void TargetedMovementGenerator<Creature>::Initialize(Creature &owner)
{
    if (owner.HasSearchedAssistance())
        owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
    else
        owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);

    if (((Creature*)&owner)->canFly())
        owner.AddMonsterMoveFlag(MONSTER_MOVE_FLY);

    _setTargetLocation(owner);
}
void
RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
    if (!creature.isAlive())
        return;

    if (creature.canFly())
        creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
    else
        creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);

    _setRandomLocation(creature);
}
Example #3
0
void
RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
    if(!creature.isAlive())
        return;

    if (creature.canFly())
        creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
    else if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
        creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
    else
        creature.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);  // run with 1/RUNNING_CHANCE_RANDOMMV chance

    _setRandomLocation(creature);
}
Example #4
0
bool
HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff)
{
    CreatureTraveller traveller( owner);
    i_destinationHolder.UpdateTraveller(traveller, time_diff, false);

    if (time_diff > i_travel_timer)
    {
        owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);

        // restore orientation of not moving creature at returning to home
        if(owner.GetDefaultMovementType()==IDLE_MOTION_TYPE)
        {
            if(CreatureData const* data = objmgr.GetCreatureData(owner.GetDBTableGUIDLow()))
            {
                owner.SetOrientation(data->orientation);
                WorldPacket packet;
                owner.BuildHeartBeatMsg(&packet);
                owner.SendMessageToSet(&packet, false);
            }
        }

        owner.AI()->JustReachedHome();
        return false;
    }

    i_travel_timer -= time_diff;

    return true;
}
Example #5
0
    void UpdateAI(const uint32 diff)
    {
        if(Delay<diff)
        {
            Delay=0;
        }else{
            Delay-=diff;
            return;
        }
        if (!meteor)
        {
            float x,y,z;
            m_creature->GetPosition(x,y,z);
            Creature* trigger = m_creature->SummonCreature(NPC_TRIGGER,x+8,y+8,z+25+rand()%10,m_creature->GetOrientation(),TEMPSUMMON_TIMED_DESPAWN,1000);
            if(trigger)
            {
                trigger->SetVisibility(VISIBILITY_OFF);
                trigger->setFaction(m_creature->getFaction());
                trigger->AddMonsterMoveFlag(MONSTER_MOVE_LEVITATING);
                trigger->CastSpell(m_creature,SPELL_METEOR,true);
            }
            m_creature->GetMotionMaster()->Clear();
            meteor = true;
        }else if (!CanMove){
            if(spawnTimer<diff)
            {
                m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                m_creature->SetUInt32Value(UNIT_FIELD_DISPLAYID, m_creature->GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID));
                CanMove = true;
                /*if (m_creature->getVictim())
                    m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());*/
                if (pInstance)
                {
                    if (pInstance->GetData(DATA_ANETHERON))
                    {
                        Unit* target = Unit::GetUnit((*m_creature), pInstance->GetData64(DATA_THRALL));
                        if (target && target->isAlive())
                            {m_creature->AddThreat(target,0.0);m_creature->SetActiveObjectState(true);}
                    }
                }        
            }else spawnTimer -= diff;
        }
        if(!CanMove)return;

        if(!m_creature->SelectHostileTarget() || !m_creature->getVictim() )
            return;
        if(!imol)
        {
            DoCast(m_creature,SPELL_IMMOLATION);
            imol=true;
        }
        if(FlameBuffetTimer<diff)
        {
            DoCast(m_creature->getVictim(),SPELL_FLAME_BUFFET,true);
            FlameBuffetTimer = 7000;
        }else FlameBuffetTimer -= diff;
        DoMeleeAttackIfReady();
    }
void TargetedMovementGenerator<Creature>::Initialize(Creature &owner)
{
    if (owner.isInCombat())
        owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);

    if (((Creature*)&owner)->canFly())
        owner.AddMonsterMoveFlag(MONSTER_MOVE_FLY);

