void PetAI::UpdateAI(const uint32 diff) { if (!m_unit->isAlive()) return; Creature* creature = (m_unit->GetTypeId() == TYPEID_UNIT) ? static_cast<Creature*>(m_unit) : nullptr; Pet* pet = (creature && creature->IsPet()) ? static_cast<Pet*>(m_unit) : nullptr; Unit* owner = m_unit->GetMaster(); if (!owner) return; Unit* victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; if (inCombat && !victim) { m_unit->AttackStop(true, true); inCombat = false; } CharmInfo* charminfo = m_unit->GetCharmInfo(); MANGOS_ASSERT(charminfo); if (charminfo->GetIsRetreating()) { if (!owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2))) { if (!m_unit->hasUnitState(UNIT_STAT_FOLLOW)) m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); return; } else charminfo->SetIsRetreating(); } else if (charminfo->GetSpellOpener() != 0) // have opener stored { uint32 minRange = charminfo->GetSpellOpenerMinRange(); if (!(victim = m_unit->getVictim()) || (minRange != 0 && m_unit->IsWithinDistInMap(victim, minRange))) charminfo->SetSpellOpener(); else if (m_unit->IsWithinDistInMap(victim, charminfo->GetSpellOpenerMaxRange()) && m_unit->IsWithinLOSInMap(victim)) { // stop moving m_unit->clearUnitState(UNIT_STAT_MOVING); // auto turn to target m_unit->SetInFront(victim); if (victim->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)victim); if (owner->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)owner); uint32 spell_id = charminfo->GetSpellOpener(); SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spell_id); Spell* spell = new Spell(m_unit, spellInfo, false); SpellCastResult result = spell->CheckPetCast(victim); if (result == SPELL_CAST_OK) spell->SpellStart(&(spell->m_targets)); else delete spell; charminfo->SetSpellOpener(); } else return; } // Auto cast (casted only in combat or persistent spells in any state) else if (!m_unit->IsNonMeleeSpellCasted(false)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; if (pet) { for (uint8 i = 0; i < pet->GetPetAutoSpellSize(); ++i) { uint32 spellID = pet->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellID); if (!spellInfo) continue; if (!m_unit->IsSpellReady(*spellInfo)) continue; // ignore some combinations of combat state and combat/non combat 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 requirements: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { int32 duration = GetSpellDuration(spellInfo); int32 cooldown = GetSpellRecoveryTime(spellInfo); // allow only spell not on cooldown if (cooldown != 0 && duration < cooldown) continue; // not allow instant kill auto casts as full health cost if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL)) continue; } } // just ignore non-combat spells else if (IsNonCombatSpell(spellInfo)) continue; Spell* spell = new Spell(m_unit, spellInfo, false); if (inCombat && !m_unit->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim)) { targetSpellStore.push_back(TargetSpellList::value_type(victim, spell)); continue; } else { bool spellUsed = false; for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = m_unit->GetMap()->GetUnit(*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(TargetSpellList::value_type(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_unit->HasInArc(M_PI_F, target)) { m_unit->SetInFront(target); if (target->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)target); if (owner && owner->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)owner); } spell->SpellStart(&targets); } // deleted cached Spell objects for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr) delete itr->second; } // Stop here if casting spell (No melee and no movement) if (m_unit->IsNonMeleeSpellCasted(false)) return; // we may get our actions disabled during spell casting, so do entire recheck for victim victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim(); if (victim) { // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. // This is needed for charmed creatures, as once their target was reset other effects can trigger threat if (!victim->isTargetableForAttack()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_unit->GetGUIDLow()); m_unit->CombatStop(); inCombat = false; return; } // if pet misses its target, it will also be the first in threat list if ((!creature || !(creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE)) && m_unit->CanReachWithMeleeAttack(victim)) { if (!m_unit->HasInArc(2 * M_PI_F / 3, victim)) { m_unit->SetInFront(victim); if (victim->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)victim); if (owner && owner->GetTypeId() == TYPEID_PLAYER) m_unit->SendCreateUpdateToPlayer((Player*)owner); } DoMeleeAttackIfReady(); } else if (!m_unit->hasUnitState(UNIT_STAT_MOVING)) AttackStart(victim); } else if (owner) { CharmInfo* charmInfo = m_unit->GetCharmInfo(); if (owner->isInCombat() && !(charmInfo && charmInfo->HasReactState(REACT_PASSIVE))) AttackStart(owner->getAttackerForHelper()); else { if (charmInfo && charmInfo->HasCommandState(COMMAND_STAY)) { //if stay command is set but we don't have stay pos set then we need to establish current pos as stay position if (!charminfo->IsStayPosSet()) charminfo->SetStayPosition(true); float stayPosX = charminfo->GetStayPosX(); float stayPosY = charminfo->GetStayPosY(); float stayPosZ = charminfo->GetStayPosZ(); if (m_unit->GetPositionX() == stayPosX && m_unit->GetPositionY() == stayPosY && m_unit->GetPositionZ() == stayPosZ) { float StayPosO = charminfo->GetStayPosO(); if (m_unit->hasUnitState(UNIT_STAT_MOVING)) { m_unit->GetMotionMaster()->Clear(false); m_unit->GetMotionMaster()->MoveIdle(); } else if (m_unit->GetOrientation() != StayPosO) m_unit->SetOrientation(StayPosO); } else m_unit->GetMotionMaster()->MovePoint(0, stayPosX, stayPosY, stayPosZ, false); } else if (m_unit->hasUnitState(UNIT_STAT_FOLLOW)) { if (owner->IsWithinDistInMap(m_unit, PET_FOLLOW_DIST)) { m_unit->GetMotionMaster()->Clear(false); m_unit->GetMotionMaster()->MoveIdle(); } } else if (charmInfo && charmInfo->HasCommandState(COMMAND_FOLLOW) && !owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2))) m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); } } }
void WorldSession::HandlePetActionHelper(Unit* pet, uint64 guid1, uint16 spellid, uint16 flag, uint64 guid2) { CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WorldSession::HandlePetAction(petGuid: " UI64FMTD ", tagGuid: " UI64FMTD ", spellId: %u, flag: %u): object (entry: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", guid1, guid2, spellid, flag, pet->GetGUIDLow(), pet->GetTypeId()); return; } switch (flag) { case ACT_COMMAND: //0x07 switch (spellid) { case COMMAND_STAY: //flat=1792 //STAY pet->StopMoving(); pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState(COMMAND_STAY); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(true); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); charmInfo->SaveStayPosition(); break; case COMMAND_FOLLOW: //spellid=1792 //FOLLOW pet->AttackStop(); pet->InterruptNonMeleeSpells(false); pet->GetMotionMaster()->MoveFollow(_player, PET_FOLLOW_DIST, pet->GetFollowAngle()); charmInfo->SetCommandState(COMMAND_FOLLOW); charmInfo->SetIsCommandAttack(false); charmInfo->SetIsAtStay(false); charmInfo->SetIsReturning(true); charmInfo->SetIsFollowing(false); break; case COMMAND_ATTACK: //spellid=1792 //ATTACK { // Can't attack if owner is pacified if (_player->HasAuraType(SPELL_AURA_MOD_PACIFY)) { //pet->SendPetCastFail(spellid, SPELL_FAILED_PACIFIED); //TODO: Send proper error message to client return; } // only place where pet can be player Unit* TargetUnit = ObjectAccessor::GetUnit(*_player, guid2); if (!TargetUnit) return; if (Unit* owner = pet->GetOwner()) if (!owner->IsValidAttackTarget(TargetUnit)) return; // Not let attack through obstructions if (sWorld->getBoolConfig(CONFIG_PET_LOS)) { if (!pet->IsWithinLOSInMap(TargetUnit)) return; } pet->ClearUnitState(UNIT_STATE_FOLLOW); // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != TargetUnit || (pet->getVictim() == TargetUnit && !pet->GetCharmInfo()->IsCommandAttack())) { if (pet->getVictim()) pet->AttackStop(); if (pet->GetTypeId() != TYPEID_PLAYER && pet->ToCreature()->IsAIEnabled) { charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); pet->ToCreature()->AI()->AttackStart(TargetUnit); //10% chance to play special pet attack talk, else growl if (pet->ToCreature()->isPet() && ((Pet*)pet)->getPetType() == SUMMON_PET && pet != TargetUnit && urand(0, 100) < 10) pet->SendPetTalk((uint32)PET_TALK_ATTACK); else { // 90% chance for pet and 100% chance for charmed creature pet->SendPetAIReaction(guid1); } } else // charmed player { if (pet->getVictim() && pet->getVictim() != TargetUnit) pet->AttackStop(); charmInfo->SetIsCommandAttack(true); charmInfo->SetIsAtStay(false); charmInfo->SetIsFollowing(false); charmInfo->SetIsReturning(false); pet->Attack(TargetUnit, true); pet->SendPetAIReaction(guid1); } } break; } case