Esempio n. 1
0
void ThreatManager::processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent)
{
    threatRefStatusChangeEvent->setThreatManager(this);     // now we can set the threat manager

    HostileReference* hostilRef = threatRefStatusChangeEvent->getReference();

    switch (threatRefStatusChangeEvent->getType())
    {
        case UEV_THREAT_REF_THREAT_CHANGE:
            if ((getCurrentVictim() == hostilRef && threatRefStatusChangeEvent->getFValue()<0.0f) ||
                (getCurrentVictim() != hostilRef && threatRefStatusChangeEvent->getFValue()>0.0f))
                setDirty(true);                             // the order in the threat list might have changed
            break;
        case UEV_THREAT_REF_ONLINE_STATUS:
            if (!hostilRef->isOnline())
            {
                if (hostilRef == getCurrentVictim())
                {
                    setCurrentVictim(NULL);
                    setDirty(true);
                }
                if (GetOwner() && GetOwner()->IsInWorld())
                    if (Unit* target = ObjectAccessor::GetUnit(*GetOwner(), hostilRef->getUnitGuid()))
                        if (GetOwner()->IsInMap(target))
                            GetOwner()->SendRemoveFromThreatListOpcode(hostilRef);
                iThreatContainer.remove(hostilRef);
                iThreatOfflineContainer.addReference(hostilRef);
            }
            else
            {
                if (getCurrentVictim() && hostilRef->getThreat() > (1.1f * getCurrentVictim()->getThreat()))
                    setDirty(true);
                iThreatContainer.addReference(hostilRef);
                iThreatOfflineContainer.remove(hostilRef);
            }
            break;
        case UEV_THREAT_REF_REMOVE_FROM_LIST:
            if (hostilRef == getCurrentVictim())
            {
                setCurrentVictim(NULL);
                setDirty(true);
            }
            iOwner->SendRemoveFromThreatListOpcode(hostilRef);
            if (hostilRef->isOnline())
                iThreatContainer.remove(hostilRef);
            else
                iThreatOfflineContainer.remove(hostilRef);
            break;
    }
}
Esempio n. 2
0
float ThreatManager::getThreat(Unit* pVictim, bool pAlsoSearchOfflineList)
{
    float threat = 0.0f;
    HostileReference* ref = iThreatContainer.getReferenceByTarget(pVictim);
    if (!ref && pAlsoSearchOfflineList)
    {
        ref = iThreatOfflineContainer.getReferenceByTarget(pVictim);
    }
    if (ref)
    {
        threat = ref->getThreat();
    }
    return threat;
}
void ThreatManager::processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent)
{
    threatRefStatusChangeEvent->setThreatManager(this);     // now we can set the threat manager

    HostileReference* hostileReference = threatRefStatusChangeEvent->getReference();

    switch (threatRefStatusChangeEvent->getType())
    {
        case UEV_THREAT_REF_THREAT_CHANGE:
            if ((getCurrentVictim() == hostileReference && threatRefStatusChangeEvent->getFValue() < 0.0f) ||
                    (getCurrentVictim() != hostileReference && threatRefStatusChangeEvent->getFValue() > 0.0f))
                setDirty(true);                             // the order in the threat list might have changed
            break;
        case UEV_THREAT_REF_ONLINE_STATUS:
            if (!hostileReference->isOnline())
            {
                if (hostileReference == getCurrentVictim())
                {
                    setCurrentVictim(NULL);
                    setDirty(true);
                }
                iThreatContainer.remove(hostileReference);
                iThreatOfflineContainer.addReference(hostileReference);
            }
            else
            {
                if (getCurrentVictim() && hostileReference->getThreat() > (1.1f * getCurrentVictim()->getThreat()))
                    setDirty(true);
                iThreatContainer.addReference(hostileReference);
                iThreatOfflineContainer.remove(hostileReference);
            }
            break;
        case UEV_THREAT_REF_REMOVE_FROM_LIST:
            if (hostileReference == getCurrentVictim())
            {
                setCurrentVictim(NULL);
                setDirty(true);
            }
            if (hostileReference->isOnline())
            {
                iThreatContainer.remove(hostileReference);
            }
            else
                iThreatOfflineContainer.remove(hostileReference);
            break;
    }
}
Esempio n. 4
0
void RandomPlayerbotMgr::Refresh(Player* bot)
{
    if (bot->isDead())
    {
        bot->ResurrectPlayer(1.0f);
        bot->SpawnCorpseBones();
        bot->SaveToDB();
        bot->GetPlayerbotAI()->ResetStrategies();
    }

    bot->GetPlayerbotAI()->Reset();

