Files
CypherCore/Source/Game/AI/SmartScripts/SmartAI.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 Game.Maps;
using Game.Spells;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.AI
{
public class SmartAI : CreatureAI
{
const int SMART_ESCORT_MAX_PLAYER_DIST = 60;
const int SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2;
public uint EscortQuestID;
SmartScript _script = new();
bool _isCharmed;
uint _followCreditType;
uint _followArrivedTimer;
uint _followCredit;
uint _followArrivedEntry;
ObjectGuid _followGuid;
float _followDist;
float _followAngle;
SmartEscortState _escortState;
uint _escortNPCFlags;
uint _escortInvokerCheckTimer;
WaypointPath _path;
uint _currentWaypointNode;
bool _waypointReached;
uint _waypointPauseTimer;
bool _waypointPauseForced;
bool _repeatWaypointPath;
bool _OOCReached;
bool _waypointPathEnded;
bool _run;
bool _evadeDisabled;
bool _canAutoAttack;
bool _canCombatMove;
uint _invincibilityHpLevel;
uint _despawnTime;
uint _despawnState;
// Vehicle conditions
bool _hasConditions;
uint _conditionsTimer;
// Gossip
bool _gossipReturn;
public SmartAI(Creature creature) : base(creature)
{
_escortInvokerCheckTimer = 1000;
_run = true;
_canAutoAttack = true;
_canCombatMove = true;
_hasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, creature.GetEntry());
}
bool IsAIControlled()
{
return !_isCharmed;
}
public void StartPath(bool run = false, uint pathId = 0, bool repeat = false, Unit invoker = null, uint nodeId = 1)
{
if (HasEscortState(SmartEscortState.Escorting))
StopPath();
SetRun(run);
if (pathId != 0)
{
if (!LoadPath(pathId))
return;
}
if (_path.nodes.Empty())
return;
_currentWaypointNode = nodeId;
_waypointPathEnded = false;
_repeatWaypointPath = repeat;
// Do not use AddEscortState, removing everything from previous
_escortState = SmartEscortState.Escorting;
if (invoker && invoker.IsPlayer())
{
_escortNPCFlags = me.m_unitData.NpcFlags[0];
me.SetNpcFlags(0);
}
me.GetMotionMaster().MovePath(_path, _repeatWaypointPath);
}
bool LoadPath(uint entry)
{
if (HasEscortState(SmartEscortState.Escorting))
return false;
WaypointPath path = Global.SmartAIMgr.GetPath(entry);
if (path == null || path.nodes.Empty())
{
GetScript().SetPathId(0);
return false;
}
_path = new WaypointPath();
_path.id = path.id;
_path.nodes.AddRange(path.nodes);
foreach (WaypointNode waypoint in _path.nodes)
{
GridDefines.NormalizeMapCoord(ref waypoint.x);
GridDefines.NormalizeMapCoord(ref waypoint.y);
waypoint.moveType = _run ? WaypointMoveType.Run : WaypointMoveType.Walk;
}
GetScript().SetPathId(entry);
return true;
}
public void PausePath(uint delay, bool forced)
{
if (!HasEscortState(SmartEscortState.Escorting))
{
me.PauseMovement(delay, MovementSlot.Default, forced);
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
var (nodeId, pathId) = me.GetCurrentWaypointInfo();
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, nodeId, pathId);
}
return;
}
if (HasEscortState(SmartEscortState.Paused))
{
Log.outError(LogFilter.Server, $"SmartAI.PausePath: Creature entry {me.GetEntry()} wanted to pause waypoint movement while already paused, ignoring.");
return;
}
_waypointPauseTimer = delay;
if (forced)
{
_waypointPauseForced = forced;
SetRun(_run);
me.PauseMovement();
me.SetHomePosition(me.GetPosition());
}
else
_waypointReached = false;
AddEscortState(SmartEscortState.Paused);
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, _currentWaypointNode, GetScript().GetPathId());
}
public bool CanResumePath()
{
if (!HasEscortState(SmartEscortState.Escorting))
{
// The whole resume logic doesn't support this case
return false;
}
return HasEscortState(SmartEscortState.Paused);
}
public void StopPath(uint despawnTime = 0, uint quest = 0, bool fail = false)
