bool PetAI::SetPrimaryTarget(ObjectGuid const& guid) { if (!guid || (m_primaryTargetGuid.IsEmpty() || !GetPrimaryTarget())) { m_primaryTargetGuid = guid; return true; } return false; }
void C_HLTVCamera::CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { bool bManual = !spec_autodirector.GetBool(); // chase camera controlled manually Vector targetOrigin1, targetOrigin2, cameraOrigin, forward; if ( m_iTraget1 == 0 ) return; // get primary target, also translates to ragdoll C_BaseEntity *target1 = GetPrimaryTarget(); if ( !target1 ) return; if ( target1->IsAlive() && target1->IsDormant() ) return; targetOrigin1 = target1->GetRenderOrigin(); if ( !target1->IsAlive() ) { targetOrigin1 += VEC_DEAD_VIEWHEIGHT; } else if ( target1->GetFlags() & FL_DUCKING ) { targetOrigin1 += VEC_DUCK_VIEW; } else { targetOrigin1 += VEC_VIEW; } // get secondary target if set C_BaseEntity *target2 = NULL; if ( m_iTraget2 > 0 && (m_iTraget2 != m_iTraget1) && !bManual ) { target2 = ClientEntityList().GetBaseEntity( m_iTraget2 ); // if target is out PVS and not dead, it's not valid if ( target2 && target2->IsDormant() && target2->IsAlive() ) target2 = NULL; if ( target2 ) { targetOrigin2 = target2->GetRenderOrigin(); if ( !target2->IsAlive() ) { targetOrigin2 += VEC_DEAD_VIEWHEIGHT; } else if ( target2->GetFlags() & FL_DUCKING ) { targetOrigin2 += VEC_DUCK_VIEW; } else { targetOrigin2 += VEC_VIEW; } } } // apply angle offset & smoothing QAngle angleOffset( m_flPhi, m_flTheta, 0 ); QAngle cameraAngles = m_aCamAngle; if ( bManual ) { // let spectator choose the view angles engine->GetViewAngles( cameraAngles ); } else if ( target2 ) { // look into direction of second target forward = targetOrigin2 - targetOrigin1; VectorAngles( forward, cameraAngles ); cameraAngles.z = 0; // no ROLL } else if ( m_iTraget2 == 0 || m_iTraget2 == m_iTraget1) { // look into direction where primary target is looking cameraAngles = target1->EyeAngles(); cameraAngles.x = 0; // no PITCH cameraAngles.z = 0; // no ROLL } else { // target2 is missing, just keep angelsm, reset offset angleOffset.Init(); } if ( !bManual ) { if ( !target1->IsAlive() ) { angleOffset.x = 15; } cameraAngles += angleOffset; } AngleVectors( cameraAngles, &forward ); VectorNormalize( forward ); // calc optimal camera position VectorMA(targetOrigin1, -m_flDistance, forward, cameraOrigin ); targetOrigin1.z += m_flOffset; // add offset // clip against walls trace_t trace; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace UTIL_TraceHull( targetOrigin1, cameraOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, target1, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations(); float dist = VectorLength( trace.endpos - targetOrigin1 ); // grow distance by 32 unit a second m_flLastDistance += gpGlobals->frametime * 32.0f; if ( dist > m_flLastDistance ) { VectorMA(targetOrigin1, -m_flLastDistance, forward, cameraOrigin ); } else { cameraOrigin = trace.endpos; m_flLastDistance = dist; } if ( target2 ) { // if we have 2 targets look at point between them forward = (targetOrigin1+targetOrigin2)/2 - cameraOrigin; QAngle angle; VectorAngles( forward, angle ); cameraAngles.y = angle.y; NormalizeAngles( cameraAngles ); cameraAngles.x = clamp( cameraAngles.x, -60, 60 ); SmoothCameraAngle( cameraAngles ); } else { SetCameraAngle( cameraAngles ); } VectorCopy( cameraOrigin, m_vCamOrigin ); VectorCopy( m_aCamAngle, eyeAngles ); VectorCopy( m_vCamOrigin, eyeOrigin ); }
void PetAI::UpdateAI(const uint32 diff) { if (!m_creature->isAlive()) return; Unit* owner = m_creature->GetCharmerOrOwner(); m_updateAlliesTimer.Update(diff); if (m_updateAlliesTimer.Passed()) { UpdateAllies(); m_updateAlliesTimer.Reset(); } if (!inCombat && !m_savedTargetGuid.IsEmpty()) { if (Unit* saved_target = m_creature->GetMap()->GetUnit(m_savedTargetGuid)) { if (!saved_target->isAlive()) m_savedTargetGuid.Clear(); else if (!saved_target->IsCrowdControlled()) AttackStart(saved_target); } else m_savedTargetGuid.Clear(); } if (inCombat && (!m_creature->getVictim() || !m_creature->getVictim()->isAlive() || (m_creature->IsPet() && m_creature->GetCharmInfo()->HasState(CHARM_STATE_ACTION, ACTIONS_DISABLE)))) _stopAttack(); if (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT) || m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) { UpdateAIType(); return; } // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. if (m_creature->getVictim()) { bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim()); if (_needToStop()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow()); _stopAttack(); return; } else if (!m_creature->getVictim()->isAlive()) // Stop attack if target dead { m_creature->InterruptNonMeleeSpells(false); _stopAttack(); return; } else if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && IsInCombat() && m_creature->getVictim() && m_creature->getVictim()->IsCrowdControlled()) // Stop attack if target under CC effect { m_savedTargetGuid = m_creature->getVictim()->GetObjectGuid(); m_creature->InterruptSpell(CURRENT_GENERIC_SPELL, true); if (!m_creature->IsNonMeleeSpellCasted(false, false, true)) _stopAttack(); return; } else if (m_creature->IsStopped() || meleeReach) { // required to be stopped cases if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false)) { if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE)) m_creature->InterruptNonMeleeSpells(false); else return; } // not required to be stopped case else if (DoMeleeAttackIfReady()) { if (!m_creature->getVictim()) return; //if pet misses its target, it will also be the first in threat list m_creature->getVictim()->AddThreat(m_creature); if (_needToStop()) _stopAttack(); } } if (!m_creature->IsNonMeleeSpellCasted(true)) { m_attackDistanceRecheckTimer.Update(diff); if (m_attackDistanceRecheckTimer.Passed()) { m_attackDistanceRecheckTimer.Reset(); if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && m_AIType == PET_AI_RANGED) { float dist = m_creature->GetDistance(m_creature->getVictim()); if ((m_creature->CanReachWithMeleeAttack(m_creature->getVictim()) && m_creature->IsWithinDist(m_creature->GetOwner(), m_creature->GetMap()->GetVisibilityDistance() / 2.0f)) || dist > (m_attackDistance + 2.0f)) { MoveToVictim(m_creature->getVictim()); return; } } if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI)) { // AOE check } } } } else if (Unit* target = GetPrimaryTarget()) { AttackStart(target); } else if (owner && owner->IsInCombat()) { switch (m_creature->GetCharmState(CHARM_STATE_REACT)) { case REACT_DEFENSIVE: { if (!m_creature->getVictim() || !m_creature->getVictim()->isAlive() || (m_primaryTargetGuid.IsEmpty() && owner->getVictim() != m_creature->getVictim() && owner->getVictim()->isAlive())) AttackStart(owner->getAttackerForHelper()); break; } case REACT_AGGRESSIVE: { if (!m_creature->getVictim() || !m_creature->getVictim()->isAlive()) AttackStart(owner->getAttackerForHelper()); break; } case REACT_PASSIVE: default: break; } } UpdateAIType(); if (m_creature->IsNonMeleeSpellCasted(true)) return; // Autocast (casted only in combat or persistent spells in any state) if (!sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && m_AIType != PET_AI_PASSIVE) { typedef std::vector<std::pair<ObjectGuid, uint32> > 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; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; if (m_creature->HasSpellCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // 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; } Unit* autoCastTarget = NULL; if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) { SpellCastResult result = CanAutoCast(m_creature->getVictim(), spellInfo); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT) autoCastTarget = m_creature->getVictim(); } if (!autoCastTarget) { for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* target = m_creature->GetMap()->GetUnit(*tar); // Only buff targets that are in combat, unless the spell can only be cast while out of combat if (!target) continue; SpellCastResult result = CanAutoCast(target, spellInfo); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT) { autoCastTarget = target; break; } } } if (autoCastTarget) targetSpellStore.push_back(TargetSpellList::value_type(autoCastTarget->GetObjectGuid(), spellInfo->Id)); } // found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); if (Unit* target = m_creature->GetMap()->GetUnit(targetSpellStore[index].first)) m_creature->DoPetCastSpell(target, targetSpellStore[index].second); } } else { AutoSpellList currentSpells; switch (m_AIType) { case PET_AI_PASSIVE: { currentSpells.push_back(GetSpellType(PET_SPELL_BUFF)); break; } case PET_AI_SLACKER: { if (!IsInCombat()) break; if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled())) currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION)); currentSpells.push_back(GetSpellType(PET_SPELL_DEFENCE)); currentSpells.push_back(GetSpellType(PET_SPELL_BUFF)); currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF)); currentSpells.push_back(GetSpellType(PET_SPELL_RANGED)); break; } case PET_AI_HEALER: { if (!IsInCombat()) break; if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled())) currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION)); if (m_creature->GetHealth() < m_creature->GetMaxHealth() || (owner && (owner->GetHealth() < owner->GetMaxHealth()))) currentSpells.push_back(GetSpellType(PET_SPELL_HEAL)); currentSpells.push_back(GetSpellType(PET_SPELL_BUFF)); currentSpells.push_back(GetSpellType(PET_SPELL_RANGED)); break; } case PET_AI_RANGED: { if (!IsInCombat()) break; if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled())) currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION)); currentSpells.push_back(GetSpellType(PET_SPELL_RANGED)); currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF)); currentSpells.push_back(GetSpellType(PET_SPELL_BUFF)); break; } case PET_AI_MELEE: case PET_AI_RANGED_NOAMMO: { if (!IsInCombat()) break; if (Unit* victim = m_creature->getVictim()) { if (!victim->getVictim() || (victim->getVictim()->GetObjectGuid() != m_creature->GetObjectGuid())) { currentSpells.push_back(GetSpellType(PET_SPELL_ATTACKSTART)); currentSpells.push_back(GetSpellType(PET_SPELL_THREAT)); } } if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled())) currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION)); } /* no break here!*/ default: { if (!IsInCombat()) break; currentSpells.push_back(GetSpellType(PET_SPELL_MELEE)); currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF)); currentSpells.push_back(GetSpellType(PET_SPELL_RANGED)); currentSpells.push_back(GetSpellType(PET_SPELL_BUFF)); break; } } if (!IsInCombat()) { currentSpells.push_back(GetSpellType(PET_SPELL_NONCOMBAT)); if (m_creature->GetHealthPercent() < 95.0f) currentSpells.push_back(GetSpellType(PET_SPELL_HEAL)); } else currentSpells.push_back(GetSpellType(PET_SPELL_SPECIAL)); for (AutoSpellList::const_iterator itr = currentSpells.begin(); itr != currentSpells.end(); ++itr) { uint32 spellID = *itr; if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; Unit* pTarget = m_creature->IsPet() ? ((Pet*)m_creature)->SelectPreferredTargetForSpell(spellInfo) : ((Creature*)m_creature)->SelectPreferredTargetForSpell(spellInfo); bool b_castOk = false; if (pTarget) { SpellCastResult result = CanAutoCast(pTarget, spellInfo); DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Update %s, AI %u try cast %u Target %s", m_creature->GetGuidStr().c_str(), m_AIType, spellID, pTarget ? pTarget->GetGuidStr().c_str() : "<none>"); switch (result) { case SPELL_FAILED_UNIT_NOT_INFRONT: { if (DoCastSpellIfCan(pTarget, spellID) == CAST_OK) { b_castOk = true; m_creature->SetInFront(pTarget); if (pTarget->GetTypeId() == TYPEID_PLAYER) m_creature->SendCreateUpdateToPlayer((Player*)pTarget); } break; } case SPELL_CAST_OK: { if (DoCastSpellIfCan(pTarget, spellID) == CAST_OK) b_castOk = true; break; } default: { Player* owner = (Player*)m_creature->GetOwner(); if (owner) Spell::SendCastResult(owner,spellInfo,0,result, true); DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Update cast %s, AI %u Target %s spell %u result %u", m_creature->GetGuidStr().c_str(), m_AIType, pTarget ? pTarget->GetGuidStr().c_str() : "<none>", spellID, result); break; } } } else continue; if (b_castOk) { m_creature->AddSpellAndCategoryCooldowns(spellInfo); if (m_creature->IsPet()) { if(((Pet*)m_creature)->getPetType() == SUMMON_PET && (urand(0, 100) < 10)) m_creature->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else m_creature->SendPetAIReaction(); } break; } } } }