Esempio n. 1
0
void PetAI::KilledUnit(Unit *victim) {
	// Called from Unit::Kill() in case where pet or owner kills something
	// if owner killed this victim, pet may still be attacking something else
	if (me->getVictim() && me->getVictim() != victim)
		return;

	// Clear target just in case. May help problem where health / focus / mana
	// regen gets stuck. Also resets attack command.
	// Can't use _stopAttack() because that activates movement handlers and ignores
	// next target selection
	me->AttackStop();
	me->GetCharmInfo()->SetIsCommandAttack(false);

	Unit *nextTarget = SelectNextTarget();

	if (nextTarget)
		AttackStart(nextTarget);
	else
		HandleReturnMovement(); // Return
}
Esempio n. 2
0
void PetAI::_stopAttack()
{
    if (!me->isAlive())
    {
        sLog->outDebug(LOG_FILTER_GENERAL, "Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow());
        me->GetMotionMaster()->Clear();
        me->GetMotionMaster()->MoveIdle();
        me->CombatStop();
        me->getHostileRefManager().deleteReferences();

        return;
    }

    me->AttackStop();
    me->InterruptNonMeleeSpells(false);
    me->SendMeleeAttackStop(); // Should stop pet's attack button from flashing
    me->GetCharmInfo()->SetIsCommandAttack(false);
    ClearCharmInfoFlags();
    HandleReturnMovement();
}
Esempio n. 3
0
void PetAI::KilledUnit(Unit* victim)
{
    // Called from Unit::Kill() in case where pet or owner kills something
    // if owner killed this victim, pet may still be attacking something else
    if (me->getVictim() && me->getVictim() != victim)
        return;

    // Clear target just in case. May help problem where health / focus / mana
    // regen gets stuck. Also resets attack command.
    // Can't use _stopAttack() because that activates movement handlers and ignores
    // next target selection
    me->AttackStop();
    me->InterruptNonMeleeSpells(false);
    me->SendMeleeAttackStop();  // Stops the pet's 'Attack' button from flashing

    // Before returning to owner, see if there are more things to attack
    if (Unit* nextTarget = SelectNextTarget(false))
        AttackStart(nextTarget);
    else
        HandleReturnMovement(); // Return
}
Esempio n. 4
0
void PetAI::KilledUnit(Unit* victim)
{
    // Called from Unit::Kill() in case where pet or owner kills something
    // if owner killed this victim, pet may still be attacking something else
    if (me->GetVictim() && me->GetVictim() != victim)
        return;

    // Xinef: if pet is channeling a spell and owner killed something different, dont interrupt it
    if (me->HasUnitState(UNIT_STATE_CASTING) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) && me->GetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT) != victim->GetGUID())
        return;

    // Clear target just in case. May help problem where health / focus / mana
    // regen gets stuck. Also resets attack command.
    // Can't use _stopAttack() because that activates movement handlers and ignores
    // next target selection
    me->AttackStop();
    me->InterruptNonMeleeSpells(false);

    // Before returning to owner, see if there are more things to attack
    if (Unit* nextTarget = SelectNextTarget(false))
        AttackStart(nextTarget);
    else
        HandleReturnMovement(); // Return
}
Esempio n. 5
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (me->getVictim() && me->getVictim()->isAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->getVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
                    continue; // Pets must only jump to target

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->getVictim()))
                    targetSpellStore.push_back(std::make_pair(me->getVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    me->UpdateSpeed(MOVE_RUN, true);
    me->UpdateSpeed(MOVE_WALK, true);
    me->UpdateSpeed(MOVE_FLIGHT, true);
    