{
if (!HasEscortState(SmartEscortState.Escorting))
{
(uint nodeId, uint pathId) waypointInfo = new ();
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
waypointInfo = me.GetCurrentWaypointInfo();
if (_despawnState != 2)
SetDespawnTime(despawnTime);
me.GetMotionMaster().MoveIdle();
if (waypointInfo.Item1 != 0)
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, waypointInfo.Item1, waypointInfo.Item2);
if (!fail)
{
if (waypointInfo.Item1 != 0)
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, waypointInfo.Item1, waypointInfo.Item2);
if (_despawnState == 1)
StartDespawn();
}
return;
}
if (quest != 0)
EscortQuestID = quest;
if (_despawnState != 2)
SetDespawnTime(despawnTime);
me.GetMotionMaster().MoveIdle();
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, _currentWaypointNode, GetScript().GetPathId());
EndPath(fail);
}
public void EndPath(bool fail = false)
{
RemoveEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning);
_path.nodes.Clear();
_waypointPauseTimer = 0;
if (_escortNPCFlags != 0)
{
me.SetNpcFlags((NPCFlags)_escortNPCFlags);
_escortNPCFlags = 0;
}
List<WorldObject> targets = GetScript().GetStoredTargetList(SharedConst.SmartEscortTargets, me);
if (targets != null && EscortQuestID != 0)
{
if (targets.Count == 1 && GetScript().IsPlayer(targets.First()))
{
Player player = targets.First().ToPlayer();
if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
player.GroupEventHappens(EscortQuestID, me);
if (fail)
player.FailQuest(EscortQuestID);
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player groupGuy = groupRef.GetSource();
if (!groupGuy.IsInMap(player))
continue;
if (!fail && groupGuy.IsAtGroupRewardDistance(me) && !groupGuy.GetCorpse())
groupGuy.AreaExploredOrEventHappens(EscortQuestID);
else if (fail)
groupGuy.FailQuest(EscortQuestID);
}
}
}
else
{
foreach (var obj in targets)
{
if (GetScript().IsPlayer(obj))
{
Player player = obj.ToPlayer();
if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
player.AreaExploredOrEventHappens(EscortQuestID);
else if (fail)
player.FailQuest(EscortQuestID);
}
}
}
}
// End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
if (fail)
return;
uint pathid = GetScript().GetPathId();
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, _currentWaypointNode, pathid);
if (_repeatWaypointPath)
{
if (IsAIControlled())
StartPath(_run, GetScript().GetPathId(), _repeatWaypointPath);
}
else if (pathid == GetScript().GetPathId()) // if it's not the same pathid, our script wants to start another path; don't override it
GetScript().SetPathId(0);
if (_despawnState == 1)
StartDespawn();
}
public void ResumePath()
{
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, _currentWaypointNode, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Paused);
_waypointPauseForced = false;
_waypointReached = false;
_waypointPauseTimer = 0;
SetRun(_run);
me.ResumeMovement();
}
void ReturnToLastOOCPos()
{
if (!IsAIControlled())
return;
me.SetWalk(false);
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, me.GetHomePosition());
}
public override void UpdateAI(uint diff)
{
if (!me.IsAlive())
{
if (IsEngaged())
EngagementOver();
return;
}
CheckConditions(diff);
bool hasVictim = UpdateVictim();
GetScript().OnUpdate(diff);
UpdatePath(diff);
UpdateFollow(diff);
UpdateDespawn(diff);
if (!IsAIControlled())
return;
if (!hasVictim)
return;
if (_canAutoAttack)
DoMeleeAttackIfReady();
}
bool IsEscortInvokerInRange()
{
var targets = GetScript().GetStoredTargetList(SharedConst.SmartEscortTargets, me);
if (targets != null)
{
float checkDist = me.GetInstanceScript() != null ? SMART_ESCORT_MAX_PLAYER_DIST * 2 : SMART_ESCORT_MAX_PLAYER_DIST;