    _setTargetLocation(owner);
}
Example #7
0
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
    {
        i_nextMoveTime.Update(i_nextMoveTime.GetExpiry());    // Expire the timer
        creature.clearUnitState(UNIT_STAT_ROAMING);
        return true;
    }

    i_nextMoveTime.Update(diff);

    if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
        creature.clearUnitState(UNIT_STAT_ROAMING);

    if(!i_destinationHolder.HasArrived() && creature.IsStopped())
        creature.addUnitState(UNIT_STAT_ROAMING);

    CreatureTraveller traveller(creature);

    if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
    {
        if(i_nextMoveTime.Passed())
        {
            if (creature.canFly())
                creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
            else if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
                creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
            else                                            // run with 1/RUNNING_CHANCE_RANDOMMV chance
                creature.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);

            _setRandomLocation(creature);
        }
        else if(creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(),PET_FOLLOW_DIST+2.5f))
        {
           creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
           _setRandomLocation(creature);
        }
    }
    return true;
}
Example #8
0
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
    unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
    unit.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
}
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if(!&creature)
        return true;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
        return true;

    // prevent a crash at empty waypoint path.
    if(!i_path || i_path->empty())
        return true;

    // i_path was modified by chat commands for example
    if(i_path->size() != i_hasDone.size())
        i_hasDone.resize(i_path->size());
    if(i_currentNode >= i_path->size())
        i_currentNode = 0;

    CreatureTraveller traveller(creature);

    i_nextMoveTime.Update(diff);
    i_destinationHolder.UpdateTraveller(traveller, diff, false, true);

    // creature has been stopped in middle of the waypoint segment
    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
    {
        if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
        {
            SetStopedByPlayer(false);
            // Now we re-set destination to same node and start travel
            creature.addUnitState(UNIT_STAT_ROAMING);
            if (creature.canFly())
                creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else // if( !i_nextMoveTime.Passed())
        { // unexpected end of timer && creature stopped && not at end of segment
            if (!IsStopedByPlayer())
            {                                                   // Put 30 seconds delay
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                SetStopedByPlayer(true);                        // Mark we did it
            }
        }
        return true;    // Abort here this update
    }

    if( creature.IsStopped())
    {
        uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

        if (!i_hasDone[idx])
        {
            if (i_path->at(idx).orientation !=100)
                creature.SetOrientation(i_path->at(idx).orientation);

            if(WaypointBehavior *behavior = i_path->at(idx).behavior)
            {
                if(behavior->emote != 0)
                    creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
                if(behavior->spell != 0)
                    creature.CastSpell(&creature,behavior->spell, false);
                if(behavior->model1 != 0)
                    creature.SetDisplayId(behavior->model1);
                if(behavior->textid[0])
                {
                    // Not only one text is set
                    if( behavior->textid[1] )
                    {
                        // Select one from max 5 texts (0 and 1 laready checked)
                        int i = 2;
                        for( ; i < MAX_WAYPOINT_TEXT; ++i )
                            if( !behavior->textid[i] )
                                break;

                        creature.Say(behavior->textid[rand() % i], 0, 0);
                    }
                    else
                        creature.Say(behavior->textid[0], 0, 0);
                }

                i_hasDone[idx] = true;
                MovementInform(creature);
            }                                               // wpBehaviour found
        }                                                   // HasDone == false
    }                                                       // i_creature.IsStopped()

    if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
    {
        if( creature.IsStopped() ) // If stopped then begin a new move segment
        {
            creature.addUnitState(UNIT_STAT_ROAMING);
            if (creature.canFly())
                creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
            uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

            if (i_path->at(idx).orientation !=100)
                creature.SetOrientation(i_path->at(idx).orientation);

            if(WaypointBehavior *behavior = i_path->at(idx).behavior )
            {
                i_hasDone[idx] = false;
                if(behavior->model2 != 0)
                    creature.SetDisplayId(behavior->model2);

                creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
            }
        }
        else // If not stopped then stop it and set the reset of TimeTracker to waittime
        {
            creature.StopMoving();
            SetStopedByPlayer(false);
            i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
            ++i_currentNode;
            if( i_currentNode >= i_path->size() )
                i_currentNode = 0;
        }
    }
    return true;
}
void FleeingMovementGenerator<Creature>::Finalize(Creature &owner)
{
    owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
    owner.clearUnitState(UNIT_STAT_FLEEING);
}
Example #11
0
    void UpdateAI(const uint32 diff)
    {
        if (!m_creature->SelectHostilTarget() && !m_creature->getVictim())
            return;

        if(StormCount)
        {
            Unit* target = Unit::GetUnit(*m_creature, CloudGUID);
            if(!target || !target->isAlive())
            {
                EnterEvadeMode();
                return;
            }
            else if(Unit* Cyclone = Unit::GetUnit(*m_creature, CycloneGUID))
                Cyclone->CastSpell(target, 25160, true); // keep casting or...

            if(StormSequenceTimer < diff) {
                HandleStormSequence(target);
            }else StormSequenceTimer -= diff;
            return;
        }

        if (Enrage_Timer < diff) {
            DoYell(SAY_ONENRAGE, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONENRAGE);
            m_creature->CastSpell(m_creature, SPELL_BERSERK, true);
            Enrage_Timer = 600000;
        }else Enrage_Timer -= diff;

        if (StaticDisruption_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            TargetGUID = target->GetGUID();
            m_creature->CastSpell(target, SPELL_STATIC_DISRUPTION, false);
            m_creature->SetInFront(m_creature->getVictim());
            StaticDisruption_Timer = (10+rand()%8)*1000; // < 20s

            float dist = m_creature->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
            if (dist < 5.0f) dist = 5.0f;
            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);
        }else StaticDisruption_Timer -= diff;

        if (SDisruptAOEVisual_Timer < diff) {
            Unit* SDVictim = Unit::GetUnit((*m_creature), TargetGUID);
            if(SDVictim && SDVictim->isAlive())
                SDVictim->CastSpell(SDVictim, SPELL_STATIC_VISUAL, true);
            SDisruptAOEVisual_Timer = 99999;
            TargetGUID = 0;
        }else SDisruptAOEVisual_Timer -= diff;

        if (GustOfWind_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            DoCast(target, SPELL_GUST_OF_WIND);
            GustOfWind_Timer = (20+rand()%10)*1000; //20 to 30 seconds(bosskillers)
        } else GustOfWind_Timer -= diff;

        if (CallLighting_Timer < diff) {
            DoCast(m_creature->getVictim(), SPELL_CALL_LIGHTNING);
            CallLighting_Timer = (12 + rand()%5)*1000; //totaly random timer. can't find any info on this
        } else CallLighting_Timer -= diff;

        if (!isRaining && ElectricalStorm_Timer < 8000 + rand()%5000) {
            SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
            isRaining = true;
        }

        if (ElectricalStorm_Timer < diff) {
            Unit* target = SelectRandomPlayer(50);
            if(!target) target = m_creature->getVictim();
            float x, y, z;
            target->GetPosition(x, y, z);
            Creature *Cloud = m_creature->SummonCreature(MOB_TEMP_TRIGGER, x, y, m_creature->GetPositionZ() + 10, 0, TEMPSUMMON_TIMED_DESPAWN, 15000);
            if(Cloud)
            {
                CloudGUID = Cloud->GetGUID();
                Cloud->AddMonsterMoveFlag(MONSTER_MOVE_LEVITATING);
                Cloud->StopMoving();
                Cloud->SetFloatValue(OBJECT_FIELD_SCALE_X, 3.0f);
                Cloud->setFaction(35);
                Cloud->SetMaxHealth(9999999);
                Cloud->SetHealth(9999999);
                Cloud->CastSpell(Cloud, 45213, true); // cloud visual
                m_creature->StopMoving();
                Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                m_creature->CastSpell(Cloud, 43501, false); // siphon soul
            }
            Unit *Cyclone = m_creature->SummonCreature(MOB_TEMP_TRIGGER, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN, 15000);
            if(Cyclone)
            {
                Cyclone->CastSpell(Cyclone, 25160, true); // wind visual
                CycloneGUID = Cyclone->GetGUID();
            }
            ElectricalStorm_Timer = 60000; //60 seconds(bosskillers)
            StormCount = 1;
            StormSequenceTimer = 0;
        } else ElectricalStorm_Timer -= diff;