    HostileReference *ref = bot->getHostileRefManager().getFirst();
    while( ref )
    {
        ThreatManager *threatManager = ref->GetSource();
        Unit *unit = threatManager->GetOwner();
        float threat = ref->getThreat();

        unit->RemoveAllAttackers();
        unit->ClearInCombat();

        ref = ref->next();
    }

    bot->RemoveAllAttackers();
    bot->ClearInCombat();

    bot->DurabilityRepairAll(false, 1.0f, false);
    bot->SetFullHealth();
    bot->SetPvP(true);

    if (bot->GetMaxPower(POWER_MANA) > 0)
        bot->SetPower(POWER_MANA, bot->GetMaxPower(POWER_MANA));

    if (bot->GetMaxPower(POWER_ENERGY) > 0)
        bot->SetPower(POWER_ENERGY, bot->GetMaxPower(POWER_ENERGY));
}
void RandomPlayerbotMgr::Refresh(Player* bot)
{
    if (bot->IsDead())
    {
        PlayerbotChatHandler ch(bot);
        ch.revive(*bot);
        bot->GetPlayerbotAI()->ResetStrategies();
    }

    bot->GetPlayerbotAI()->Reset();

    HostileReference *ref = bot->GetHostileRefManager().getFirst();
    while( ref )
    {
        ThreatManager *threatManager = ref->getSource();
        Unit *unit = threatManager->getOwner();
        float threat = ref->getThreat();

        unit->RemoveAllAttackers();
        unit->ClearInCombat();

        ref = ref->next();
    }

    bot->RemoveAllAttackers();
    bot->ClearInCombat();

    bot->DurabilityRepairAll(false, 1.0f);
    bot->SetHealthPercent(100);
    bot->SetPvP(true);

    if (bot->GetMaxPower(POWER_MANA) > 0)
        bot->SetPower(POWER_MANA, bot->GetMaxPower(POWER_MANA));

    if (bot->GetMaxPower(POWER_ENERGY) > 0)
        bot->SetPower(POWER_ENERGY, bot->GetMaxPower(POWER_ENERGY));
}
Esempio n. 6
0
HostileReference* ThreatContainer::selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim)
{
    HostileReference* pCurrentRef = nullptr;
    bool found = false;
    bool onlySecondChoiceTargetsFound = false;
    bool checkedCurrentVictim = false;

    ThreatList::const_iterator lastRef = iThreatList.end();
    --lastRef;

    for (ThreatList::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        pCurrentRef = (*iter);

        Unit* pTarget = pCurrentRef->getTarget();
        MANGOS_ASSERT(pTarget);                             // if the ref has status online the target must be there!

        // some units are prefered in comparison to others
        // if (checkThreatArea) consider IsOutOfThreatArea - expected to be only set for pCurrentVictim
        //     This prevents dropping valid targets due to 1.1 or 1.3 threat rule vs invalid current target
        if (!onlySecondChoiceTargetsFound && pAttacker->IsSecondChoiceTarget(pTarget, pCurrentRef == pCurrentVictim))
        {
            if (iter != lastRef)
                ++iter;
            else
            {
                // if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
                onlySecondChoiceTargetsFound = true;
                iter = iThreatList.begin();
            }

            // current victim is a second choice target, so don't compare threat with it below
            if (pCurrentRef == pCurrentVictim)
                pCurrentVictim = nullptr;