if (targets.Count == 1 && GetScript().IsPlayer(targets.First()))
{
Player player = targets.First().ToPlayer();
if (me.GetDistance(player) <= checkDist)
return true;
Group group = player.GetGroup();
if (group)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player groupGuy = groupRef.GetSource();
if (groupGuy.IsInMap(player) && me.GetDistance(groupGuy) <= checkDist)
return true;
}
}
}
else
{
foreach (var obj in targets)
{
if (GetScript().IsPlayer(obj))
{
if (me.GetDistance(obj.ToPlayer()) <= checkDist)
return true;
}
}
}
// no valid target found
return false;
}
// no player invoker was stored, just ignore range check
return true;
}
public override void WaypointReached(uint nodeId, uint pathId)
{
if (!HasEscortState(SmartEscortState.Escorting))
{
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, nodeId, pathId);
return;
}
_currentWaypointNode = nodeId;
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, _currentWaypointNode, pathId);
if (_waypointPauseTimer != 0 && !_waypointPauseForced)
{
_waypointReached = true;
me.PauseMovement();
me.SetHomePosition(me.GetPosition());
}
else if (HasEscortState(SmartEscortState.Escorting) && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Waypoint)
{
if (_currentWaypointNode == _path.nodes.Count)
_waypointPathEnded = true;
else
SetRun(_run);
}
}
public override void WaypointPathEnded(uint nodeId, uint pathId)
{
if (!HasEscortState(SmartEscortState.Escorting))
{
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, nodeId, pathId);
return;
}
}
public override void MovementInform(MovementGeneratorType movementType, uint id)
{
if (movementType == MovementGeneratorType.Point && id == EventId.SmartEscortLastOCCPoint)
me.ClearUnitState(UnitState.Evade);
GetScript().ProcessEventsFor(SmartEvents.Movementinform, null, (uint)movementType, id);
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (movementType != MovementGeneratorType.Point && id == EventId.SmartEscortLastOCCPoint)
_OOCReached = true;
}
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
{
if (_evadeDisabled)
{
GetScript().ProcessEventsFor(SmartEvents.Evade);
return;
}
if (!IsAIControlled())
{
me.AttackStop();
return;
}
if (!_EnterEvadeMode())
return;
me.AddUnitState(UnitState.Evade);
GetScript().ProcessEventsFor(SmartEvents.Evade); // must be after _EnterEvadeMode (spells, auras, ...)
SetRun(_run);
Unit owner = me.GetCharmerOrOwner();
if (owner != null)
{
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
me.ClearUnitState(UnitState.Evade);
}
else if (HasEscortState(SmartEscortState.Escorting))
{
AddEscortState(SmartEscortState.Returning);
ReturnToLastOOCPos();
}
else
{
Unit target = !_followGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, _followGuid) : null;
if (target)
{
me.GetMotionMaster().MoveFollow(target, _followDist, _followAngle);
// evade is not cleared in MoveFollow, so we can't keep it
me.ClearUnitState(UnitState.Evade);
}
else
me.GetMotionMaster().MoveTargetedHome();
}
if (!me.HasUnitState(UnitState.Evade))
GetScript().OnReset();
}
public override void MoveInLineOfSight(Unit who)
{
if (who == null)
return;
GetScript().OnMoveInLineOfSight(who);
if (!IsAIControlled())
return;
if (HasEscortState(SmartEscortState.Escorting) && AssistPlayerInCombatAgainst(who))
return;
base.MoveInLineOfSight(who);
}
bool AssistPlayerInCombatAgainst(Unit who)
{
if (me.HasReactState(ReactStates.Passive) || !IsAIControlled())
return false;
if (who == null || who.GetVictim() == null)
return false;
//experimental (unknown) flag not present
if (!me.GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.CanAssist))
return false;
//not a player
if (who.GetVictim().GetCharmerOrOwnerPlayerOrPlayerItself() == null)
