnAtEnd)
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me.GetRespawnPosition(out fRetX, out fRetY, out fRetZ);
me.GetMotionMaster().MovePoint(0xFFFFFE, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
Log.outDebug(LogFilter.Scripts, "EscortAI are returning home to spawn location: {0}, {1}, {2}, {3}", 0xFFFFFE, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
}
else
me.DespawnOrUnsummon();
return;
}
else
{
Log.outDebug(LogFilter.Scripts, "EscortAI reached end of waypoints with Despawn off");
return;
}
}
if (!HasEscortState(eEscortState.Paused))
{
me.GetMotionMaster().MovePoint(GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
Log.outDebug(LogFilter.Scripts, "EscortAI start waypoint {0} ({1}, {2}, {3}).", GetCurrentWaypoint().id, GetCurrentWaypoint().x, GetCurrentWaypoint().y, GetCurrentWaypoint().z);
WaypointStart(GetCurrentWaypoint().id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= diff;
}
//Check if player or any member of his group is within range
if (HasEscortState(eEscortState.Escorting) && !m_uiPlayerGUID.IsEmpty() && !me.GetVictim() && !HasEscortState(eEscortState.Returning))
{
if (m_uiPlayerCheckTimer <= diff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
Log.outDebug(LogFilter.Scripts, "EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
me.setDeathState(DeathState.JustDied);
me.Respawn();
}
else
me.DespawnOrUnsummon();
return;
}
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= diff;
}
UpdateEscortAI(diff);
}
void UpdateEscortAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
public override void MovementInform(MovementGeneratorType moveType, uint pointId)
{
if (moveType != MovementGeneratorType.Point || !HasEscortState(eEscortState.Escorting))
return;
//Combat start position reached, continue waypoint movement
if (pointId == 0xFFFFFF)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original position before combat");
me.SetWalk(!m_bIsRunning);
RemoveEscortState(eEscortState.Returning);
if (m_uiWPWaitTimer == 0)
m_uiWPWaitTimer = 1;
}
else if (pointId == 0xFFFFFE)
{
Log.outDebug(LogFilter.Scripts, "EscortAI has returned to original home location and will continue from beginning of waypoint list.");
WPIndex = 0;
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (GetCurrentWaypoint().id != pointId)
{
Log.outDebug(LogFilter.Server, "TSCR ERROR: EscortAI reached waypoint out of order {0}, expected {1}, creature entry {2}", pointId, GetCurrentWaypoint().id, me.GetEntry());
return;
}
Log.outDebug(LogFilter.Scripts, "EscortAI Waypoint {0} reached", GetCurrentWaypoint().id);
//Call WP function
WaypointReached(GetCurrentWaypoint().id);
m_uiWPWaitTimer = GetCurrentWaypoint().WaitTimeMs + 1;
++WPIndex;
}
}
public void AddWaypoint(uint id, float x, float y, float z, uint waitTime = 0)
{
Escort_Waypoint t = new Escort_Waypoint(id, x, y, z, waitTime);
WaypointList.Add(t);
ScriptWP = true;
}
void FillPointMovementListForCreature()
{
var movePoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
if (movePoints.Empty())
return;
foreach (var pointMove in movePoints)
{
Escort_Waypoint point = new Escort_Waypoint(pointMove.uiPointId, pointMove.fX, pointMove.fY, pointMove.fZ, pointMove.uiWaitTime);
WaypointList.Add(point);
}
}
public void SetRun(bool on = true)
{
if (on)
{
if (!m_bIsRunning)
me.SetWalk(false);
else
Log.outDebug(LogFilter.Scripts, "EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me.SetWalk(true);
else
Log.outDebug(LogFilter.Scripts, "EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = on;
}
/// todo get rid of this many variables passed in function.
