AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
SmartAI Class Reference

#include "SmartAI.h"

Inheritance diagram for SmartAI:
CreatureAI UnitAI npc_black_morass_summoned_add npc_pos_freed_slave::npc_pos_freed_slaveAI npc_stable_master::npc_stable_masterAI

Public Member Functions

 ~SmartAI () override
 
 SmartAI (Creature *c)
 
bool IsAIControlled () const
 
void StartPath (ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, uint32 path=0, bool repeat=false, Unit *invoker=nullptr, PathSource pathSource=PathSource::SMART_WAYPOINT_MGR)
 
bool LoadPath (uint32 entry, PathSource pathSource)
 
void PausePath (uint32 delay, bool forced=false)
 
void StopPath (uint32 DespawnTime=0, uint32 quest=0, bool fail=false)
 
void EndPath (bool fail=false)
 
void ResumePath ()
 
WaypointNode const * GetNextWayPoint ()
 
void GenerateWayPointArray (Movement::PointsArray *points)
 
bool HasEscortState (uint32 uiEscortState)
 
void AddEscortState (uint32 uiEscortState)
 
bool IsEscorted () override
 
void RemoveEscortState (uint32 uiEscortState)
 
void SetAutoAttack (bool on)
 
void SetCombatMovement (bool on, bool stopOrStartMovement)
 
void SetCurrentRangeMode (bool on, float range=0.f)
 
void SetMainSpell (uint32 spellId)
 
void DistanceYourself (float range)
 
void SetFollow (Unit *target, float dist=0.0f, float angle=0.0f, uint32 credit=0, uint32 end=0, uint32 creditType=0, bool aliveState=true)
 
void StopFollow (bool complete)
 
void SetScript9 (SmartScriptHolder &e, uint32 entry, WorldObject *invoker)
 
SmartScriptGetScript ()
 
bool IsEscortInvokerInRange ()
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustEngagedWith (Unit *enemy) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *killer) override
 
void KilledUnit (Unit *victim) override
 
void JustSummoned (Creature *creature) override
 
void SummonedCreatureDies (Creature *summon, Unit *killer) override
 
void SummonedCreatureEvade (Creature *summon) override
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void SpellHit (Unit *unit, SpellInfo const *spellInfo) override
 
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
 
void DamageTaken (Unit *done_by, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void HealReceived (Unit *doneBy, uint32 &addhealth) override
 Called when the creature receives heal.
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ReceiveEmote (Player *player, uint32 textEmote) override
 
void MovementInform (uint32 MovementType, uint32 Data) override
 
void IsSummonedBy (WorldObject *summoner) override
 
void DamageDealt (Unit *doneTo, uint32 &damage, DamageEffectType damagetyp, SpellSchoolMask damageSchoolMask) override
 Called at any Damage to any victim (before damage apply)
 
void SummonedCreatureDespawn (Creature *unit) override
 
void CorpseRemoved (uint32 &respawnDelay) override
 == Triggered Actions Requested ==================
 
void PassengerBoarded (Unit *who, int8 seatId, bool apply) override
 == Fields =======================================
 
void InitializeAI () override
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
bool CanAIAttack (Unit const *who) const override
 
void DoAction (int32 param=0) override
 
uint32 GetData (uint32 id=0) const override
 
void SetData (uint32 id, uint32 value) override
 
void SetData (uint32 id, uint32 value, WorldObject *invoker)
 
void SetGUID (ObjectGuid const &guid, int32 id=0) override
 
ObjectGuid GetGUID (int32 id=0) const override
 
void MovepointReached (uint32 id)
 
void SetFly (bool fly=true)
 
void SetSwim (bool swim=true)
 
void SetEvadeDisabled (bool disable=true)
 
void SetSuppressEvade (bool suppress)
 
void SetInvincibilityHpLevel (uint32 level)
 
void sGossipHello (Player *player) override
 
void sGossipSelect (Player *player, uint32 sender, uint32 action) override
 
void sGossipSelectCode (Player *player, uint32 sender, uint32 action, const char *code) override
 
void sQuestAccept (Player *player, Quest const *quest) override
 
void sQuestReward (Player *player, Quest const *quest, uint32 opt) override
 
void sOnGameEvent (bool start, uint16 eventId) override
 
void SetDespawnTime (uint32 t)
 
void StartDespawn ()
 
void OnSpellClick (Unit *clicker, bool &result) override
 
void PathEndReached (uint32 pathId) override
 
void WaypointPathStarted (uint32 pathId) override
 == Waypoints system =============================
 
void WaypointStarted (uint32 nodeId, uint32 pathId) override
 
void WaypointReached (uint32 nodeId, uint32 pathId) override
 
void WaypointPathEnded (uint32 nodeId, uint32 pathId) override
 
bool CanRespawn () override
 
void SetCanRespawn (bool canSpawn)
 
void SetWPPauseTimer (uint32 time)
 
void DistancingEnded () override
 
bool IsMainSpellPrevented (SpellInfo const *spellInfo) const
 
void OnSpellFailed (SpellInfo const *spell) override
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool IsEscortNPC (bool=true) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual bool BeforeSpellClick (Unit *)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void Reset ()
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual std::string GetDebugInfo () const
 

Static Public Member Functions

static int32 Permissible (Creature const *)
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 