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.IsCreature() && who.ToCreature().IsInEvadeMode())
return false;
if (!me.IsValidAssistTarget(who.GetVictim()))
return false;
//too far away and no free sight
if (me.IsWithinDistInMap(who, SMART_MAX_AID_DIST) && me.IsWithinLOSInMap(who))
{
me.EngageWithTarget(who);
return true;
}
return false;
}
public override void InitializeAI()
{
GetScript().OnInitialize(me);
_despawnTime = 0;
_despawnState = 0;
_escortState = SmartEscortState.None;
_followGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
_followDist = 0;
_followAngle = 0;
_followCredit = 0;
_followArrivedTimer = 1000;
_followArrivedEntry = 0;
_followCreditType = 0;
}
public override void JustAppeared()
{
base.JustAppeared();
if (me.IsDead())
return;
GetScript().ProcessEventsFor(SmartEvents.Respawn);
GetScript().OnReset();
}
public override void JustReachedHome()
{
GetScript().OnReset();
GetScript().ProcessEventsFor(SmartEvents.ReachedHome);
CreatureGroup formation = me.GetFormation();
if (formation == null || formation.GetLeader() == me || !formation.IsFormed())
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType(MovementSlot.Default) != MovementGeneratorType.Waypoint)
if (me.GetWaypointPath() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
me.ResumeMovement();
}
else if (formation.IsFormed())
me.GetMotionMaster().MoveIdle(); // wait the order of leader
}
public override void JustEngagedWith(Unit victim)
{
if (IsAIControlled())
me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
GetScript().ProcessEventsFor(SmartEvents.Aggro, victim);
}
public override void JustDied(Unit killer)
{
if (HasEscortState(SmartEscortState.Escorting))
EndPath(true);
GetScript().ProcessEventsFor(SmartEvents.Death, killer);
}
public override void KilledUnit(Unit victim)
{
GetScript().ProcessEventsFor(SmartEvents.Kill, victim);
}
public override void JustSummoned(Creature summon)
{
GetScript().ProcessEventsFor(SmartEvents.SummonedUnit, summon);
}
public override void SummonedCreatureDies(Creature summon, Unit killer)
{
GetScript().ProcessEventsFor(SmartEvents.SummonedUnitDies, summon);
}
public override void AttackStart(Unit who)
{
// dont allow charmed npcs to act on their own
if (!IsAIControlled())
{
if (who != null)
me.Attack(who, _canAutoAttack);
return;
}
if (who != null && me.Attack(who, _canAutoAttack))
{
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
me.PauseMovement();
if (_canCombatMove)
{
SetRun(_run);
me.GetMotionMaster().MoveChase(who);
}
}
}
public override void SpellHit(WorldObject caster, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster.ToUnit(), 0, 0, false, spellInfo, caster.ToGameObject());
}
public override void SpellHitTarget(WorldObject target, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target.ToUnit(), 0, 0, false, spellInfo, target.ToGameObject());
}
public override void OnSpellCast(SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.OnSpellCast, null, 0, 0, false, spellInfo);
}
public override void OnSpellFailed(SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.OnSpellFailed, null, 0, 0, false, spellInfo);
}
public override void OnSpellStart(SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.OnSpellStart, null, 0, 0, false, spellInfo);
}
public override void DamageTaken(Unit attacker, ref uint damage, DamageEffectType damageType, SpellInfo spellInfo = null)
{
GetScript().ProcessEventsFor(SmartEvents.Damaged, attacker, damage);
if (!IsAIControlled()) // don't allow players to use unkillable units
return;
if (_invincibilityHpLevel != 0 && (damage >= me.GetHealth() - _invincibilityHpLevel))
damage = (uint)(me.GetHealth() - _invincibilityHpLevel); // damage should not be nullified, because of player damage req.