COMMAND_ABANDON: // abandon (hunter pet) or dismiss (summoned pet) if (pet->GetCharmerGUID() == GetPlayer()->GetGUID()) _player->StopCastingCharm(); else if (pet->GetOwnerGUID() == GetPlayer()->GetGUID()) { ASSERT(pet->GetTypeId() == TYPEID_UNIT); if (pet->isPet()) { if (((Pet*)pet)->getPetType() == HUNTER_PET) GetPlayer()->RemovePet((Pet*)pet, PET_SAVE_AS_DELETED); else //dismissing a summoned pet is like killing them (this prevents returning a soulshard...) pet->setDeathState(CORPSE); } else if (pet->HasUnitTypeMask(UNIT_MASK_MINION)) { ((Minion*)pet)->UnSummon(); } } break; default: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } break; case ACT_REACTION: // 0x6 switch (spellid) { case REACT_PASSIVE: //passive pet->AttackStop(); pet->InterruptNonMeleeSpells(false); if (charmInfo->HasCommandState(COMMAND_FOLLOW)) { pet->GetMotionMaster()->Clear(true); pet->GetMotionMaster()->MoveFollow(pet->GetCharmerOrOwner(), PET_FOLLOW_DIST, pet->GetFollowAngle()); charmInfo->SetIsReturning(false); } case REACT_DEFENSIVE: //recovery case REACT_AGGRESSIVE: //activete if (pet->GetTypeId() == TYPEID_UNIT) pet->ToCreature()->SetReactState(ReactStates(spellid)); break; } break; case ACT_DISABLED: // 0x81 spell (disabled), ignore case ACT_PASSIVE: // 0x01 case ACT_ENABLED: // 0xC1 spell { Unit* unit_target = NULL; if (guid2) unit_target = ObjectAccessor::GetUnit(*_player, guid2); // do not cast unknown spells SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid); if (!spellInfo) { sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET spell id %i", spellid); return; } if (spellInfo->StartRecoveryCategory > 0) if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) return; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY || spellInfo->Effects[i].TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY) return; } // do not cast not learned spells if (!pet->HasSpell(spellid) || spellInfo->IsPassive()) return; // Clear the flags as if owner clicked 'attack'. AI will reset them // after AttackStart, even if spell failed if (pet->GetCharmInfo()) { pet->GetCharmInfo()->SetIsAtStay(false); pet->GetCharmInfo()->SetIsCommandAttack(true); pet->GetCharmInfo()->SetIsReturning(false); pet->GetCharmInfo()->SetIsFollowing(false); } Spell* spell = new Spell(pet, spellInfo, TRIGGERED_NONE); SpellCastResult result = spell->CheckPetCast(unit_target); //auto turn to target unless possessed if (result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed() && !pet->IsVehicle()) { if (unit_target) { pet->SetInFront(unit_target); if (unit_target->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target); } else if (Unit* unit_target2 = spell->m_targets.GetUnitTarget()) { pet->SetInFront(unit_target2); if (unit_target2->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer((Player*)unit_target2); } if (Unit* powner = pet->GetCharmerOrOwner()) if (powner->GetTypeId() == TYPEID_PLAYER) pet->SendUpdateToPlayer(powner->ToPlayer()); result = SPELL_CAST_OK; } if (result == SPELL_CAST_OK) { pet->ToCreature()->AddCreatureSpellCooldown(spellid); unit_target = spell->m_targets.GetUnitTarget(); //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 (pet->ToCreature()->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10)) pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL); else { pet->SendPetAIReaction(guid1); } if (unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->isPossessed() && !pet->IsVehicle()) { // This is true if pet has no target or has target but targets differs. if (pet->getVictim() != unit_target) { if (pet->getVictim()) pet->AttackStop(); pet->GetMotionMaster()->Clear(); if (pet->ToCreature()->IsAIEnabled) pet->ToCreature()->AI()->AttackStart(unit_target); } } spell->prepare(&(spell->m_targets)); } else { if (pet->isPossessed() || pet->IsVehicle()) Spell::SendCastResult(GetPlayer(), spellInfo, 0, result); else pet->SendPetCastFail(spellid, result); if (!pet->ToCreature()->HasSpellCooldown(spellid)) GetPlayer()->SendClearCooldown(spellid, pet); spell->finish(false); delete spell; // reset specific flags in case of spell fail. AI will reset other flags if (pet->GetCharmInfo()) pet->GetCharmInfo()->SetIsCommandAttack(false); } break; } default: sLog->outError(LOG_FILTER_NETWORKIO, "WORLD: unknown PET flag Action %i and spellid %i.", uint32(flag), spellid); } }