}
Esempio n. 6
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    // Must also check if victim is alive
    if (me->getVictim() && me->getVictim()->isAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outDebug(LOG_FILTER_GENERAL, "Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        // Only aggressive pets do target search every update.
        // Defensive pets do target search only in these cases:
        //  * Owner attacks something - handled by OwnerAttacked()
        //  * Owner receives damage - handled by OwnerDamagedBy()
        //  * Pet is in combat and current target dies - handled by KilledUnit()
        if (me->HasReactState(REACT_AGGRESSIVE))
        {
            Unit* nextTarget = SelectNextTarget();

            if (nextTarget)
                AttackStart(nextTarget);
            else
            {
                me->GetCharmInfo()->SetIsCommandAttack(false);
                HandleReturnMovement();
            }
        }
        else
        {
            me->GetCharmInfo()->SetIsCommandAttack(false);
            HandleReturnMovement();
        }
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        HandleReturnMovement();

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // check spell cooldown
                    if (me->HasSpellCooldown(spellInfo->Id))
                        continue;

                    // Check if we're in combat or commanded to attack
                    if (!me->isInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->getVictim()))
                    targetSpellStore.push_back(std::make_pair(me->getVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Esempio n. 7
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // m_creature->getVictim() can't be used for check in case stop fighting, m_creature->getVictim() clear at Unit death etc.
    if ( m_creature->getVictim() )
    {
        if ( _needToStop() )
        {
            DEBUG_LOG("Pet AI stoped attacking [guid=%u]", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && m_creature->GetCharmInfo()) //no victim
    {
        Unit *nextTarget = SelectNextTarget();

        if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
        m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            // ignore some combinations of combat state and combat/noncombat spells
            if (!me->getVictim())
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    continue;

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
                    if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }
            }
            else
            {
                // just ignore non-combat spells
                if (IsNonCombatSpell(spellInfo))
                    continue;
            }

            Spell *spell = new Spell(m_creature, spellInfo, false, 0);

            // Fix to allow pets on STAY to autocast
            if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
            {
                targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
                continue;
            }
            else
            {
                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);

                    //only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!Target)
                        continue;

                    if (spell->CanAutoCast(Target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(Target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget( target );

            if ( !m_creature->HasInArc(M_PI, target) )
            {
                m_creature->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendUpdateToPlayer(owner->ToPlayer());
            }

            m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Esempio n. 8
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (me->getVictim())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura())
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        Unit* nextTarget = SelectNextTarget();

        if (me->HasReactState(REACT_PASSIVE))
            _stopAttack();
        else if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (spellInfo->CanBeUsedInCombat())
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = spellInfo->GetDuration();
                    if ((spellInfo->ManaCost || spellInfo->ManaCostPercentage || spellInfo->ManaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = spellInfo->GetRecoveryTime();
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);

                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* target = ObjectAccessor::GetUnit(*me, *tar);

                    //only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!target)
                        continue;

                    if (spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
            else if (me->getVictim() && CanAttack(me->getVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->getVictim()))
                    targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Esempio n. 9
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!me->isAlive())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
    if (me->getVictim())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->getVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        DoMeleeAttackIfReady();
    }
    else if (owner && me->GetCharmInfo()) //no victim
    {
        Unit* nextTarget = SelectNextTarget();

        if (me->HasReactState(REACT_PASSIVE))
            _stopAttack();
        else if (nextTarget)
            AttackStart(nextTarget);
        else
            HandleReturnMovement();
    }
    else if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW)) // no charm info and no victim
        me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());

    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            // Check global cooldown
            if (me->GetCharmInfo() && me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // Check spell cooldown
            if (me->HasSpellCooldown(spellInfo->Id))
                continue;

            // Check if pet is in combat and if spell can be cast
            if (me->isInCombat() && !spellInfo->CanBeUsedInCombat())
                continue;

            // Prevent spells like Furious Howl from constantly casting out of
            //  combat when the cooldown is up
            if (!me->isInCombat() && !spellInfo->NeedsToBeTriggeredByCaster())
                continue;

