Merge pull request #54 from H0zen/develop21
[EventAI] Improved logic in ACTION_T_CAST
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commit
ed4886b0b2
@ -57,14 +57,14 @@ CanCastResult CreatureAI::CanCastSpell(Unit* pTarget, const SpellEntry* pSpell,
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if (pSpell->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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{ return CAST_FAIL_STATE; }
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if (!m_creature->IsWithinLOSInMap(pTarget))
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{ return CAST_FAIL_NO_LOS; }
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// Check for power (also done by Spell::CheckCast())
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if (m_creature->GetPower((Powers)pSpell->powerType) < Spell::CalculatePowerCost(pSpell, m_creature))
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{ return CAST_FAIL_POWER; }
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}
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if (!m_creature->IsWithinLOSInMap(pTarget))
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{ return CAST_FAIL_NO_LOS; }
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if (const SpellRangeEntry* pSpellRange = sSpellRangeStore.LookupEntry(pSpell->rangeIndex))
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{
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if (pTarget != m_creature)
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@ -137,26 +137,43 @@ bool CreatureAI::DoMeleeAttackIfReady()
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return m_creature->UpdateMeleeAttackingState();
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}
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void CreatureAI::AddCombatMovementFlags(uint32 cmFlags)
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{
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if (!m_combatMovement)
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{ m_creature->clearUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
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m_combatMovement |= cmFlags;
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}
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void CreatureAI::ClearCombatMovementFlags(uint32 cmFlags)
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{
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m_combatMovement &= ~cmFlags;
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if (!m_combatMovement)
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{ m_creature->addUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
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}
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void CreatureAI::SetCombatMovement(bool enable, bool stopOrStartMovement /*=false*/)
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{
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m_isCombatMovement = enable;
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if (enable)
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{ m_creature->clearUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
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else
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{ m_creature->addUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
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if (stopOrStartMovement && m_creature->getVictim()) // Only change current movement while in combat
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{
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MotionMaster* creatureMotion = m_creature->GetMotionMaster();
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creatureMotion->MovementExpired(false);
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if (enable)
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{
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m_creature->CastStop();
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creatureMotion->MoveChase(m_creature->getVictim(), m_attackDistance, m_attackAngle);
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switch(creatureMotion->GetCurrentMovementGeneratorType())
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{
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case CHASE_MOTION_TYPE:
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case FOLLOW_MOTION_TYPE:
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creatureMotion->Clear(false);
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break;
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default:
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break;
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}
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creatureMotion->MoveChase(m_creature->getVictim(), m_attackDistance, m_creature->GetAngle(m_creature->getVictim()));
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}
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else if (creatureMotion->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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{
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creatureMotion->MovementExpired();
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creatureMotion->Clear(false);
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m_creature->StopMoving();
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creatureMotion->MoveIdle();
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@ -167,7 +184,9 @@ void CreatureAI::SetCombatMovement(bool enable, bool stopOrStartMovement /*=fals
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void CreatureAI::HandleMovementOnAttackStart(Unit* victim)
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{
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MotionMaster* creatureMotion = m_creature->GetMotionMaster();
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if (m_isCombatMovement)
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creatureMotion->MovementExpired(false);
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if (IsCombatMovement())
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{ creatureMotion->MoveChase(victim, m_attackDistance, m_attackAngle); }
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// TODO - adapt this to only stop OOC-MMGens when MotionMaster rewrite is finished
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else if (creatureMotion->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE || creatureMotion->GetCurrentMovementGeneratorType() == RANDOM_MOTION_TYPE)
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@ -66,6 +66,14 @@ enum CastFlags
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CAST_AURA_NOT_PRESENT = 0x20, // Only casts the spell if the target does not have an aura from the spell
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};
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enum CombatMovementFlags
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{
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COMBAT_MOVEMENT_SCRIPT = 0x01, // Combat movement enforced by script
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COMBAT_MOVEMENT_LOS = 0x02, // Combat movement triggered by LoS issues
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COMBAT_MOVEMENT_OOM = 0x04, // Combat movement triggered by power exhaustion
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COMBAT_MOVEMENT_DISTANCE = 0x08 // Combat movement triggered by distance checks
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};
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enum AIEventType
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{
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// Usable with Event AI
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@ -103,16 +111,16 @@ class CreatureAI
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public:
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explicit CreatureAI(Creature* creature) :
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m_creature(creature),
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m_isCombatMovement(true),
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m_combatMovement(0),
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m_attackDistance(0.0f),
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m_attackAngle(0.0f)
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{}
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{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
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virtual ~CreatureAI();
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///== Information about AI ========================
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/**
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* This funcion is used to display information about the AI.
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* This function is used to display information about the AI.
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* It is called when the .npc aiinfo command is used.
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* Use this for on-the-fly debugging
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* @param reader is a ChatHandler to send messages to.
