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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Refactoring part 2 [W.I.P]
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323
src/game/AI/CoreAI/CombatAI.cpp
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323
src/game/AI/CoreAI/CombatAI.cpp
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CombatAI.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include "Vehicle.h"
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#include "ObjectAccessor.h"
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#include "Player.h"
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/////////////////
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// AggressorAI
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/////////////////
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int AggressorAI::Permissible(const Creature* creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if (!creature->IsCivilian() && !creature->IsNeutralToAll())
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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void AggressorAI::UpdateAI(uint32 /*diff*/)
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{
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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/////////////////
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// CombatAI
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/////////////////
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void CombatAI::InitializeAI()
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{
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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if (me->m_spells[i] && sSpellMgr->GetSpellInfo(me->m_spells[i]))
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spells.push_back(me->m_spells[i]);
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CreatureAI::InitializeAI();
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}
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void CombatAI::Reset()
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{
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events.Reset();
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}
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void CombatAI::JustDied(Unit* killer)
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{
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for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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if (AISpellInfo[*i].condition == AICOND_DIE)
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me->CastSpell(killer, *i, true);
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}
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void CombatAI::EnterCombat(Unit* who)
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{
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for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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{
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if (AISpellInfo[*i].condition == AICOND_AGGRO)
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me->CastSpell(who, *i, false);
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else if (AISpellInfo[*i].condition == AICOND_COMBAT)
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events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
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}
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}
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void CombatAI::UpdateAI(uint32 diff)
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{
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if (!UpdateVictim())
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return;
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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if (uint32 spellId = events.ExecuteEvent())
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{
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DoCast(spellId);
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events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
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}
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else
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DoMeleeAttackIfReady();
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}
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/////////////////
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// CasterAI
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/////////////////
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void CasterAI::InitializeAI()
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{
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CombatAI::InitializeAI();
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m_attackDist = 30.0f;
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for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
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if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
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m_attackDist = GetAISpellInfo(*itr)->maxRange;
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if (m_attackDist == 30.0f)
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m_attackDist = MELEE_RANGE;
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}
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void CasterAI::EnterCombat(Unit* who)
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{
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if (spells.empty())
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return;
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uint32 spell = rand()%spells.size();
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uint32 count = 0;
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for (SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
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{
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if (AISpellInfo[*itr].condition == AICOND_AGGRO)
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me->CastSpell(who, *itr, false);
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else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
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{
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uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
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if (count == spell)
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{
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DoCast(spells[spell]);
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cooldown += me->GetCurrentSpellCastTime(*itr);
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}
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events.ScheduleEvent(*itr, cooldown);
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}
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}
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}
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void CasterAI::UpdateAI(uint32 diff)
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{
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if (!UpdateVictim())
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return;
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events.Update(diff);
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if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
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{
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me->InterruptNonMeleeSpells(false);
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return;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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if (uint32 spellId = events.ExecuteEvent())
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{
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DoCast(spellId);
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uint32 casttime = me->GetCurrentSpellCastTime(spellId);
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events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
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}
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}
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//////////////
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// ArcherAI
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//////////////
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ArcherAI::ArcherAI(Creature* c) : CreatureAI(c)
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{
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if (!me->m_spells[0])
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sLog->outError("ArcherAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->m_spells[0]);
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m_minRange = spellInfo ? spellInfo->GetMinRange(false) : 0;
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if (!m_minRange)
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m_minRange = MELEE_RANGE;
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me->m_CombatDistance = spellInfo ? spellInfo->GetMaxRange(false) : 0;
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me->m_SightDistance = me->m_CombatDistance;
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}
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void ArcherAI::AttackStart(Unit* who)
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{
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if (!who)
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return;
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if (me->IsWithinCombatRange(who, m_minRange))
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{
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if (me->Attack(who, true) && !who->IsFlying())
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me->GetMotionMaster()->MoveChase(who);
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}
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else
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{
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if (me->Attack(who, false) && !who->IsFlying())
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me->GetMotionMaster()->MoveChase(who, me->m_CombatDistance);
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}
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if (who->IsFlying())
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me->GetMotionMaster()->MoveIdle();
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}
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void ArcherAI::UpdateAI(uint32 /*diff*/)
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{
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if (!UpdateVictim())
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return;
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if (!me->IsWithinCombatRange(me->GetVictim(), m_minRange))
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DoSpellAttackIfReady(me->m_spells[0]);
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else
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DoMeleeAttackIfReady();
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}
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//////////////
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// TurretAI
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//////////////
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TurretAI::TurretAI(Creature* c) : CreatureAI(c)
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{
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if (!me->m_spells[0])
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sLog->outError("TurretAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->m_spells[0]);
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m_minRange = spellInfo ? spellInfo->GetMinRange(false) : 0;
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me->m_CombatDistance = spellInfo ? spellInfo->GetMaxRange(false) : 0;
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me->m_SightDistance = me->m_CombatDistance;
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}
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bool TurretAI::CanAIAttack(const Unit* /*who*/) const
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{
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// TODO: use one function to replace it
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if (!me->IsWithinCombatRange(me->GetVictim(), me->m_CombatDistance)
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|| (m_minRange && me->IsWithinCombatRange(me->GetVictim(), m_minRange)))
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return false;
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return true;
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}
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void TurretAI::AttackStart(Unit* who)
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{
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if (who)
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me->Attack(who, false);
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}
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void TurretAI::UpdateAI(uint32 /*diff*/)
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{
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if (!UpdateVictim())
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return;
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if( me->m_spells[0] )
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DoSpellAttackIfReady(me->m_spells[0]);
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}
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//////////////
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// VehicleAI
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//////////////
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VehicleAI::VehicleAI(Creature* c) : CreatureAI(c), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
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{
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LoadConditions();
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m_DoDismiss = false;
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m_DismissTimer = VEHICLE_DISMISS_TIME;
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}
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//NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted
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void VehicleAI::UpdateAI(uint32 diff)
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{
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CheckConditions(diff);
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if (m_DoDismiss)
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{
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if (m_DismissTimer < diff)
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{
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m_DoDismiss = false;
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me->DespawnOrUnsummon();
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}
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else
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m_DismissTimer -= diff;
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}
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}
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void VehicleAI::OnCharmed(bool apply)
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{
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if (!me->GetVehicleKit()->IsVehicleInUse() && !apply && !conditions.empty()) // was used and has conditions
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m_DoDismiss = true; // needs reset
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else if (apply)
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m_DoDismiss = false; // in use again
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m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
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}
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void VehicleAI::LoadConditions()
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{
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conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
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//if (!conditions.empty())
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;//sLog->outDebug(LOG_FILTER_CONDITIONSYS, "VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
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}
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void VehicleAI::CheckConditions(uint32 diff)
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{
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if (m_ConditionsTimer < diff)
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{
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if (!conditions.empty())
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{
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if (Vehicle* vehicleKit = me->GetVehicleKit())
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for (SeatMap::iterator itr = vehicleKit->Seats.begin(); itr != vehicleKit->Seats.end(); ++itr)
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if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
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{
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if (Player* player = passenger->ToPlayer())
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{
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if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
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{
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player->ExitVehicle();
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return; // check other pessanger in next tick
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}
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}
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}
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}
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m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
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}
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else
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m_ConditionsTimer -= diff;
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}
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