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

323 lines
12 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Game.Entities;
using Game.Groups;
using Game.Maps;
using System;
namespace Game.AI
{
enum FollowState
{
None = 0x00,
Inprogress = 0x01, //must always have this state for any follow
Paused = 0x02, //disables following
Complete = 0x04, //follow is completed and may end
PreEvent = 0x08, //not implemented (allow pre event to run, before follow is initiated)
PostEvent = 0x10 //can be set at complete and allow post event to run
}
class FollowerAI : ScriptedAI
{
ObjectGuid _leaderGUID;
uint _updateFollowTimer;
FollowState _followState;
uint _questForFollow;
public FollowerAI(Creature creature) : base(creature)
{
_updateFollowTimer = 2500;
_followState = FollowState.None;
}
public override void MoveInLineOfSight(Unit who)
{
if (HasFollowState(FollowState.Inprogress) && !ShouldAssistPlayerInCombatAgainst(who))
return;
base.MoveInLineOfSight(who);
}
public override void JustDied(Unit killer)
{
if (!HasFollowState(FollowState.Inprogress) || _leaderGUID.IsEmpty() || _questForFollow == 0)
return;
// @todo need a better check for quests with time limit.
Player player = GetLeaderForFollower();
if (player != null)
{
Group group = player.GetGroup();
if (group != null)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member != null)
if (member.IsInMap(player))
member.FailQuest(_questForFollow);
}
}
else
player.FailQuest(_questForFollow);
}
}
public override void JustReachedHome()
{
if (!HasFollowState(FollowState.Inprogress))
return;
Player player = GetLeaderForFollower();
if (player != null)
{
if (HasFollowState(FollowState.Paused))
return;
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
}
else
me.DespawnOrUnsummon();
}
public override void OwnerAttackedBy(Unit attacker)
{
if (!me.HasReactState(ReactStates.Passive) && ShouldAssistPlayerInCombatAgainst(attacker))
me.EngageWithTarget(attacker);
}
public override void UpdateAI(uint uiDiff)
{
if (HasFollowState(FollowState.Inprogress) && !me.IsEngaged())
{
if (_updateFollowTimer <= uiDiff)
{
if (HasFollowState(FollowState.Complete) && !HasFollowState(FollowState.PostEvent))
{
Log.outDebug(LogFilter.ScriptsAi, $"FollowerAI::UpdateAI: is set completed, despawns. ({me.GetGUID()})");
me.DespawnOrUnsummon();
return;
}
bool maxRangeExceeded = true;
bool questAbandoned = (_questForFollow != 0);
Player player = GetLeaderForFollower();
if (player != null)
{
Group group = player.GetGroup();
if (group != null)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null && (maxRangeExceeded || questAbandoned); groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member == null)
continue;
if (maxRangeExceeded && me.IsWithinDistInMap(member, 100.0f))
maxRangeExceeded = false;
if (questAbandoned)
{
QuestStatus status = member.GetQuestStatus(_questForFollow);
if ((status == QuestStatus.Complete) || (status == QuestStatus.Incomplete))
questAbandoned = false;
}
}
}
else
{
if (me.IsWithinDistInMap(player, 100.0f))
maxRangeExceeded = false;
if (questAbandoned)
{
QuestStatus status = player.GetQuestStatus(_questForFollow);
if ((status == QuestStatus.Complete) || (status == QuestStatus.Incomplete))
questAbandoned = false;
}
}
}
if (maxRangeExceeded || questAbandoned)
{
Log.outDebug(LogFilter.ScriptsAi, $"FollowerAI::UpdateAI: failed because player/group was to far away or not found ({me.GetGUID()})");
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)
{
CreatureData cdata = me.GetCreatureData();
if (cdata != null)
{
if (WorldConfig.GetBoolValue(WorldCfg.RespawnDynamicEscortNpc) && cdata.spawnGroupData.flags.HasFlag(SpawnGroupFlags.EscortQuestNpc))
me.SaveRespawnTime(me.GetRespawnDelay());
}
if (me.IsEngaged())
{
Log.outDebug(LogFilter.Scripts, $"FollowerAI::StartFollow: attempt to StartFollow while in combat. ({me.GetGUID()})");
return;
}
if (HasFollowState(FollowState.Inprogress))
{
Log.outError(LogFilter.Scenario, $"FollowerAI::StartFollow: attempt to StartFollow while already following. ({me.GetGUID()})");
return;
}
//set variables
_leaderGUID = player.GetGUID();
if (factionForFollower != 0)
me.SetFaction(factionForFollower);
_questForFollow = quest.Id;
me.GetMotionMaster().Clear(MovementGeneratorPriority.Normal);
me.PauseMovement();
me.ReplaceAllNpcFlags(NPCFlags.None);
me.ReplaceAllNpcFlags2(NPCFlags2.None);
AddFollowState(FollowState.Inprogress);
me.GetMotionMaster().MoveFollow(player, SharedConst.PetFollowDist, SharedConst.PetFollowAngle);
Log.outDebug(LogFilter.Scripts, $"FollowerAI::StartFollow: start follow {player.GetName()} - {_leaderGUID} ({me.GetGUID()})");
}
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 != null)
{
if (player.IsAlive())
return player;
else
{
Group group = player.GetGroup();
if (group != null)
{
for (GroupReference groupRef = group.GetFirstMember(); groupRef != null; groupRef = groupRef.Next())
{
Player member = groupRef.GetSource();
if (member != null && me.IsWithinDistInMap(member, 100.0f) && member.IsAlive())
{
Log.outDebug(LogFilter.Scripts, $"FollowerAI::GetLeaderForFollower: GetLeader changed and returned new leader. ({me.GetGUID()})");
_leaderGUID = member.GetGUID();
return member;
}
}
}
}
}
Log.outDebug(LogFilter.Scripts, $"FollowerAI::GetLeaderForFollower: GetLeader can not find suitable leader. ({me.GetGUID()})");
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 ShouldAssistPlayerInCombatAgainst(Unit who)
{
if (who == null || who.GetVictim() == null)
return false;
//experimental (unknown) flag not present
if (!me.GetCreatureDifficulty().TypeFlags.HasFlag(CreatureTypeFlags.CanAssist))
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))
return false;
return true;
}
public override bool IsEscorted() { return HasFollowState(FollowState.Inprogress); }
bool HasFollowState(FollowState uiFollowState) { return (_followState & uiFollowState) != 0; }
void AddFollowState(FollowState uiFollowState) { _followState |= uiFollowState; }
void RemoveFollowState(FollowState uiFollowState) { _followState &= ~uiFollowState; }
}
}