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@ -312,9 +320,11 @@ class CreatureAI
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*/
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CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid OriginalCasterGuid = ObjectGuid());
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/// Set combat movement (on/off), also sets UNIT_STAT_NO_COMBAT_MOVEMENT
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/// Combat movement functions
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void SetCombatMovement(bool enable, bool stopOrStartMovement = false);
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bool IsCombatMovement() const { return m_isCombatMovement; }
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bool IsCombatMovement() const { return m_combatMovement != 0; }
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void AddCombatMovementFlags(uint32 cmFlags);
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void ClearCombatMovementFlags(uint32 cmFlags);
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///== Event Handling ===============================
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@ -355,7 +365,7 @@ class CreatureAI
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Creature* const m_creature;
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/// Combat movement currently enabled
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bool m_isCombatMovement;
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uint32 m_combatMovement;
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/// How should an enemy be chased
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float m_attackDistance;
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float m_attackAngle;
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@ -63,7 +63,7 @@ int CreatureEventAI::Permissible(const Creature* creature)
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void CreatureEventAI::GetAIInformation(ChatHandler& reader)
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{
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reader.PSendSysMessage(LANG_NPC_EVENTAI_PHASE, (uint32)m_Phase);
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reader.PSendSysMessage(LANG_NPC_EVENTAI_MOVE, reader.GetOnOffStr(m_isCombatMovement));
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reader.PSendSysMessage(LANG_NPC_EVENTAI_MOVE, reader.GetOnOffStr(IsCombatMovement()));
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reader.PSendSysMessage(LANG_NPC_EVENTAI_COMBAT, reader.GetOnOffStr(m_MeleeEnabled));
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if (sLog.HasLogFilter(LOG_FILTER_EVENT_AI_DEV)) // Give some more details if in EventAI Dev Mode
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@ -627,6 +627,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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{
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uint32 selectFlags = 0;
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uint32 spellId = 0;
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uint32 cmFlags = 0;
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if (!(action.cast.castFlags & (CAST_TRIGGERED | CAST_FORCE_CAST | CAST_FORCE_TARGET_SELF)))
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{
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spellId = action.cast.spellId;
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@ -646,19 +648,40 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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switch (castResult)
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{
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case CAST_FAIL_POWER:
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case CAST_FAIL_TOO_FAR:
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case CAST_FAIL_NO_LOS:
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{
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// Melee current victim if flag not set
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if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
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{
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SetCombatMovement(true,true);
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}
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cmFlags |= COMBAT_MOVEMENT_OOM;
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break;
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case CAST_FAIL_TOO_FAR:
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cmFlags |= COMBAT_MOVEMENT_DISTANCE;
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break;
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case CAST_FAIL_NO_LOS:
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cmFlags |= COMBAT_MOVEMENT_LOS;
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break;
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}
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default:
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break;
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}
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// Melee current victim if flag not set
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if (cmFlags)
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{
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if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
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{
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AddCombatMovementFlags(cmFlags);
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SetCombatMovement(true,true);
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}
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}
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else
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{
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if (m_combatMovement & (COMBAT_MOVEMENT_LOS | COMBAT_MOVEMENT_DISTANCE | COMBAT_MOVEMENT_OOM))
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{
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ClearCombatMovementFlags(COMBAT_MOVEMENT_LOS | COMBAT_MOVEMENT_DISTANCE | COMBAT_MOVEMENT_OOM);
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if (!IsCombatMovement() && m_creature->IsNonMeleeSpellCasted(false) && m_creature->IsInCombat() && m_creature->getVictim())
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{
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SetCombatMovement(false,true);
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m_creature->SendMeleeAttackStop(m_creature->getVictim());
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}
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}
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}
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break;
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}
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case ACTION_T_SUMMON: //12
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@ -744,12 +767,21 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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break;
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case ACTION_T_COMBAT_MOVEMENT: //21
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// ignore no affect case
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if (m_isCombatMovement == (action.combat_movement.state != 0) || m_creature->IsNonMeleeSpellCasted(false))
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{ return; }
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if (IsCombatMovement() == (action.combat_movement.state != 0) || m_creature->IsNonMeleeSpellCasted(false))
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{
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if (IsCombatMovement())
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{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
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return;
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}
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SetCombatMovement(action.combat_movement.state != 0, true);
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if (action.combat_movement.state != 0)
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{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
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else
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{ ClearCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
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if (m_isCombatMovement && action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
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SetCombatMovement(IsCombatMovement(), true);
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if (IsCombatMovement() && action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
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{ m_creature->SendMeleeAttackStart(m_creature->getVictim()); }
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else if (action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
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{ m_creature->SendMeleeAttackStop(m_creature->getVictim()); }
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@ -805,7 +837,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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m_attackDistance = (float)action.ranged_movement.distance;
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m_attackAngle = action.ranged_movement.angle / 180.0f * M_PI_F;
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if (m_isCombatMovement)
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if (IsCombatMovement())
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{
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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{
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@ -2996,6 +2996,16 @@ void Spell::update(uint32 difftime)
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return;
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}
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if (m_targets.getUnitTarget() && (m_targets.getUnitTarget() != m_caster) && IsSingleTargetSpell(m_spellInfo) &&
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!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell)
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{
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if (!m_caster->IsWithinLOSInMap(m_targets.getUnitTarget()))
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{
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cancel();
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return;
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}
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}
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// check if the player or unit caster has moved before the spell finished (exclude casting on vehicles)
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if (((m_caster->GetTypeId() == TYPEID_PLAYER || m_caster->GetTypeId() == TYPEID_UNIT) && m_timer != 0) &&
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(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&
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