            // second choice targets are only handled threat dependend if we have only have second choice targets
            continue;
        }

        if (!pAttacker->IsOutOfThreatArea(pTarget))         // skip non attackable currently targets
        {
            if (pCurrentVictim)                             // select 1.3/1.1 better target in comparison current target
            {
                // normal case: pCurrentRef is still valid and most hated
                if (pCurrentVictim == pCurrentRef)
                {
                    found = true;
                    break;
                }

                // we found a valid target, but only compare its threat if the currect victim is also a valid target
                // Additional check to prevent unneeded comparision in case of valid current victim
                if (!checkedCurrentVictim)
                {
                    Unit* pCurrentTarget = pCurrentVictim->getTarget();
                    MANGOS_ASSERT(pCurrentTarget);
                    if (pAttacker->IsSecondChoiceTarget(pCurrentTarget, true))
                    {
                        // CurrentVictim is invalid, so return CurrentRef
                        found = true;
                        break;
                    }
                    checkedCurrentVictim = true;
                }

                // list sorted and and we check current target, then this is best case
                if (pCurrentRef->getThreat() <= 1.1f * pCurrentVictim->getThreat())
                {
                    pCurrentRef = pCurrentVictim;
                    found = true;
                    break;
                }

                if (pCurrentRef->getThreat() > 1.3f * pCurrentVictim->getThreat() ||
                        (pCurrentRef->getThreat() > 1.1f * pCurrentVictim->getThreat() && pAttacker->CanReachWithMeleeAttack(pTarget)))
                {
                    // implement 110% threat rule for targets in melee range
                    found = true;                           // and 130% rule for targets in ranged distances
                    break;                                  // for selecting alive targets
                }
            }
            else                                            // select any
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        pCurrentRef = nullptr;

    return pCurrentRef;
}
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
    HostileReference* currentRef = NULL;
    bool found = false;
    bool noPriorityTargetFound = false;

    std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
    --lastRef;

    for (std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* target = currentRef->getTarget();
        ASSERT(target);                                     // if the ref has status online the target must be there !

        // some units are prefered in comparison to others
        if (!noPriorityTargetFound && (target->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
        {
            if (iter != lastRef)
            {
                // current victim is a second choice target, so don't compare threat with it below
                if (currentRef == currentVictim)
                    currentVictim = NULL;
                ++iter;
                continue;
            }
            else
            {
                // if we reached to this point, everyone in the threatlist is a second choice target. In such a situation the target with the highest threat should be attacked.
                noPriorityTargetFound = true;
                iter = iThreatList.begin();
                continue;
            }
        }

        if (attacker->canCreatureAttack(target))           // skip non attackable currently targets
        {
            if (currentVictim)                              // select 1.3/1.1 better target in comparison current target
            {
                // list sorted and and we check current target, then this is best case
                if (currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
                {
                    if (currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
                        currentRef = currentVictim;            // for second case, if currentvictim is attackable

                    found = true;
                    break;
                }

                if (currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
                    (currentRef->getThreat() > 1.1f * currentVictim->getThreat() &&
                    attacker->IsWithinMeleeRange(target)))
                {                                           //implement 110% threat rule for targets in melee range
                    found = true;                           //and 130% rule for targets in ranged distances
                    break;                                  //for selecting alive targets
                }
            }
            else                                            // select any
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        currentRef = NULL;

    return currentRef;
}
Esempio n. 8
0
            void InitializeAI()
            {
                CasterAI::InitializeAI();
                Unit* owner = me->GetOwner();
                if (!owner)
                    return;

                // Clone Me!
                owner->CastSpell(me, SPELL_MAGE_CLONE_ME, true);

                // xinef: Glyph of Mirror Image (4th copy)
                float angle = 0.0f;
                switch (me->GetUInt32Value(UNIT_CREATED_BY_SPELL))
                {
                    case SPELL_SUMMON_MIRROR_IMAGE1:
                        angle = 0.5f * M_PI;
                        break;
                    case SPELL_SUMMON_MIRROR_IMAGE2:
                        angle = M_PI;
                        break;
                    case SPELL_SUMMON_MIRROR_IMAGE3:
                        angle = 1.5f * M_PI;
                        break;
                }

