Files
CypherCore/Source/Game/AI/CoreAI/CombatAI.cs
T
2023-01-18 17:25:32 -05:00

376 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 System;
using System.Collections.Generic;
namespace Game.AI
{
public class CombatAI : CreatureAI
{
protected List<uint> _spells = new();
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.HasSpellInfo(me.m_spells[i], me.GetMap().GetDifficultyID()))
_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)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info != null && info.condition == AICondition.Die)
me.CastSpell(killer, id, true);
}
}
public override void JustEngagedWith(Unit victim)
{
foreach (var id in _spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info != null)
{
if (info.condition == AICondition.Aggro)
me.CastSpell(victim, id, false);
else if (info.condition == AICondition.Combat)
_events.ScheduleEvent(id, info.cooldown, info.cooldown * 2);
}
}
}
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);
AISpellInfoType info = GetAISpellInfo(spellId, me.GetMap().GetDifficultyID());
if (info != null)
_events.ScheduleEvent(spellId, info.cooldown, info.cooldown * 2);
}
else
DoMeleeAttackIfReady();
}
public override void SpellInterrupted(uint spellId, uint unTimeMs)
{
_events.RescheduleEvent(spellId, TimeSpan.FromMilliseconds(unTimeMs));
}
}
public class AggressorAI : CreatureAI
{
public AggressorAI(Creature c) : base(c) { }
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
}
public class CasterAI : CombatAI
{
float _attackDistance;
public CasterAI(Creature creature) : base(creature)
{
_attackDistance = SharedConst.MeleeRange;
}
public override void InitializeAI()
{
base.InitializeAI();
_attackDistance = 30.0f;
foreach (var id in _spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info != null && info.condition == AICondition.Combat && _attackDistance > info.maxRange)
_attackDistance = info.maxRange;
}
if (_attackDistance == 30.0f)
_attackDistance = SharedConst.MeleeRange;
}
public override void AttackStart(Unit victim)
{
AttackStartCaster(victim, _attackDistance);
}
public override void JustEngagedWith(Unit victim)
{
if (_spells.Empty())
return;
int spell = (int)(RandomHelper.Rand32() % _spells.Count);
uint count = 0;
foreach (var id in _spells)
{
AISpellInfoType info = GetAISpellInfo(id, me.GetMap().GetDifficultyID());
if (info != null)
{
if (info.condition == AICondition.Aggro)
me.CastSpell(victim, id, false);
else if (info.condition == AICondition.Combat)
{
TimeSpan cooldown = info.realCooldown;
if (count == spell)
{
DoCast(_spells[spell]);
cooldown += TimeSpan.FromMilliseconds(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);
AISpellInfoType info = GetAISpellInfo(spellId, me.GetMap().GetDifficultyID());
if (info != null)
_events.ScheduleEvent(spellId, TimeSpan.FromMilliseconds(casttime != 0 ? casttime : 500) + info.realCooldown);
}
}
}
public class ArcherAI : CreatureAI
{
float _minRange;
public ArcherAI(Creature creature) : base(creature)
{
if (creature.m_spells[0] == 0)
Log.outError(LogFilter.ScriptsAi, $"ArcherAI set for creature with spell1=0. AI will do nothing ({me.GetGUID()})");
var spellInfo = Global.SpellMgr.GetSpellInfo(creature.m_spells[0], creature.GetMap().GetDifficultyID());
_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
if (_minRange == 0)
_minRange = SharedConst.MeleeRange;
creature.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
creature.m_SightDistance = creature.m_CombatDistance;
}
public override void AttackStart(Unit who)
{
if (who == null)
return;
if (me.IsWithinCombatRange(who, _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(), _minRange))
DoSpellAttackIfReady(me.m_spells[0]);
else
DoMeleeAttackIfReady();
}
}
public class TurretAI : CreatureAI
{
float _minRange;
public TurretAI(Creature creature) : base(creature)
{
if (creature.m_spells[0] == 0)
Log.outError(LogFilter.Server, $"TurretAI set for creature with spell1=0. AI will do nothing ({creature.GetGUID()})");
var spellInfo = Global.SpellMgr.GetSpellInfo(creature.m_spells[0], creature.GetMap().GetDifficultyID());
_minRange = spellInfo != null ? spellInfo.GetMinRange(false) : 0;
creature.m_CombatDistance = spellInfo != null ? spellInfo.GetMaxRange(false) : 0;
creature.m_SightDistance = creature.m_CombatDistance;
}
public override bool CanAIAttack(Unit victim)
{
// todo use one function to replace it
if (!me.IsWithinCombatRange(victim, me.m_CombatDistance) || (_minRange != 0 && me.IsWithinCombatRange(victim, _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]);
}
}
public class VehicleAI : CreatureAI
{
const int VEHICLE_CONDITION_CHECK_TIME = 1000;
const int VEHICLE_DISMISS_TIME = 5000;
bool _hasConditions;
uint _conditionsTimer;
bool _doDismiss;
uint _dismissTimer;
public VehicleAI(Creature creature) : base(creature)
{
_conditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
LoadConditions();
_doDismiss = false;
_dismissTimer = VEHICLE_DISMISS_TIME;
}
public override void UpdateAI(uint diff)
{
CheckConditions(diff);
if (_doDismiss)
{
if (_dismissTimer < diff)
{
_doDismiss = false;
me.DespawnOrUnsummon();
}
else
_dismissTimer -= diff;
}
}
public override void MoveInLineOfSight(Unit who) { }
public override void AttackStart(Unit victim) { }
public override void OnCharmed(bool isNew)
{
bool charmed = me.IsCharmed();
if (!me.GetVehicleKit().IsVehicleInUse() && !charmed && _hasConditions)//was used and has conditions
_doDismiss = true;//needs reset
else if (charmed)
_doDismiss = false;//in use again
_dismissTimer = VEHICLE_DISMISS_TIME;//reset timer
}
void LoadConditions()
{
_hasConditions = Global.ConditionMgr.HasConditionsForNotGroupedEntry(ConditionSourceType.CreatureTemplateVehicle, me.GetEntry());
}
void CheckConditions(uint diff)
{
if (!_hasConditions)
return;
if (_conditionsTimer <= diff)
{
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
}
}
}
}
}
_conditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
}
else
_conditionsTimer -= diff;
}
}
public class ReactorAI : CreatureAI
{
public ReactorAI(Creature c) : base(c) { }
public override void MoveInLineOfSight(Unit who) { }
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
}
}