            // We have a spell we can cast, let's pick a target
            if (spellInfo->IsPositive())
            {
                // These would be buff spells like Furious Howl, Consume Shadows, etc.
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);

                bool spellUsed = false;
                for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* target = ObjectAccessor::GetUnit(*me, *tar);

                    if (!target)
                        continue;

                    if (spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
            else if (me->getVictim() && CanAttack(me->getVictim()))
            {
                // These would be offensive spells like Claw, Bite, Torment, Fireball, etc.
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->getVictim()))
                    targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Esempio n. 10
0
void PetAI::UpdateAI(uint32 diff)
{
    if (!me->IsAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (me->GetVictim() && me->GetVictim()->IsAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (_needToStop())
        {
            ;//sLog->outStaticDebug("Pet AI stopped attacking [guid=%u]", me->GetGUIDLow());
            _stopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
                _doMeleeAttack();
        }
        else
            _doMeleeAttack();
    }
    else if (!me->GetCharmInfo() || (!me->GetCharmInfo()->GetForcedSpell() && !me->HasUnitState(UNIT_STATE_CASTING)))
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // xinef: charm info must be always available
    if (!me->GetCharmInfo())
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        if (owner && owner->GetTypeId() == TYPEID_PLAYER && me->GetCharmInfo()->GetForcedSpell() && me->GetCharmInfo()->GetForcedTarget())
        {
            owner->ToPlayer()->GetSession()->HandlePetActionHelper(me, me->GetGUID(), abs(me->GetCharmInfo()->GetForcedSpell()), ACT_ENABLED, me->GetCharmInfo()->GetForcedTarget());

            // xinef: if spell was casted properly and we are in passive mode, handle return
            if (!me->GetCharmInfo()->GetForcedSpell() && me->HasReactState(REACT_PASSIVE))
            {
                if (me->HasUnitState(UNIT_STATE_CASTING))
                {
                    me->GetMotionMaster()->Clear(false);
                    me->StopMoving();
                }
                else
                    _stopAttack();
            }
            return;
        }

        // xinef: dont allow ghouls to cast spells below 75 energy
        if (me->IsPet() && me->ToPet()->IsPetGhoul() && me->GetPower(POWER_ENERGY) < 75)
            return;

        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown, this should be checked in CheckCast...
            if (me->HasSpellCooldown(spellInfo->Id))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // Check if we're in combat or commanded to attack
                    if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                spell->LoadScripts(); // xinef: load for CanAutoCast (calling CheckPetCast)
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->GetVictim() && CanAttack(me->GetVictim(), spellInfo) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE, 0);
                if (spell->CanAutoCast(me->GetVictim()))
                    targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
                else
                    delete spell;
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            if (!me->HasInArc(M_PI, target))
            {
                me->SetInFront(target);
                if (target && target->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(target->ToPlayer());

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    me->SendUpdateToPlayer(owner->ToPlayer());
            }

            me->AddSpellCooldown(spell->m_spellInfo->Id, 0, 0);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
Esempio n. 11
0
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive() || !m_creature->GetCharmInfo())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    // First checking if we have some taunt on us
    Unit* tauntTarget = NULL;
    const Unit::AuraList& tauntAuras = m_creature->GetAurasByType(SPELL_AURA_MOD_TAUNT);
    if (!tauntAuras.empty())
    {
        Unit* caster = NULL;

        // Auras are pushed_back, last caster will be on the end
        Unit::AuraList::const_iterator aura = tauntAuras.end();
        while (aura != tauntAuras.begin())
        {
            --aura;
            caster = (*aura)->GetCaster();
            if (caster && caster->isTargetableForAttack())
            {
                tauntTarget = caster;
                break;
            }
        }

        if (tauntTarget)
            DoAttack(tauntTarget, true);
    }

    if (m_creature->getVictim() && m_creature->getVictim()->isAlive())
    {
        
        if (_needToStop())
        {
            _stopAttack();
            return;
        }

        if (hasMelee)
        {
            // Check before attacking to prevent pets from leaving stay position
            bool attacked = false;
            if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))
            {
                if (m_creature->GetCharmInfo()->IsCommandAttack() || (m_creature->GetCharmInfo()->IsAtStay() && m_creature->CanReachWithMeleeAttack(m_creature->getVictim())))
                    attacked = DoMeleeAttackIfReady();
            }
            else
                attacked = DoMeleeAttackIfReady();