                ((Minion*)me)->SetFollowAngle(angle);
                if (owner->IsInCombat())
                    me->NearTeleportTo(me->GetPositionX() + cos(angle)*dist, me->GetPositionY() + sin(angle)*dist, me->GetPositionZ(), me->GetOrientation(), false, false, false, false);
                else
                    me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);

                me->SetReactState(REACT_DEFENSIVE);

                // Xinef: Inherit Master's Threat List (not yet implemented)
                //owner->CastSpell((Unit*)NULL, SPELL_MAGE_MASTERS_THREAT_LIST, true);
                HostileReference* ref = owner->getHostileRefManager().getFirst();
                while (ref)
                {
                    if (Unit* unit = ref->GetSource()->GetOwner())
                        unit->AddThreat(me, ref->getThreat() - ref->getTempThreatModifier());
                    ref = ref->next();
                }

                _ebonGargoyleGUID = 0;

                // Xinef: copy caster auras
                Unit::VisibleAuraMap const* visibleAuraMap = owner->GetVisibleAuras();
                for (Unit::VisibleAuraMap::const_iterator itr = visibleAuraMap->begin(); itr != visibleAuraMap->end(); ++itr)
                    if (Aura* visAura = itr->second->GetBase())
                    {
                        // Ebon Gargoyle
                        if (visAura->GetId() == 49206 && me->GetUInt32Value(UNIT_CREATED_BY_SPELL) == SPELL_SUMMON_MIRROR_IMAGE1)
                        {
                            if (Unit* gargoyle = visAura->GetCaster())
                                _ebonGargoyleGUID = gargoyle->GetGUID();
                            continue;
                        }
                        SpellScriptsBounds bounds = sObjectMgr->GetSpellScriptsBounds(visAura->GetId());
                        if (bounds.first != bounds.second)
                            continue;
                        std::vector<int32> const* spellTriggered = sSpellMgr->GetSpellLinked(visAura->GetId() + SPELL_LINK_AURA);
                        if (!spellTriggered || !spellTriggered->empty())
                            continue;
                        if (Aura* newAura = me->AddAura(visAura->GetId(), me))
                            newAura->SetDuration(visAura->GetDuration());
                    }

                me->m_Events.AddEvent(new DeathEvent(*me), me->m_Events.CalculateTime(29500));
            }
Esempio n. 9
0
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim)
{
    HostileReference* currentRef    = NULL;
    bool found                      = false;
    bool noPriorityTargetFound      = false;

    std::list<HostileReference*>::const_iterator lastRef = iThreatList.end();
    lastRef--;

    for(std::list<HostileReference*>::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* pTarget = currentRef->getTarget();
        ASSERT(pTarget);                                    // if the ref has status online the target must be there !

        if(!noPriorityTargetFound && (pTarget->IsImmunedToDamage(attacker->GetMeleeDamageSchoolMask()) || pTarget->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)))
        {
            if(iter != lastRef)
            {
                if(currentRef == currentVictim)
                    currentVictim = NULL;
                ++iter;
                continue;
            } else {
                noPriorityTargetFound = true;
                iter = iThreatList.begin();
                continue;
            }
        }

        if(attacker->canCreatureAttack(pTarget))           // skip non attackable currently targets
        {
            if(currentVictim && currentRef)                // select 1.3/1.1 better target in comparison current target
            {
                if(currentVictim == currentRef || currentRef->getThreat() <= 1.1f * currentVictim->getThreat())
                {
                    if(currentVictim != currentRef && attacker->canCreatureAttack(currentVictim->getTarget()))
                        currentRef = currentVictim;            // for second case

                    found = true;
                    break;
                }
                if(currentRef->getThreat() > 1.3f * currentVictim->getThreat() ||
                  (currentRef->getThreat() > 1.1f * currentVictim->getThreat() && attacker->IsWithinMeleeRange(pTarget)))
                {                                           //implement 110% threat rule for targets in melee range
                    found = true;                           //and 130% rule for targets in ranged distances
                    break;                                  //for selecting alive targets
                }
            } else {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if(!found)
        currentRef = NULL;

    return currentRef;
}
Esempio n. 10
0
HostileReference* ThreatContainer::selectNextVictim(Creature* attacker, HostileReference* currentVictim) const
{
    // pussywizard: pretty much remade this whole function

