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.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 SmartAI(Creature creature) : base(creature)
{
// Spawn in run mode
me.SetWalk(false);
mRun = true;
mLastOOCPos = me.GetPosition();
mCanAutoAttack = true;
mCanCombatMove = true;
mEscortInvokerCheckTimer = 1000;
mFollowGuid = ObjectGuid.Empty;
mHasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, creature.GetEntry());
}
bool IsAIControlled()
{
return !mIsCharmed;
}
void UpdateDespawn(uint diff)
{
if (mDespawnState <= 1 || mDespawnState > 3)
return;
if (mDespawnTime < diff)
{
if (mDespawnState == 2)
{
me.SetVisible(false);
mDespawnTime = 5000;
mDespawnState++;
}
else
me.DespawnOrUnsummon(0, TimeSpan.FromSeconds(mRespawnTime));
}
else
mDespawnTime -= diff;
}
public override void Reset()
{
if (!HasEscortState(SmartEscortState.Escorting))//dont mess up escort movement after combat
SetRun(mRun);
GetScript().OnReset();
}
WayPoint GetNextWayPoint()
{
if (mWayPoints.Empty())
return null;
mCurrentWPID++;
var wayPoint = mWayPoints.Find(p => p.Id == mCurrentWPID);
if (wayPoint != null)
{
mLastWP = wayPoint;
if (mLastWP.Id != mCurrentWPID)
{
Log.outError(LogFilter.Misc, "SmartAI.GetNextWayPoint: Got not expected waypoint id {mLastWP.id}, expected {mCurrentWPID}");
}
return wayPoint;
}
return null;
}
public void StartPath(bool run = false, uint path = 0, bool repeat = false, Unit invoker = null)
{
if (me.IsInCombat())// no wp movement in combat
{
Log.outError(LogFilter.Server, "SmartAI.StartPath: Creature entry {0} wanted to start waypoint movement while in combat, ignoring.", me.GetEntry());
return;
}
if (HasEscortState(SmartEscortState.Escorting))
StopPath();
if (path != 0)
{
if (!LoadPath(path))
return;
}
if (mWayPoints.Empty())
return;
WayPoint wp = GetNextWayPoint();
if (wp != null)
{
AddEscortState(SmartEscortState.Escorting);
mCanRepeatPath = repeat;
SetRun(run);
if (invoker != null && invoker.GetTypeId() == TypeId.Player)
{
mEscortNPCFlags = me.m_unitData.NpcFlags[0];
me.SetNpcFlags(NPCFlags.None);
}
mLastOOCPos = me.GetPosition();
me.GetMotionMaster().MovePoint(wp.Id, wp.X, wp.Y, wp.Z);
GetScript().ProcessEventsFor(SmartEvents.WaypointStart, null, wp.Id, GetScript().GetPathId());
}
}
bool LoadPath(uint entry)
{
if (HasEscortState(SmartEscortState.Escorting))
return false;
mWayPoints = Global.SmartAIMgr.GetPath(entry);
if (mWayPoints == null)
{
GetScript().SetPathId(0);
return false;
}
GetScript().SetPathId(entry);
return true;
}
public void PausePath(uint delay, bool forced)
{
if (!HasEscortState(SmartEscortState.Escorting))
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;
}
mForcedPaused = forced;
mLastOOCPos = me.GetPosition();
AddEscortState(SmartEscortState.Paused);
mWPPauseTimer = delay;
if (forced)
{
SetRun(mRun);
me.StopMoving();//force stop
me.GetMotionMaster().MoveIdle();//force stop
}
GetScript().ProcessEventsFor(SmartEvents.WaypointPaused, null, mLastWP.Id, GetScript().GetPathId());
}
public void StopPath(uint DespawnTime = 0, uint quest = 0, bool fail = false)
{
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (quest != 0)
mEscortQuestID = quest;
SetDespawnTime(DespawnTime);
//mDespawnTime = DespawnTime;
mLastOOCPos = me.GetPosition();
me.StopMoving();//force stop
me.GetMotionMaster().MoveIdle();
GetScript().ProcessEventsFor(SmartEvents.WaypointStopped, null, mLastWP.Id, GetScript().GetPathId());
EndPath(fail);
}
public void EndPath(bool fail = false)
{
GetScript().ProcessEventsFor(SmartEvents.WaypointEnded, null, mLastWP.Id, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Escorting | SmartEscortState.Paused | SmartEscortState.Returning);
mWayPoints = null;
mCurrentWPID = 0;
mWPPauseTimer = 0;
mLastWP = null;
if (mEscortNPCFlags != 0)
{
me.SetNpcFlags((NPCFlags)mEscortNPCFlags);
mEscortNPCFlags = 0;
}
if (mCanRepeatPath)
{
if (IsAIControlled())
StartPath(mRun, GetScript().GetPathId(), true);
}
else
GetScript().SetPathId(0);
List<WorldObject> targets = GetScript().GetStoredTargetList(SharedConst.SmartEscortTargets, me);
