Merge pull request #54 from H0zen/develop21

[EventAI] Improved logic in ACTION_T_CAST
This commit is contained in:
Antz 2015-11-20 20:49:49 +00:00
commit ed4886b0b2
4 changed files with 107 additions and 36 deletions

View File

@ -57,14 +57,14 @@ CanCastResult CreatureAI::CanCastSpell(Unit* pTarget, const SpellEntry* pSpell,
if (pSpell->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
{ return CAST_FAIL_STATE; }
if (!m_creature->IsWithinLOSInMap(pTarget))
{ return CAST_FAIL_NO_LOS; }
// Check for power (also done by Spell::CheckCast())
if (m_creature->GetPower((Powers)pSpell->powerType) < Spell::CalculatePowerCost(pSpell, m_creature))
{ return CAST_FAIL_POWER; }
}
if (!m_creature->IsWithinLOSInMap(pTarget))
{ return CAST_FAIL_NO_LOS; }
if (const SpellRangeEntry* pSpellRange = sSpellRangeStore.LookupEntry(pSpell->rangeIndex))
{
if (pTarget != m_creature)
@ -137,26 +137,43 @@ bool CreatureAI::DoMeleeAttackIfReady()
return m_creature->UpdateMeleeAttackingState();
}
void CreatureAI::AddCombatMovementFlags(uint32 cmFlags)
{
if (!m_combatMovement)
{ m_creature->clearUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
m_combatMovement |= cmFlags;
}
void CreatureAI::ClearCombatMovementFlags(uint32 cmFlags)
{
m_combatMovement &= ~cmFlags;
if (!m_combatMovement)
{ m_creature->addUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
}
void CreatureAI::SetCombatMovement(bool enable, bool stopOrStartMovement /*=false*/)
{
m_isCombatMovement = enable;
if (enable)
{ m_creature->clearUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
else
{ m_creature->addUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT); }
if (stopOrStartMovement && m_creature->getVictim()) // Only change current movement while in combat
{
MotionMaster* creatureMotion = m_creature->GetMotionMaster();
creatureMotion->MovementExpired(false);
if (enable)
{
m_creature->CastStop();
creatureMotion->MoveChase(m_creature->getVictim(), m_attackDistance, m_attackAngle);
switch(creatureMotion->GetCurrentMovementGeneratorType())
{
case CHASE_MOTION_TYPE:
case FOLLOW_MOTION_TYPE:
creatureMotion->Clear(false);
break;
default:
break;
}
creatureMotion->MoveChase(m_creature->getVictim(), m_attackDistance, m_creature->GetAngle(m_creature->getVictim()));
}
else if (creatureMotion->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
creatureMotion->MovementExpired();
creatureMotion->Clear(false);
m_creature->StopMoving();
creatureMotion->MoveIdle();
@ -167,7 +184,9 @@ void CreatureAI::SetCombatMovement(bool enable, bool stopOrStartMovement /*=fals
void CreatureAI::HandleMovementOnAttackStart(Unit* victim)
{
MotionMaster* creatureMotion = m_creature->GetMotionMaster();
if (m_isCombatMovement)
creatureMotion->MovementExpired(false);
if (IsCombatMovement())
{ creatureMotion->MoveChase(victim, m_attackDistance, m_attackAngle); }
// TODO - adapt this to only stop OOC-MMGens when MotionMaster rewrite is finished
else if (creatureMotion->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE || creatureMotion->GetCurrentMovementGeneratorType() == RANDOM_MOTION_TYPE)

View File

@ -66,6 +66,14 @@ enum CastFlags
CAST_AURA_NOT_PRESENT = 0x20, // Only casts the spell if the target does not have an aura from the spell
};
enum CombatMovementFlags
{
COMBAT_MOVEMENT_SCRIPT = 0x01, // Combat movement enforced by script
COMBAT_MOVEMENT_LOS = 0x02, // Combat movement triggered by LoS issues
COMBAT_MOVEMENT_OOM = 0x04, // Combat movement triggered by power exhaustion
COMBAT_MOVEMENT_DISTANCE = 0x08 // Combat movement triggered by distance checks
};
enum AIEventType
{
// Usable with Event AI
@ -103,16 +111,16 @@ class CreatureAI
public:
explicit CreatureAI(Creature* creature) :
m_creature(creature),
m_isCombatMovement(true),
m_combatMovement(0),
m_attackDistance(0.0f),
m_attackAngle(0.0f)
{}
{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
virtual ~CreatureAI();
///== Information about AI ========================
/**
* This funcion is used to display information about the AI.
* This function is used to display information about the AI.
* It is called when the .npc aiinfo command is used.
* Use this for on-the-fly debugging
* @param reader is a ChatHandler to send messages to.
@ -312,10 +320,12 @@ class CreatureAI
*/
CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid OriginalCasterGuid = ObjectGuid());
/// Set combat movement (on/off), also sets UNIT_STAT_NO_COMBAT_MOVEMENT
/// Combat movement functions
void SetCombatMovement(bool enable, bool stopOrStartMovement = false);
bool IsCombatMovement() const { return m_isCombatMovement; }
bool IsCombatMovement() const { return m_combatMovement != 0; }
void AddCombatMovementFlags(uint32 cmFlags);
void ClearCombatMovementFlags(uint32 cmFlags);
///== Event Handling ===============================
/*
@ -355,7 +365,7 @@ class CreatureAI
Creature* const m_creature;
/// Combat movement currently enabled
bool m_isCombatMovement;
uint32 m_combatMovement;
/// How should an enemy be chased
float m_attackDistance;
float m_attackAngle;