            if (attacked && owner)
                if (Unit* v = m_creature->getVictim()) // Victim may have died between
                    owner->SetInCombatWith(v);
        }
    }
    else
    {
        if (m_creature->HasReactState(REACT_AGGRESSIVE) || m_creature->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(m_creature->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown
            if (m_creature->HasSpellCooldown(spellInfo->Id))
                continue;

            if (IsPositiveSpell(spellInfo->Id))
            {
                if (!IsNonCombatSpell(spellInfo)) // Can be used in combat.
                {
                    /*
                    Spells handled here:
                        Dash (1850), Dive (23145), Furious Howl (24604), Tainted Blood (19478)
                        Blood Pact (6307), Fire Shield (11771), Sacrifice ...
                        Consume Shadows (17767)
                    */

                    // Warlock Sacrifice: do not auto cast if not in combat
                    bool castOnlyInCombat = IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL);

                    if (!castOnlyInCombat)
                    {
                        int32 duration = GetSpellDuration(spellInfo);
                        int32 cooldown = GetSpellRecoveryTime(spellInfo);
                        // Keep this spell for when we will be in combat.
                        if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                            castOnlyInCombat = true;
                    }
                    // 19478 - Tainted Blood, rank 1 enUS
                    if (spellInfo->SpellIconID == 153)
                        castOnlyInCombat = true;
                    // 2947 - Fire Shield, rank 1 enUS
                    // When set to auto-cast, the Imp will cast this on any party members within 30 yds if they receive a melee attack.
                    if (spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMP_BUFFS>() && spellInfo->SpellVisual == 289)
                        castOnlyInCombat = false;
                    // Furious Howl: in combat only
                    if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_DAMAGE_DONE))
                        castOnlyInCombat = true;
                    if (castOnlyInCombat && !m_creature->getVictim())
                        continue;
                }

                Spell *spell = new Spell(m_creature, spellInfo, false);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = m_creature->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* ally = m_creature->GetMap()->GetUnit(*tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    spell->Delete();
            }
            else if (m_creature->getVictim() && CanAttack(m_creature->getVictim()) && !IsNonCombatSpell(spellInfo))
            {
                Spell *spell = new Spell(m_creature, spellInfo, false);
                if (spell->CanAutoCast(m_creature->getVictim()))
                    targetSpellStore.push_back(std::make_pair(m_creature->getVictim(), spell));
                else
                    spell->Delete();
            }
        }

        //found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget(target);

            if (!m_creature->HasInArc(M_PI_F, target))
            {
                m_creature->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)target);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)owner);
            }

            if (((Creature*)m_creature)->IsPet())
                ((Pet*)m_creature)->CheckLearning(spell->m_spellInfo->Id);

            // 10% chance to play special pet attack talk, else growl
            // actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
            if (((Creature*)m_creature)->IsPet() && (((Pet*)m_creature)->getPetType() == SUMMON_PET) && (m_creature != target) && (urand(0, 100) < 10))
                m_creature->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
            else
                m_creature->SendPetAIReaction();

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            itr->second->Delete();
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    m_creature->UpdateSpeed(MOVE_RUN, true);
    m_creature->UpdateSpeed(MOVE_WALK, true);
}
Esempio n. 12
0
void PetAI::UpdateAI(uint32 diff)
{
    if (!me->IsAlive() || !me->GetCharmInfo())
        return;

    Unit* owner = me->GetCharmerOrOwner();

    if (_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        _updateAlliesTimer -= diff;

    if (me->GetVictim() && me->EnsureVictim()->IsAlive())
    {
        // is only necessary to stop casting, the pet must not exit combat
        if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && // ignore channeled spells (Pin, Seduction)
            me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
        {
            me->InterruptNonMeleeSpells(false);
            return;
        }

        if (NeedToStop())
        {
            TC_LOG_TRACE("scripts.ai.petai", "PetAI::UpdateAI: AI stopped attacking %s", me->GetGUID().ToString().c_str());
            StopAttack();
            return;
        }