if (targets != null && mEscortQuestID != 0)
{
if (targets.Count == 1 && GetScript().IsPlayer(targets.First()))
{
Player player = targets.First().ToPlayer();
if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
player.GroupEventHappens(mEscortQuestID, me);
if (fail)
player.FailQuest(mEscortQuestID);
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(mEscortQuestID);
else if (fail)
groupGuy.FailQuest(mEscortQuestID);
}
}
}
else
{
foreach (var obj in targets)
{
if (GetScript().IsPlayer(obj))
{
Player player = obj.ToPlayer();
if (!fail && player.IsAtGroupRewardDistance(me) && player.GetCorpse() == null)
player.AreaExploredOrEventHappens(mEscortQuestID);
else if (fail)
player.FailQuest(mEscortQuestID);
}
}
}
}
if (mDespawnState == 1)
StartDespawn();
}
public void ResumePath()
{
SetRun(mRun);
if (mLastWP != null)
me.GetMotionMaster().MovePoint(mLastWP.Id, mLastWP.X, mLastWP.Y, mLastWP.Z);
}
void ReturnToLastOOCPos()
{
if (!IsAIControlled())
return;
SetRun(mRun);
me.GetMotionMaster().MovePoint(EventId.SmartEscortLastOCCPoint, mLastOOCPos);
}
void UpdatePath(uint diff)
{
if (!HasEscortState(SmartEscortState.Escorting))
return;
if (mEscortInvokerCheckTimer < diff)
{
// Escort failed, no players in range
if (!IsEscortInvokerInRange())
{
StopPath(0, mEscortQuestID, 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(1);
return;
}
mEscortInvokerCheckTimer = 1000;
}
else
mEscortInvokerCheckTimer -= diff;
// handle pause
if (HasEscortState(SmartEscortState.Paused))
{
if (mWPPauseTimer < diff)
{
if (!me.IsInCombat() && !HasEscortState(SmartEscortState.Returning) && (mWPReached || mLastWPIDReached == EventId.SmartEscortLastOCCPoint || mForcedPaused))
{
GetScript().ProcessEventsFor(SmartEvents.WaypointResumed, null, mLastWP.Id, GetScript().GetPathId());
RemoveEscortState(SmartEscortState.Paused);
if (mForcedPaused)// if paused between 2 wps resend movement
{
ResumePath();
mWPReached = false;
mForcedPaused = false;
}
if (mLastWPIDReached == EventId.SmartEscortLastOCCPoint)
mWPReached = true;
}
mWPPauseTimer = 0;
}
else
mWPPauseTimer -= diff;
}
if (HasEscortState(SmartEscortState.Returning))
{
if (mWPReached)//reached OOC WP
{
RemoveEscortState(SmartEscortState.Returning);
if (!HasEscortState(SmartEscortState.Paused))
ResumePath();
mWPReached = false;
}
}
if ((!me.HasReactState(ReactStates.Passive) && me.IsInCombat()) || HasEscortState(SmartEscortState.Paused | SmartEscortState.Returning))
return;
// handle next wp
if (mWPReached)//reached WP
{
mWPReached = false;
if (mCurrentWPID == GetWPCount())
{
EndPath();
}
else
{
WayPoint wp = GetNextWayPoint();
if (wp != null)
{
SetRun(mRun);
me.GetMotionMaster().MovePoint(wp.Id, wp.X, wp.Y, wp.Z);
}
}
}
}
public override void UpdateAI(uint diff)
{
CheckConditions(diff);
GetScript().OnUpdate(diff);
UpdatePath(diff);
UpdateDespawn(diff);
UpdateFollow(diff);
if (!IsAIControlled())
return;
if (!UpdateVictim())
return;
if (mCanAutoAttack)
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;
}
void MovepointReached(uint id)
{
if (id != EventId.SmartEscortLastOCCPoint && mLastWPIDReached != id)
GetScript().ProcessEventsFor(SmartEvents.WaypointReached, null, id);
mLastWPIDReached = id;
mWPReached = true;
}
public override void MovementInform(MovementGeneratorType MovementType, uint Data)
{
if ((MovementType == MovementGeneratorType.Point && Data == EventId.SmartEscortLastOCCPoint) || MovementType == MovementGeneratorType.Follow)
me.ClearUnitState(UnitState.Evade);
GetScript().ProcessEventsFor(SmartEvents.Movementinform, null, (uint)MovementType, Data);
if (MovementType != MovementGeneratorType.Point || !HasEscortState(SmartEscortState.Escorting))
return;
MovepointReached(Data);
}
public override void EnterEvadeMode(EvadeReason why = EvadeReason.Other)
{
if (mEvadeDisabled)
{
GetScript().ProcessEventsFor(SmartEvents.Evade);
return;
}
if (!IsAIControlled())
{
me.AttackStop();
return;
}
if (!_EnterEvadeMode())
return;
me.AddUnitState(UnitState.Evade);