        if (SummonEagles_Timer < diff) 
        {
            DoYell(SAY_ONSUMMON, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONSUMMON);

            float x, y, z;
            m_creature->GetPosition(x, y, z);
            for (uint8 i = 0; i < 6 + rand()%3; i++) 
            {
                if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
                {
                    x = target->GetPositionX() + 10 - rand()%20;
                    y = target->GetPositionY() + 10 - rand()%20;
                    z = target->GetPositionZ() + 6 + rand()%5 + 10;
                    if(z > 95) z = 95 - rand()%5;
                }

                Creature *pCreature = m_creature->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                if (pCreature)
                {
                    pCreature->AddThreat(m_creature->getVictim(), 1.0f);
                    pCreature->AI()->AttackStart(m_creature->getVictim());
                }
            }
            SummonEagles_Timer = 999999;
        } else SummonEagles_Timer -= diff;

        DoMeleeAttackIfReady();
    }
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
    float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;

    creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);

    z = creature.GetPositionZ();
    Map const* map = creature.GetBaseMap();

    // For 2D/3D system selection
    //bool is_land_ok  = creature.canWalk();                // not used?
    //bool is_water_ok = creature.canSwim();                // not used?
    bool is_air_ok   = creature.canFly();

    const float angle = rand_norm()*(M_PI*2);
    const float range = rand_norm()*wander_distance;
    const float distanceX = range * cos(angle);
    const float distanceY = range * sin(angle);

    nx = X + distanceX;
    ny = Y + distanceY;

    // prevent invalid coordinates generation
    MaNGOS::NormalizeMapCoord(nx);
    MaNGOS::NormalizeMapCoord(ny);

    dist = distanceX*distanceX + distanceY*distanceY;

    if (is_air_ok)                                          // 3D system above ground and above water (flying mode)
    {
        const float distanceZ = rand_norm() * sqrtf(dist)/2;// Limit height change
        nz = Z + distanceZ;
        float tz = map->GetHeight(nx, ny, nz-2.0f, false);  // Map check only, vmap needed here but need to alter vmaps checks for height.
        float wz = map->GetWaterLevel(nx, ny);

        // Problem here, we must fly above the ground and water, not under. Let's try on next tick
        if (tz >= nz || wz >= nz)
            return;
    }
    //else if (is_water_ok)                                 // 3D system under water and above ground (swimming mode)
    else                                                    // 2D only
    {
        dist = dist >= 100.0f ? 10.0f : sqrtf(dist);        // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)

        // The fastest way to get an accurate result 90% of the time.
        // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
        nz = map->GetHeight(nx, ny, Z+dist-2.0f, false);

        if (fabs(nz-Z) > dist)                              // Map check
        {
            nz = map->GetHeight(nx, ny, Z-2.0f, true);      // Vmap Horizontal or above

            if (fabs(nz-Z) > dist)
            {
                // Vmap Higher
                nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);

                // let's forget this bad coords where a z cannot be find and retry at next tick
                if (fabs(nz-Z) > dist)
                    return;
            }
        }
    }

    Traveller<Creature> traveller(creature);

    creature.SetOrientation(creature.GetAngle(nx, ny));
    i_destinationHolder.SetDestination(traveller, nx, ny, nz);
    creature.addUnitState(UNIT_STAT_ROAMING);

    if (is_air_ok)
    {
        i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
    }
    //else if (is_water_ok)                                 // Swimming mode to be done with more than this check
    else
    {
        i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
        creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
    }
}