}
public override void HealReceived(Unit by, uint addhealth)
{
GetScript().ProcessEventsFor(SmartEvents.ReceiveHeal, by, addhealth);
}
public override void ReceiveEmote(Player player, TextEmotes emoteId)
{
GetScript().ProcessEventsFor(SmartEvents.ReceiveEmote, player, (uint)emoteId);
}
public override void IsSummonedBy(WorldObject summoner)
{
GetScript().ProcessEventsFor(SmartEvents.JustSummoned, summoner.ToUnit(), 0, 0, false, null, summoner.ToGameObject());
}
public override void DamageDealt(Unit victim, ref uint damage, DamageEffectType damageType)
{
GetScript().ProcessEventsFor(SmartEvents.DamagedTarget, victim, damage);
}
public override void SummonedCreatureDespawn(Creature summon)
{
GetScript().ProcessEventsFor(SmartEvents.SummonDespawned, summon, summon.GetEntry());
}
public override void CorpseRemoved(long respawnDelay)
{
GetScript().ProcessEventsFor(SmartEvents.CorpseRemoved, null, (uint)respawnDelay);
}
public override void PassengerBoarded(Unit passenger, sbyte seatId, bool apply)
{
GetScript().ProcessEventsFor(apply ? SmartEvents.PassengerBoarded : SmartEvents.PassengerRemoved, passenger, (uint)seatId, 0, apply);
}
public override void OnCharmed(bool isNew)
{
bool charmed = me.IsCharmed();
if (charmed) // do this before we change charmed state, as charmed state might prevent these things from processing
{
if (HasEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning))
EndPath(true);
}
_isCharmed = charmed;
if (charmed && !me.IsPossessed() && !me.IsVehicle())
me.GetMotionMaster().MoveFollow(me.GetCharmer(), SharedConst.PetFollowDist, me.GetFollowAngle());
if (!charmed && !me.IsInEvadeMode())
{
if (_repeatWaypointPath)
StartPath(_run, GetScript().GetPathId(), true);
else
me.SetWalk(!_run);
if (!me.LastCharmerGUID.IsEmpty())
{
if (!me.HasReactState(ReactStates.Passive))
{
Unit lastCharmer = Global.ObjAccessor.GetUnit(me, me.LastCharmerGUID);
if (lastCharmer != null)
me.EngageWithTarget(lastCharmer);
}
me.LastCharmerGUID.Clear();
if (!me.IsInCombat())
EnterEvadeMode(EvadeReason.NoHostiles);
}
}
GetScript().ProcessEventsFor(SmartEvents.Charmed, null, 0, 0, charmed);
if (!GetScript().HasAnyEventWithFlag(SmartEventFlags.WhileCharmed)) // we can change AI if there are no events with this flag
base.OnCharmed(isNew);
}
public override void DoAction(int param)
{
GetScript().ProcessEventsFor(SmartEvents.ActionDone, null, (uint)param);
}
public override uint GetData(uint id)
{
return 0;
}
public override void SetData(uint id, uint value) { SetData(id, value, null); }
public void SetData(uint id, uint value, Unit invoker)
{
GetScript().ProcessEventsFor(SmartEvents.DataSet, invoker, id, value);
}
public override void SetGUID(ObjectGuid guid, int id) { }
public override ObjectGuid GetGUID(int id)
{
return ObjectGuid.Empty;
}
public void SetRun(bool run)
{
me.SetWalk(!run);
_run = run;
foreach (var node in _path.nodes)
node.moveType = run ? WaypointMoveType.Run : WaypointMoveType.Walk;
}
public void SetDisableGravity(bool disable = true)
{
me.SetDisableGravity(disable);
}
public void SetEvadeDisabled(bool disable)
{
_evadeDisabled = disable;
}
public override bool OnGossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player);
return _gossipReturn;
}
public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId);
return _gossipReturn;
}
public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void OnQuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id);
}
public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt);
}
public void SetCombatMove(bool on, bool stopMoving = false)
{
if (_canCombatMove == on)
return;
_canCombatMove = on;
if (!IsAIControlled())
return;
if (me.IsEngaged())
{
if (on)
{
if (!me.HasReactState(ReactStates.Passive) && me.GetVictim() && !me.GetMotionMaster().HasMovementGenerator(movement =>
{
return movement.GetMovementGeneratorType() == MovementGeneratorType.Chase && movement.Mode == MovementGeneratorMode.Default && movement.Priority == MovementGeneratorPriority.Normal;
}))
{
SetRun(_run);
me.GetMotionMaster().MoveChase(me.GetVictim());
}
}
else
{
var movement = me.GetMotionMaster().GetMovementGenerator(a => a.GetMovementGeneratorType() == MovementGeneratorType.Chase && a.Mode == MovementGeneratorMode.Default && a.Priority == MovementGeneratorPriority.Normal);