GetScript().ProcessEventsFor(SmartEvents.Evade);//must be after aura clear so we can cast spells from db
SetRun(mRun);
if (HasEscortState(SmartEscortState.Escorting))
{
AddEscortState(SmartEscortState.Returning);
ReturnToLastOOCPos();
}
else
{
Unit target = !mFollowGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, mFollowGuid) : null;
Unit owner = me.GetCharmerOrOwner();
if (target)
{
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
// evade is not cleared in MoveFollow, so we can't keep it
me.ClearUnitState(UnitState.Evade);
}
else if (owner)
{
me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
me.ClearUnitState(UnitState.Evade);
}
else
me.GetMotionMaster().MoveTargetedHome();
}
if (!HasEscortState(SmartEscortState.Escorting)) //dont mess up escort movement after combat
SetRun(mRun);
}
public override void MoveInLineOfSight(Unit who)
{
if (who == null)
return;
GetScript().OnMoveInLineOfSight(who);
if (!IsAIControlled())
return;
if (AssistPlayerInCombatAgainst(who))
return;
base.MoveInLineOfSight(who);
}
public override bool CanAIAttack(Unit victim)
{
return !me.HasReactState(ReactStates.Passive);
}
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;
//never attack friendly
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))
{
//already fighting someone?
if (me.GetVictim() == null)
{
AttackStart(who);
return true;
}
else
{
who.SetInCombatWith(me);
me.AddThreat(who, 0.0f);
return true;
}
}
return false;
}
public override void JustRespawned()
{
mDespawnTime = 0;
mRespawnTime = 0;
mDespawnState = 0;
mEscortState = SmartEscortState.None;
me.SetVisible(true);
if (me.GetFaction() != me.GetCreatureTemplate().Faction)
me.RestoreFaction();
mJustReset = true;
JustReachedHome();
GetScript().ProcessEventsFor(SmartEvents.Respawn);
mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
mFollowDist = 0;
mFollowAngle = 0;
mFollowCredit = 0;
mFollowArrivedTimer = 1000;
mFollowArrivedEntry = 0;
mFollowCreditType = 0;
}
public override void JustReachedHome()
{
GetScript().OnReset();
if (!mJustReset)
{
GetScript().ProcessEventsFor(SmartEvents.ReachedHome);
if (!UpdateVictim() && me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Idle && me.GetWaypointPath() != 0)
me.GetMotionMaster().MovePath(me.GetWaypointPath(), true);
}
mJustReset = false;
}
public override void EnterCombat(Unit victim)
{
if (IsAIControlled())
me.InterruptNonMeleeSpells(false); // must be before ProcessEvents
GetScript().ProcessEventsFor(SmartEvents.Aggro, victim);
if (!IsAIControlled())
return;
mLastOOCPos = me.GetPosition();
SetRun(mRun);
if (me.GetMotionMaster().GetMotionSlotType(MovementSlot.Active) == MovementGeneratorType.Point)
me.GetMotionMaster().MovementExpired();
}
public override void JustDied(Unit killer)
{
GetScript().ProcessEventsFor(SmartEvents.Death, killer);
if (HasEscortState(SmartEscortState.Escorting))
{
EndPath(true);
me.StopMoving();//force stop
me.GetMotionMaster().MoveIdle();
}
}
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 AttackStart(Unit who)
{
// dont allow charmed npcs to act on their own
if (!IsAIControlled())
{
if (who != null && mCanAutoAttack)
me.Attack(who, true);
return;
}
if (who != null && me.Attack(who, me.IsWithinMeleeRange(who)))
{
if (mCanCombatMove)
me.GetMotionMaster().MoveChase(who);
}
}
public override void SpellHit(Unit caster, SpellInfo spell)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHit, caster, 0, 0, false, spell);
}
public override void SpellHitTarget(Unit target, SpellInfo spell)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHitTarget, target, 0, 0, false, spell);
}
public override void DamageTaken(Unit attacker, ref uint damage)
{
GetScript().ProcessEventsFor(SmartEvents.Damaged, attacker, damage);
if (!IsAIControlled()) // don't allow players to use unkillable units
return;
if (mInvincibilityHpLevel != 0 && (damage >= me.GetHealth() - mInvincibilityHpLevel))
damage = (uint)(me.GetHealth() - mInvincibilityHpLevel); // 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(Unit summoner)