    HostileReference* currentRef = NULL;
    bool found = false;
    bool noPriorityTargetFound = false;
    uint32 currTime = sWorld->GetGameTime();

    // pussywizard: currentVictim is needed to compare if threat was exceeded by 10%/30% for melee/range targets (only then switching current target)
    if (currentVictim)
    {
        Unit* cvUnit = currentVictim->getTarget();
        if (!attacker->_CanDetectFeignDeathOf(cvUnit) || !attacker->CanCreatureAttack(cvUnit) || attacker->isTargetNotAcceptableByMMaps(cvUnit->GetGUID(), currTime, cvUnit)) // pussywizard: if currentVictim is not valid => don't compare the threat with it, just take the highest threat valid target
            currentVictim = NULL;
        else if (cvUnit->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || cvUnit->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE)) // pussywizard: no 10%/30% if currentVictim is immune to damage or has auras breakable by damage
            currentVictim = NULL;
    }

    ThreatContainer::StorageType::const_iterator lastRef = iThreatList.end();
    --lastRef;

    // pussywizard: iterate from highest to lowest threat
    for (ThreatContainer::StorageType::const_iterator iter = iThreatList.begin(); iter != iThreatList.end() && !found;)
    {
        currentRef = (*iter);

        Unit* target = currentRef->getTarget();
        ASSERT(target); // if the ref has status online the target must be there !

        // pussywizard: don't go to threat comparison if this ref is immune to damage or has aura breakable on damage (second choice target)
        // pussywizard: if this is the last entry on the threat list, then all targets are second choice, set bool to true and loop threat list again, ignoring this section
        if (!noPriorityTargetFound && (target->IsImmunedToDamageOrSchool(attacker->GetMeleeDamageSchoolMask()) || target->HasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_TAKE_DAMAGE) || target->HasAuraTypeWithCaster(SPELL_AURA_IGNORED, attacker->GetGUID())))
        {
            if (iter != lastRef)
            {
                ++iter;
                continue;
            }
            else
            {
                noPriorityTargetFound = true;
                iter = iThreatList.begin();
                continue;
            }
        }

        // pussywizard: skip not valid targets
        if (attacker->_CanDetectFeignDeathOf(target) && attacker->CanCreatureAttack(target) && !attacker->isTargetNotAcceptableByMMaps(target->GetGUID(), currTime, target))
        {
            if (currentVictim) // pussywizard: if not NULL then target must have 10%/30% more threat
            {
                if (currentVictim == currentRef) // pussywizard: nothing found previously was good and enough, currentRef passed all necessary tests, so end now
                {
                    found = true;
                    break;
                }

                // pussywizard: implement 110% threat rule for targets in melee range and 130% rule for targets in ranged distances
                if (currentRef->getThreat() > 1.3f * currentVictim->getThreat()) // pussywizard: enough in all cases, end
                {
                    found = true;
                    break;
                }
                else if (currentRef->getThreat() > 1.1f * currentVictim->getThreat()) // pussywizard: enought only if target in melee range
                {
                    if (attacker->IsWithinMeleeRange(target))
                    {
                        found = true;
                        break;
                    }
                }
                else // pussywizard: nothing found previously was good and enough, this and next entries on the list have less than 110% threat, and currentVictim is present and valid as checked before the loop (otherwise it's NULL), so end now
                {
                    currentRef = currentVictim;
                    found = true;
                    break;
                }
            }
            else // pussywizard: no currentVictim, first passing all checks is chosen (highest threat, list is sorted)
            {
                found = true;
                break;
            }
        }
        ++iter;
    }
    if (!found)
        currentRef = NULL;

    return currentRef;
}