if (movement != null)
{
me.GetMotionMaster().Remove(movement);
if (stopMoving)
me.StopMoving();
}
}
}
}
public void SetFollow(Unit target, float dist, float angle, uint credit, uint end, uint creditType)
{
if (target == null)
{
StopFollow(false);
return;
}
_followGuid = target.GetGUID();
_followDist = dist;
_followAngle = angle;
_followArrivedTimer = 1000;
_followCredit = credit;
_followArrivedEntry = end;
_followCreditType = creditType;
SetRun(_run);
me.GetMotionMaster().MoveFollow(target, _followDist, _followAngle);
}
public void StopFollow(bool complete)
{
_followGuid.Clear();
_followDist = 0;
_followAngle = 0;
_followCredit = 0;
_followArrivedTimer = 1000;
_followArrivedEntry = 0;
_followCreditType = 0;
me.StopMoving();
me.GetMotionMaster().MoveIdle();
if (!complete)
return;
Player player = Global.ObjAccessor.GetPlayer(me, _followGuid);
if (player != null)
{
if (_followCreditType == 0)
player.RewardPlayerAndGroupAtEvent(_followCredit, me);
else
player.GroupEventHappens(_followCredit, me);
}
SetDespawnTime(5000);
StartDespawn();
GetScript().ProcessEventsFor(SmartEvents.FollowCompleted, player);
}
public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker, uint startFromEventId = 0)
{
GetScript().SetTimedActionList(e, entry, invoker, startFromEventId);
}
public override void OnGameEvent(bool start, ushort eventId)
{
GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
}
public override void OnSpellClick(Unit clicker, ref bool spellClickHandled)
{
if (!spellClickHandled)
return;
GetScript().ProcessEventsFor(SmartEvents.OnSpellclick, clicker);
}
void CheckConditions(uint diff)
{
if (!_hasConditions)
return;
if (_conditionsTimer <= diff)
{
Vehicle vehicleKit = me.GetVehicleKit();
if (vehicleKit != null)
{
foreach (var pair in vehicleKit.Seats)
{
Unit passenger = Global.ObjAccessor.GetUnit(me, pair.Value.Passenger.Guid);
if (passenger != null)
{
Player player = passenger.ToPlayer();
if (player != null)
{
if (!Global.ConditionMgr.IsObjectMeetingNotGroupedConditions(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry(), player, me))
{
player.ExitVehicle();
return; // check other pessanger in next tick
}
}
}
}
}
_conditionsTimer = 1000;
}
else
_conditionsTimer -= diff;
}
void UpdatePath(uint diff)
{
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (_escortInvokerCheckTimer < diff)
{
if (!IsEscortInvokerInRange())
{
StopPath(0, EscortQuestID, true);
// allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
GetScript().ProcessEventsFor(SmartEvents.Death, me);
me.DespawnOrUnsummon();
return;
}
_escortInvokerCheckTimer = 1000;
}
else
_escortInvokerCheckTimer -= diff;
// handle pause
if (HasEscortState(SmartEscortState.Paused) && (_waypointReached || _waypointPauseForced))
{
// Resume only if there was a pause timer set
if (_waypointPauseTimer != 0 && !me.IsInCombat() && !HasEscortState(SmartEscortState.Returning))
{
if (_waypointPauseTimer <= diff)
ResumePath();
else
_waypointPauseTimer -= diff;
}
}
else if (_waypointPathEnded) // end path
{
_waypointPathEnded = false;
StopPath();
return;
}
if (HasEscortState(SmartEscortState.Returning))
{
if (_OOCReached)//reached OOC WP
{
_OOCReached = false;
RemoveEscortState(SmartEscortState.Returning);
if (!HasEscortState(SmartEscortState.Paused))
ResumePath();
}
}
}
void UpdateFollow(uint diff)
{
if (_followGuid.IsEmpty())
{
if (_followArrivedTimer < diff)
{
if (me.FindNearestCreature(_followArrivedEntry, SharedConst.InteractionDistance, true))
{
StopFollow(true);
return;
}
_followArrivedTimer = 1000;
}
else
_followArrivedTimer -= diff;
}
}
void UpdateDespawn(uint diff)
{
if (_despawnState <= 1 || _despawnState > 3)
return;
if (_despawnTime < diff)
{
if (_despawnState == 2)
{
me.SetVisible(false);
_despawnTime = 5000;
_despawnState++;
}
else
me.DespawnOrUnsummon();
}
else
_despawnTime -= diff;
}
public override void Reset()
{
if (!HasEscortState(SmartEscortState.Escorting))//dont mess up escort movement after combat
SetRun(_run);
GetScript().OnReset();
}
public bool HasEscortState(SmartEscortState escortState) { return (_escortState & escortState) != 0; }
public void AddEscortState(SmartEscortState escortState) { _escortState |= escortState; }