{
GetScript().ProcessEventsFor(SmartEvents.JustSummoned, summoner);
}
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);
}
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 InitializeAI()
{
mScript.OnInitialize(me);
if (!me.IsDead())
{
mJustReset = true;
JustReachedHome();
GetScript().ProcessEventsFor(SmartEvents.Respawn);
}
}
public override void OnCharmed(bool apply)
{
if (apply) // 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);
me.StopMoving();
}
mIsCharmed = apply;
if (!apply && !me.IsInEvadeMode())
{
if (mCanRepeatPath)
StartPath(mRun, GetScript().GetPathId(), true);
else
me.SetWalk(!mRun);
Unit charmer = me.GetCharmer();
if (charmer)
AttackStart(charmer);
}
GetScript().ProcessEventsFor(SmartEvents.Charmed, null, 0, 0, apply);
}
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)
{
GetScript().ProcessEventsFor(SmartEvents.DataSet, null, 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);
mRun = run;
}
public void SetDisableGravity(bool disable = true)
{
me.SetDisableGravity(disable);
}
public void SetCanFly(bool fly = true)
{
me.SetCanFly(fly);
}
public void SetSwim(bool swim)
{
me.SetSwim(swim);
}
public void SetEvadeDisabled(bool disable)
{
mEvadeDisabled = disable;
}
public override bool GossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player);
return _gossipReturn;
}
public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId);
return _gossipReturn;
}
public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void QuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id);
}
public override void QuestReward(Player player, Quest quest, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt);
}
public override void OnGameEvent(bool start, ushort eventId)
{
GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
}
public void SetCombatMove(bool on)
{
if (mCanCombatMove == on)
return;
mCanCombatMove = on;
if (!IsAIControlled())
return;
if (!HasEscortState(SmartEscortState.Escorting))
{
if (on && me.GetVictim() != null)
{
if (me.GetMotionMaster().GetCurrentMovementGeneratorType() == MovementGeneratorType.Idle)
{
SetRun(mRun);
me.GetMotionMaster().MoveChase(me.GetVictim());
me.CastStop();
}
}
else
{
if (me.HasUnitState(UnitState.ConfusedMove | UnitState.FleeingMove))
return;
me.GetMotionMaster().MovementExpired();
me.GetMotionMaster().Clear(true);
me.StopMoving();
me.GetMotionMaster().MoveIdle();
}
}
}
public void SetFollow(Unit target, float dist, float angle, uint credit, uint end, uint creditType)
{
if (target == null)
{
StopFollow(false);
return;
}
mFollowGuid = target.GetGUID();
mFollowDist = dist;
mFollowAngle = angle;
mFollowArrivedTimer = 1000;
mFollowCredit = credit;
mFollowArrivedEntry = end;
mFollowCreditType = creditType;
SetRun(mRun);
me.GetMotionMaster().MoveFollow(target, mFollowDist, mFollowAngle);
}
public void StopFollow(bool complete)
{
mFollowGuid.Clear();
mFollowDist = 0;
mFollowAngle = 0;
mFollowCredit = 0;
mFollowArrivedTimer = 1000;
mFollowArrivedEntry = 0;
mFollowCreditType = 0;
me.StopMoving();
me.GetMotionMaster().MoveIdle();
if (!complete)
return;
Player player = Global.ObjAccessor.GetPlayer(me, mFollowGuid);
if (player != null)
{
if (mFollowCreditType == 0)
player.RewardPlayerAndGroupAtEvent(mFollowCredit, me);
else
player.GroupEventHappens(mFollowCredit, me);
}
SetDespawnTime(5000);
StartDespawn();
GetScript().ProcessEventsFor(SmartEvents.FollowCompleted);
}
public void SetScript9(SmartScriptHolder e, uint entry, Unit invoker)
{
if (invoker != null)
GetScript().mLastInvoker = invoker.GetGUID();
GetScript().SetScript9(e, entry);
}
public override void OnSpellClick(Unit clicker, ref bool result)
{
if (!result)
return;
GetScript().ProcessEventsFor(SmartEvents.OnSpellclick, clicker);
}
void CheckConditions(uint diff)
{
if (!mHasConditions)
return;
if (mConditionsTimer <= 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
}
}
}
}
}
mConditionsTimer = 1000;
}
else
mConditionsTimer -= diff;
}