        // Check before attacking to prevent pets from leaving stay position
        if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
        {
            if (me->GetCharmInfo()->IsCommandAttack() || (me->GetCharmInfo()->IsAtStay() && me->IsWithinMeleeRange(me->GetVictim())))
                DoMeleeAttackIfReady();
        }
        else
            DoMeleeAttackIfReady();
    }
    else
    {
        if (me->HasReactState(REACT_AGGRESSIVE) || me->GetCharmInfo()->IsAtStay())
        {
            // Every update we need to check targets only in certain cases
            // Aggressive - Allow auto select if owner or pet don't have a target
            // Stay - Only pick from pet or owner targets / attackers so targets won't run by
            //   while chasing our owner. Don't do auto select.
            // All other cases (ie: defensive) - Targets are assigned by DamageTaken(), OwnerAttackedBy(), OwnerAttacked(), etc.
            Unit* nextTarget = SelectNextTarget(me->HasReactState(REACT_AGGRESSIVE));

            if (nextTarget)
                AttackStart(nextTarget);
            else
                HandleReturnMovement();
        }
        else
            HandleReturnMovement();
    }

    // Autocast (cast only in combat or persistent spells in any state)
    if (!me->HasUnitState(UNIT_STATE_CASTING))
    {
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = me->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID);
            if (!spellInfo)
                continue;

            if (me->GetSpellHistory()->HasGlobalCooldown(spellInfo))
                continue;

            // check spell cooldown
            if (!me->GetSpellHistory()->IsReady(spellInfo))
                continue;

            if (spellInfo->IsPositive())
            {
                if (spellInfo->CanBeUsedInCombat())
                {
                    // Check if we're in combat or commanded to attack
                    if (!me->IsInCombat() && !me->GetCharmInfo()->IsCommandAttack())
                        continue;
                }

                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
                bool spellUsed = false;

                // Some spells can target enemy or friendly (DK Ghoul's Leap)
                // Check for enemy first (pet then owner)
                Unit* target = me->getAttackerForHelper();
                if (!target && owner)
                    target = owner->getAttackerForHelper();

                if (target)
                {
                    if (CanAttack(target) && spell->CanAutoCast(target))
                    {
                        targetSpellStore.push_back(std::make_pair(target, spell));
                        spellUsed = true;
                    }
                }

                if (spellInfo->HasEffect(SPELL_EFFECT_JUMP_DEST))
                {
                    if (!spellUsed)
                        delete spell;
                    continue; // Pets must only jump to target
                }

                // No enemy, check friendly
                if (!spellUsed)
                {
                    for (GuidSet::const_iterator tar = _allySet.begin(); tar != _allySet.end(); ++tar)
                    {
                        Unit* ally = ObjectAccessor::GetUnit(*me, *tar);

                        //only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!ally)
                            continue;

                        if (spell->CanAutoCast(ally))
                        {
                            targetSpellStore.push_back(std::make_pair(ally, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                }

                // No valid targets at all
                if (!spellUsed)
                    delete spell;
            }
            else if (me->GetVictim() && CanAttack(me->GetVictim()) && spellInfo->CanBeUsedInCombat())
            {
                Spell* spell = new Spell(me, spellInfo, TRIGGERED_NONE);
                if (spell->CanAutoCast(me->GetVictim()))
                    targetSpellStore.push_back(std::make_pair(me->GetVictim(), spell));
                else
                    delete spell;
            }
        }

        // found units to cast on to
        if (!targetSpellStore.empty())
        {
            TargetSpellList::iterator it = targetSpellStore.begin();
            std::advance(it, urand(0, targetSpellStore.size() - 1));

            Spell* spell  = (*it).second;
            Unit*  target = (*it).first;

            targetSpellStore.erase(it);

            SpellCastTargets targets;
            targets.SetUnitTarget(target);

            spell->prepare(targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }

    // Update speed as needed to prevent dropping too far behind and despawning
    me->UpdateSpeed(MOVE_RUN);
    me->UpdateSpeed(MOVE_WALK);
    me->UpdateSpeed(MOVE_FLIGHT);

}