View File

@ -63,7 +63,7 @@ int CreatureEventAI::Permissible(const Creature* creature)
void CreatureEventAI::GetAIInformation(ChatHandler& reader)
{
reader.PSendSysMessage(LANG_NPC_EVENTAI_PHASE, (uint32)m_Phase);
reader.PSendSysMessage(LANG_NPC_EVENTAI_MOVE, reader.GetOnOffStr(m_isCombatMovement));
reader.PSendSysMessage(LANG_NPC_EVENTAI_MOVE, reader.GetOnOffStr(IsCombatMovement()));
reader.PSendSysMessage(LANG_NPC_EVENTAI_COMBAT, reader.GetOnOffStr(m_MeleeEnabled));
if (sLog.HasLogFilter(LOG_FILTER_EVENT_AI_DEV)) // Give some more details if in EventAI Dev Mode
@ -627,6 +627,8 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
uint32 selectFlags = 0;
uint32 spellId = 0;
uint32 cmFlags = 0;
if (!(action.cast.castFlags & (CAST_TRIGGERED | CAST_FORCE_CAST | CAST_FORCE_TARGET_SELF)))
{
spellId = action.cast.spellId;
@ -646,19 +648,40 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
switch (castResult)
{
case CAST_FAIL_POWER:
case CAST_FAIL_TOO_FAR:
case CAST_FAIL_NO_LOS:
{
// Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
SetCombatMovement(true,true);
}
cmFlags |= COMBAT_MOVEMENT_OOM;
break;
case CAST_FAIL_TOO_FAR:
cmFlags |= COMBAT_MOVEMENT_DISTANCE;
break;
case CAST_FAIL_NO_LOS:
cmFlags |= COMBAT_MOVEMENT_LOS;
break;
}
default:
break;
}
// Melee current victim if flag not set
if (cmFlags)
{
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
AddCombatMovementFlags(cmFlags);
SetCombatMovement(true,true);
}
}
else
{
if (m_combatMovement & (COMBAT_MOVEMENT_LOS | COMBAT_MOVEMENT_DISTANCE | COMBAT_MOVEMENT_OOM))
{
ClearCombatMovementFlags(COMBAT_MOVEMENT_LOS | COMBAT_MOVEMENT_DISTANCE | COMBAT_MOVEMENT_OOM);
if (!IsCombatMovement() && m_creature->IsNonMeleeSpellCasted(false) && m_creature->IsInCombat() && m_creature->getVictim())
{
SetCombatMovement(false,true);
m_creature->SendMeleeAttackStop(m_creature->getVictim());
}
}
}
break;
}
case ACTION_T_SUMMON: //12
@ -744,12 +767,21 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
break;
case ACTION_T_COMBAT_MOVEMENT: //21
// ignore no affect case
if (m_isCombatMovement == (action.combat_movement.state != 0) || m_creature->IsNonMeleeSpellCasted(false))
{ return; }
if (IsCombatMovement() == (action.combat_movement.state != 0) || m_creature->IsNonMeleeSpellCasted(false))
{
if (IsCombatMovement())
{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
return;
}
SetCombatMovement(action.combat_movement.state != 0, true);
if (action.combat_movement.state != 0)
{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
else
{ ClearCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
SetCombatMovement(IsCombatMovement(), true);
if (m_isCombatMovement && action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
if (IsCombatMovement() && action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
{ m_creature->SendMeleeAttackStart(m_creature->getVictim()); }
else if (action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
{ m_creature->SendMeleeAttackStop(m_creature->getVictim()); }
@ -805,7 +837,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
m_attackDistance = (float)action.ranged_movement.distance;
m_attackAngle = action.ranged_movement.angle / 180.0f * M_PI_F;
if (m_isCombatMovement)
if (IsCombatMovement())
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{

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@ -2996,6 +2996,16 @@ void Spell::update(uint32 difftime)
return;
}
if (m_targets.getUnitTarget() && (m_targets.getUnitTarget() != m_caster) && IsSingleTargetSpell(m_spellInfo) &&
!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell)
{
if (!m_caster->IsWithinLOSInMap(m_targets.getUnitTarget()))
{
cancel();
return;
}
}
// check if the player or unit caster has moved before the spell finished (exclude casting on vehicles)
if (((m_caster->GetTypeId() == TYPEID_PLAYER || m_caster->GetTypeId() == TYPEID_UNIT) && m_timer != 0) &&
(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&