public void UpdateFollow(uint diff)
{
if (!mFollowGuid.IsEmpty())
{
if (mFollowArrivedTimer < diff)
{
if (me.FindNearestCreature(mFollowArrivedEntry, SharedConst.InteractionDistance, true) != null)
{
StopFollow(true);
return;
}
mFollowArrivedTimer = 1000;
}
else
mFollowArrivedTimer -= diff;
}
}
bool HasEscortState(SmartEscortState uiEscortState) { return mEscortState.HasAnyFlag(uiEscortState); }
void AddEscortState(SmartEscortState uiEscortState) { mEscortState |= uiEscortState; }
void RemoveEscortState(SmartEscortState uiEscortState) { mEscortState &= ~uiEscortState; }
public void SetAutoAttack(bool on) { mCanAutoAttack = on; }
public bool CanCombatMove() { return mCanCombatMove; }
public SmartScript GetScript() { return mScript; }
public void SetInvincibilityHpLevel(uint level) { mInvincibilityHpLevel = level; }
public void SetDespawnTime(uint t, uint r = 0)
{
mDespawnTime = t;
mRespawnTime = r;
mDespawnState = (uint)(t != 0 ? 1 : 0);
}
public void StartDespawn() { mDespawnState = 2; }
uint GetWPCount() { return (uint)mWayPoints?.Count; }
public void SetWPPauseTimer(uint time) { mWPPauseTimer = time; }
public void SetGossipReturn(bool val) { _gossipReturn = val; }
bool mIsCharmed;
uint mFollowCreditType;
uint mFollowArrivedTimer;
uint mFollowCredit;
uint mFollowArrivedEntry;
ObjectGuid mFollowGuid;
float mFollowDist;
float mFollowAngle;
SmartScript mScript = new SmartScript();
List<WayPoint> mWayPoints;
SmartEscortState mEscortState;
uint mCurrentWPID;
uint mLastWPIDReached;
bool mWPReached;
uint mWPPauseTimer;
uint mEscortNPCFlags;
WayPoint mLastWP;
Position mLastOOCPos;//set on enter combat
bool mCanRepeatPath;
bool mRun;
bool mEvadeDisabled;
bool mCanAutoAttack;
bool mCanCombatMove;
bool mForcedPaused;
uint mInvincibilityHpLevel;
uint mDespawnTime;
uint mRespawnTime;
uint mDespawnState;
public uint mEscortQuestID;
uint mEscortInvokerCheckTimer;
bool mJustReset;
// Vehicle conditions
bool mHasConditions;
uint mConditionsTimer;
// Gossip
bool _gossipReturn;
}
public class SmartGameObjectAI : GameObjectAI
{
public SmartGameObjectAI(GameObject g) : base(g)
{
mScript = new SmartScript();
}
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()
{
// call respawn event on reset
GetScript().ProcessEventsFor(SmartEvents.Respawn);
GetScript().OnReset();
}
public override bool GossipHello(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 0, 0, false, null, me);
return _gossipReturn;
}
public override bool OnReportUse(Player player)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, 1, 0, false, null, me);
return _gossipReturn;
}
public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
{
_gossipReturn = false;
GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
return _gossipReturn;
}
public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
{
return false;
}
public override void QuestAccept(Player player, Quest quest)
{
GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
}
public override void QuestReward(Player player, Quest quest, uint opt)
{
GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
}
public override uint GetDialogStatus(Player player)
{
return 100;
}
public override void Destroyed(Player player, uint eventId)
{
GetScript().ProcessEventsFor(SmartEvents.Death, player, eventId, 0, false, null, me);
}
public override void SetData(uint id, uint value)
{
GetScript().ProcessEventsFor(SmartEvents.DataSet, null, id, value);
}
public void SetScript9(SmartScriptHolder e, uint entry, Unit invoker)
{
if (invoker != null)
GetScript().mLastInvoker = invoker.GetGUID();
GetScript().SetScript9(e, entry);
}
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(Unit unit, SpellInfo spellInfo)
{
GetScript().ProcessEventsFor(SmartEvents.SpellHit, unit, 0, 0, false, spellInfo);
}
public void SetGossipReturn(bool val) { _gossipReturn = val; }
public SmartScript GetScript() { return mScript; }
SmartScript mScript;
// Gossip
bool _gossipReturn;
}
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
}
}