public void Start(bool isActiveAttacker = true, bool run = false, ObjectGuid playerGUID = default(ObjectGuid), Quest quest = null, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true)
{
if (me.GetVictim())
{
Log.outError(LogFilter.Server, "TSCR ERROR: EscortAI (script: {0}, creature entry: {1}) attempts to Start while in combat", me.GetScriptName(), me.GetEntry());
return;
}
if (HasEscortState(eEscortState.Escorting))
{
Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) attempts to Start while already escorting", me.GetScriptName(), me.GetEntry());
return;
}
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
if (WaypointList.Empty())
{
Log.outError(LogFilter.Scripts, "EscortAI (script: {0}, creature entry: {1}) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: {2}).",
me.GetScriptName(), me.GetEntry(), quest != null ? quest.Id : 0);
return;
}
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
m_uiPlayerGUID = playerGUID;
m_pQuestForEscort = quest;
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
Log.outDebug(LogFilter.Scripts, "EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
me.GetMotionMaster().MovementExpired();
me.GetMotionMaster().MoveIdle();
Log.outDebug(LogFilter.Scripts, "EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
me.SetUInt64Value(UnitFields.NpcFlags, (ulong)NPCFlags.None);
if (me.HasFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc))
{
HasImmuneToNPCFlags = true;
me.RemoveFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc);
}
Log.outDebug(LogFilter.Scripts, "EscortAI started with {0} waypoints. ActiveAttacker = {1}, Run = {2}, PlayerGUID = {3}", WaypointList.Count, m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
WPIndex = 0;
//Set initial speed
if (m_bIsRunning)
me.SetWalk(false);
else
me.SetWalk(true);
AddEscortState(eEscortState.Escorting);
}
public void SetEscortPaused(bool on)
{
if (!HasEscortState(eEscortState.Escorting))
return;
if (on)
AddEscortState(eEscortState.Paused);
else
RemoveEscortState(eEscortState.Paused);
}
bool SetNextWaypoint(uint pointId, float x, float y, float z, float orientation)
{
me.UpdatePosition(x, y, z, orientation);
return SetNextWaypoint(pointId, false, true);
}
bool SetNextWaypoint(uint pointId, bool setPosition, bool resetWaypointsOnFail)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
if (WaypointList.Empty())
return false;
int size = WaypointList.Count;
Escort_Waypoint waypoint = new Escort_Waypoint(0, 0, 0, 0, 0);
do
{
waypoint = WaypointList.FirstOrDefault();
WaypointList.RemoveAt(0);
if (waypoint.id == pointId)
{
if (setPosition)
me.UpdatePosition(waypoint.x, waypoint.y, waypoint.z, me.GetOrientation());
WPIndex = 0;
return true;
}
}
while (!WaypointList.Empty());
// we failed.
// we reset the waypoints in the start; if we pulled any, reset it again
if (resetWaypointsOnFail && size != WaypointList.Count)
{
if (!WaypointList.Empty())
WaypointList.Clear();
FillPointMovementListForCreature();
}
return false;
}
public bool GetWaypointPosition(uint pointId, ref float x, ref float y, ref float z)
{
var waypoints = Global.ScriptMgr.GetPointMoveList(me.GetEntry());
if (waypoints.Empty())
return false;
foreach (var point in waypoints)
{
if (point.uiPointId == pointId)
{
x = point.fX;
y = point.fY;
z = point.fZ;
return true;
}
}
return false;
}
public virtual void WaypointReached(uint pointId) { }
public virtual void WaypointStart(uint pointId) { }
public bool HasEscortState(eEscortState escortState) { return m_uiEscortState.HasAnyFlag(escortState); }
public override bool IsEscorted() { return m_uiEscortState.HasAnyFlag(eEscortState.Escorting); }
public void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
public float GetMaxPlayerDistance() { return MaxPlayerDistance; }
public void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
public void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
public bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
public void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
public ObjectGuid GetEventStarterGUID() { return m_uiPlayerGUID; }
public Player GetPlayerForEscort() { return Global.ObjAccessor.GetPlayer(me, m_uiPlayerGUID); }
void AddEscortState(eEscortState escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(eEscortState escortState) { m_uiEscortState &= ~escortState; }
ObjectGuid m_uiPlayerGUID;
uint m_uiWPWaitTimer;
uint m_uiPlayerCheckTimer;
eEscortState m_uiEscortState;
float MaxPlayerDistance;
Quest m_pQuestForEscort; //generally passed in Start() when regular escort script.
List<Escort_Waypoint> WaypointList = new List<Escort_Waypoint>();
Escort_Waypoint GetCurrentWaypoint()
{
return WaypointList[WPIndex];
}
int WPIndex;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;
bool DespawnAtFar;
bool ScriptWP;
bool HasImmuneToNPCFlags;
}
public class Escort_Waypoint
{
public Escort_Waypoint(uint _id, float _x, float _y, float _z, uint _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
public uint id;
public float x;
public float y;
public float z;
public uint WaitTimeMs;
}
public enum eEscortState
{
None = 0x000, //nothing in progress
Escorting = 0x001, //escort are in progress
Returning = 0x002, //escort is returning after being in combat
Paused = 0x004 //will not proceed with waypoints before state is removed
}
}