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

362 lines
11 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 System.Collections.Generic;
namespace Game.AI
{
public class CombatAI : CreatureAI
{
public CombatAI(Creature c) : base(c) { }
public override void InitializeAI()
{
for (var i = 0; i < SharedConst.MaxCreatureSpells; ++i)
if (me.m_spells[i] != 0 && Global.SpellMgr.GetSpellInfo(me.m_spells[i]) != null)
spells.Add(me.m_spells[i]);
base.InitializeAI();
}
public override void Reset()
{
_events.Reset();
}
public override void JustDied(Unit killer)
{
foreach (var id in spells)
if (AISpellInfo[id].condition == AICondition.Die)
me.CastSpell(killer, id, true);
}
public override void EnterCombat(Unit victim)
{
foreach (var id in spells)
{
if (AISpellInfo[id].condition == AICondition.Aggro)
me.CastSpell(victim, id, false);
else if (AISpellInfo[id].condition == AICondition.Combat)
_events.ScheduleEvent(id, AISpellInfo[id].cooldown + RandomHelper.Rand32() % AISpellInfo[id].cooldown);
}
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
_events.Update(diff);
if (me.HasUnitState(UnitState.Casting))
return;
uint spellId = _events.ExecuteEvent();
if (spellId != 0)
{
DoCast(spellId);
_events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + RandomHelper.Rand32() % AISpellInfo[spellId].cooldown);
}
DoMeleeAttackIfReady();
}
public override void SpellInterrupted(uint spellId, uint unTimeMs)
{
_events.RescheduleEvent(spellId, unTimeMs);
}
public List<uint> spells = new List<uint>();
}
public class AggressorAI : CreatureAI
{
public AggressorAI(Creature c) : base(c) { }
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
}
public class CasterAI : CombatAI
{
public CasterAI(Creature c)
: base(c)
{
m_attackDist = SharedConst.MeleeRange;
}
public override void InitializeAI()
{
base.InitializeAI();
m_attackDist = 30.0f;
foreach (var id in spells)
if (AISpellInfo[id].condition == AICondition.Combat && m_attackDist > AISpellInfo[id].maxRange)
m_attackDist = AISpellInfo[id].maxRange;
if (m_attackDist == 30.0f)
m_attackDist = SharedConst.MeleeRange;
}
public override void AttackStart(Unit victim)
{
AttackStartCaster(victim, m_attackDist);
}
public override void EnterCombat(Unit victim)
{
if (spells.Empty())
return;
int spell = (int)(RandomHelper.Rand32() % spells.Count);
uint count = 0;
foreach (var id in spells)
{
if (AISpellInfo[id].condition == AICondition.Aggro)
me.CastSpell(victim, id, false);
else if (AISpellInfo[id].condition == AICondition.Combat)
{
uint cooldown = AISpellInfo[id].realCooldown;
if (count == spell)
{
DoCast(spells[spell]);
cooldown += (uint)me.GetCurrentSpellCastTime(id);
}
_events.ScheduleEvent(id, cooldown);
}
}
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
_events.Update(diff);
if (me.GetVictim().HasBreakableByDamageCrowdControlAura(me))
{
me.InterruptNonMeleeSpells(false);
return;
}
if (me.HasUnitState(UnitState.Casting))
return;
uint spellId = _events.ExecuteEvent();
if (spellId != 0)
{
DoCast(spellId);
uint casttime = (uint)me.GetCurrentSpellCastTime(spellId);
_events.ScheduleEvent(spellId, (casttime != 0 ? casttime : 500) + AISpellInfo[spellId].realCooldown);
}
}
float m_attackDist;
}
public class ArcherAI : CreatureAI
{
public ArcherAI(Creature c)
: base(c)
{
if (me.m_spells[0] == 0)
Log.outError(LogFilter.ScriptsAi, "ArcherAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0]);
m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
if (m_minRange == 0)
m_minRange = SharedConst.MeleeRange;
me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
me.m_SightDistance = me.m_CombatDistance;
}
public override void AttackStart(Unit who)
{
if (who == null)
return;
if (me.IsWithinCombatRange(who, m_minRange))
{
if (me.Attack(who, true) && !who.IsFlying())
me.GetMotionMaster().MoveChase(who);
}
else
{
if (me.Attack(who, false) && !who.IsFlying())
me.GetMotionMaster().MoveChase(who, me.m_CombatDistance);
}
if (who.IsFlying())
me.GetMotionMaster().MoveIdle();
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
if (!me.IsWithinCombatRange(me.GetVictim(), m_minRange))
DoSpellAttackIfReady(me.m_spells[0]);
else
DoMeleeAttackIfReady();
}
float m_minRange;
}
public class TurretAI : CreatureAI
{
public TurretAI(Creature c)
: base(c)
{
if (me.m_spells[0] == 0)
Log.outError(LogFilter.Server, "TurretAI set for creature (entry = {0}) with spell1=0. AI will do nothing", me.GetEntry());
var spellInfo = Global.SpellMgr.GetSpellInfo(me.m_spells[0]);
m_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
me.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
me.m_SightDistance = me.m_CombatDistance;
}
public override bool CanAIAttack(Unit victim)
{
/// todo use one function to replace it
if (!me.IsWithinCombatRange(me.GetVictim(), me.m_CombatDistance)
|| (m_minRange != 0 && me.IsWithinCombatRange(me.GetVictim(), m_minRange)))
return false;
return true;
}
public override void AttackStart(Unit victim)
{
if (victim != null)
me.Attack(victim, false);
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoSpellAttackIfReady(me.m_spells[0]);
}
float m_minRange;
}
public class VehicleAI : CreatureAI
{
const int VEHICLE_CONDITION_CHECK_TIME = 1000;
const int VEHICLE_DISMISS_TIME = 5000;
public VehicleAI(Creature creature) : base(creature)
{
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
LoadConditions();
m_DoDismiss = false;
m_DismissTimer = VEHICLE_DISMISS_TIME;
}
public override void UpdateAI(uint diff)
{
CheckConditions(diff);
if (m_DoDismiss)
{
if (m_DismissTimer < diff)
{
m_DoDismiss = false;
me.DespawnOrUnsummon();
}
else
m_DismissTimer -= diff;
}
}
public override void OnCharmed(bool apply)
{
if (!me.GetVehicleKit().IsVehicleInUse() && !apply && m_HasConditions)//was used and has conditions
m_DoDismiss = true;//needs reset
else if (apply)
m_DoDismiss = false;//in use again
m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
}
void LoadConditions()
{
m_HasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry());
}
void CheckConditions(uint diff)
{
if (m_ConditionsTimer < diff)
{
if (m_HasConditions)
{
Vehicle vehicleKit = me.GetVehicleKit();
if (vehicleKit)
{
foreach (var pair in vehicleKit.Seats)
{
Unit passenger = Global.ObjAccessor.GetUnit(me, pair.Value.Passenger.Guid);
if (passenger)
{
Player player = passenger.ToPlayer();
if (player)
{
if (!Global.ConditionMgr.IsObjectMeetingNotGroupedConditions(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry(), player, me))
{
player.ExitVehicle();
return;//check other pessanger in next tick
}
}
}
}
}
}
m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
}
else
m_ConditionsTimer -= diff;
}
bool m_HasConditions;
uint m_ConditionsTimer;
bool m_DoDismiss;
uint m_DismissTimer;
}
public class ReactorAI : CreatureAI
{
public ReactorAI(Creature c) : base(c) { }
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
}
}