public void RemoveEscortState(SmartEscortState escortState) { _escortState &= ~escortState; }
public void SetAutoAttack(bool on) { _canAutoAttack = on; }
public bool CanCombatMove() { return _canCombatMove; }
public SmartScript GetScript() { return _script; }
public void SetInvincibilityHpLevel(uint level) { _invincibilityHpLevel = level; }
public void SetDespawnTime(uint t, uint r = 0)
{
_despawnTime = t;
_despawnState = t != 0 ? 1 : 0u;
}
public void StartDespawn() { _despawnState = 2; }
public void SetWPPauseTimer(uint time) { _waypointPauseTimer = time; }
public void SetGossipReturn(bool val) { _gossipReturn = val; }
}
public class SmartGameObjectAI : GameObjectAI
{
SmartScript _script = new();
// Gossip
bool _gossipReturn;
public SmartGameObjectAI(GameObject go) : base(go) { }
public override void UpdateAI(uint diff)
{
GetScript().OnUpdate(diff);
}
public override void InitializeAI()
{
GetScript().OnInitialize(me);
// do not call respawn event if go is not spawned
if (me.IsSpawned())
GetScript().ProcessEventsFor(SmartEvents.Respawn);
}
public override void Reset()
{
GetScript().OnReset();
}
public override bool OnGossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 0, 0, false, null, me);
return _gossipReturn;
}
public override bool OnGossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
return _gossipReturn;
}
public override bool OnGossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void OnQuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
}
public override void OnQuestReward(Player player, Quest quest, LootItemType type, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
}
public override bool OnReportUse(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 1, 0, false, null, me);
return _gossipReturn;
}
public override void Destroyed(WorldObject attacker, uint eventId)
{
GetScript().ProcessEventsFor(SmartEvents.Death, attacker != null ? attacker.ToUnit() : null, eventId, 0, false, null, me);
}
public override void SetData(uint id, uint value) { SetData(id, value, null); }
public void SetData(uint id, uint value, Unit invoker)
{
GetScript().ProcessEventsFor(SmartEvents.DataSet, invoker, id, value);
}
public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker)
{
GetScript().SetTimedActionList(e, entry, invoker);
}
public override void OnGameEvent(bool start, ushort eventId)
{
GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
}
public override void OnLootStateChanged(uint state, Unit unit)
{
GetScript().ProcessEventsFor(SmartEvents.GoLootStateChanged, unit, state);
}
public override void EventInform(uint eventId)
{
GetScript().ProcessEventsFor(SmartEvents.GoEventInform, null, eventId);
}
public override void SpellHit(WorldObject caster, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster.ToUnit(), 0, 0, false, spellInfo);
}
public override void JustSummoned(Creature creature)
{
GetScript().ProcessEventsFor(SmartEvents.SummonedUnit, creature);
}
public override void SummonedCreatureDies(Creature summon, Unit killer)
{
GetScript().ProcessEventsFor(SmartEvents.SummonedUnitDies, summon);
}
public override void SummonedCreatureDespawn(Creature unit)
{
GetScript().ProcessEventsFor(SmartEvents.SummonDespawned, unit, unit.GetEntry());
}
public void SetGossipReturn(bool val) { _gossipReturn = val; }
public SmartScript GetScript() { return _script; }
}
public class SmartAreaTriggerAI : AreaTriggerAI
{
SmartScript _script = new();
public SmartAreaTriggerAI(AreaTrigger areaTrigger) : base(areaTrigger) { }
public override void OnInitialize()
{
GetScript().OnInitialize(at);
}
public override void OnUpdate(uint diff)
{
GetScript().OnUpdate(diff);
}
public override void OnUnitEnter(Unit unit)
{
GetScript().ProcessEventsFor(SmartEvents.AreatriggerOntrigger, unit);
}
public void SetTimedActionList(SmartScriptHolder e, uint entry, Unit invoker)
{
GetScript().SetTimedActionList(e, entry, invoker);
}
public SmartScript GetScript() { return _script; }
}
public enum SmartEscortState
{
None = 0x00, //nothing in progress
Escorting = 0x01, //escort is in progress
Returning = 0x02, //escort is returning after being in combat
Paused = 0x04 //will not proceed with waypoints before state is removed
}
}