Public Attributes

uint32 mEscortQuestID
 

Private Member Functions

void ReturnToLastOOCPos ()
 
void UpdatePath (const uint32 diff)
 
uint32 GetWPCount ()
 
bool AssistPlayerInCombatAgainst (Unit *who)
 
void UpdateDespawn (const uint32 diff)
 
void UpdateFollow (const uint32 diff)
 
void CheckConditions (const uint32 diff)
 

Private Attributes

bool mIsCharmed
 
uint32 mFollowCreditType
 
uint32 mFollowArrivedTimer
 
uint32 _followCheckTimer
 
uint32 mFollowCredit
 
uint32 mFollowArrivedEntry
 
bool mFollowArrivedAlive
 
ObjectGuid mFollowGuid
 
float mFollowDist
 
float mFollowAngle
 
SmartScript mScript
 
WaypointPath const * mWayPoints
 
uint32 mEscortState
 
uint32 mCurrentWPID
 
bool mWPReached
 
bool mOOCReached
 
uint32 mWPPauseTimer
 
WaypointNode const * mLastWP
 
uint32 mEscortNPCFlags
 
bool mCanRepeatPath
 
bool mEvadeDisabled
 
bool mSuppressEvade
 
bool mCanAutoAttack
 
bool mForcedPaused
 
uint32 mInvincibilityHpLevel
 
ForcedMovement mForcedMovement
 
uint32 mDespawnTime
 
uint32 mDespawnState
 
uint32 mEscortInvokerCheckTimer
 
bool mJustReset
 
bool mcanSpawn
 
ConditionList conditions
 
uint32 m_ConditionsTimer
 
bool _chaseOnInterrupt
 
std::unordered_map< uint32, uint32aiDataSet
 
bool _currentRangeMode
 
float _attackDistance
 
float _pendingDistancing
 
uint32 _mainSpellId
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ ~SmartAI()

SmartAI::~SmartAI ( )
inlineoverride
48{};

◆ SmartAI()

SmartAI::SmartAI ( Creature c)
explicit
30 : CreatureAI(c)
31{
32 mIsCharmed = false;
33 // copy script to local (protection for table reload)
34
35 mWayPoints = nullptr;
37 mCurrentWPID = 0;//first wp id is 1 !!
38 mWPReached = false;
39 mOOCReached = false;
40 mWPPauseTimer = 0;
41 mLastWP = nullptr;
43
44 mCanRepeatPath = false;
45
46 mEvadeDisabled = false;
47 mSuppressEvade = false;
48
49 mCanAutoAttack = true;
50
51 mForcedPaused = false;
52
54
56
57 mDespawnTime = 0;
58 mDespawnState = 0;
59
61 mFollowDist = 0;
62 mFollowAngle = 0;
63 mFollowCredit = 0;
69
70 mJustReset = false;
71
72 mcanSpawn = true;
73
74 _chaseOnInterrupt = false;
75
76 aiDataSet.clear();
77
78 // Xinef: Vehicle conditions
80 if (me->GetVehicleKit())
82
83 _currentRangeMode = false;
84 _attackDistance = 0.f;
85 _mainSpellId = 0;
86}
#define sConditionMgr
Definition ConditionMgr.h:296
@ CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE
Definition ConditionMgr.h:142
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:86
@ SMART_ESCORT_NONE
Definition SmartAI.h:31
Definition CreatureAI.h:69
Creature *const me
Definition CreatureAI.h:71
uint32 GetEntry() const
Definition Object.h:117
uint32 mDespawnTime
Definition SmartAI.h:264
uint32 mEscortState
Definition SmartAI.h:246
uint32 mEscortInvokerCheckTimer
Definition SmartAI.h:268
uint32 mDespawnState
Definition SmartAI.h:265
bool mOOCReached
Definition SmartAI.h:249
uint32 mWPPauseTimer
Definition SmartAI.h:250
uint32 _mainSpellId
Definition SmartAI.h:284
bool _chaseOnInterrupt
Definition SmartAI.h:278
uint32 mCurrentWPID
Definition SmartAI.h:247
uint32 m_ConditionsTimer
Definition SmartAI.h:276
bool mIsCharmed
Definition SmartAI.h:231
bool mWPReached
Definition SmartAI.h:248
uint32 mFollowArrivedTimer
Definition SmartAI.h:233
float mFollowAngle
Definition SmartAI.h:240
uint32 mEscortQuestID
Definition SmartAI.h:200
bool _currentRangeMode
Definition SmartAI.h:281
float _attackDistance
Definition SmartAI.h:282
WaypointPath const * mWayPoints
Definition SmartAI.h:245
ForcedMovement mForcedMovement
Definition SmartAI.h:260
uint32 mEscortNPCFlags
Definition SmartAI.h:252
ConditionList conditions
Definition SmartAI.h:275
uint32 mFollowCreditType
Definition SmartAI.h:232
bool mFollowArrivedAlive
Definition SmartAI.h:237
bool mcanSpawn
Definition SmartAI.h:271
uint32 mInvincibilityHpLevel
Definition SmartAI.h:259
bool mCanAutoAttack
Definition SmartAI.h:257
bool mJustReset
Definition SmartAI.h:269
bool mSuppressEvade
Definition SmartAI.h:256
bool mCanRepeatPath
Definition SmartAI.h:254
bool mEvadeDisabled
Definition SmartAI.h:255
bool mForcedPaused
Definition SmartAI.h:258
uint32 mFollowCredit
Definition SmartAI.h:235
uint32 mFollowArrivedEntry
Definition SmartAI.h:236
float mFollowDist
Definition SmartAI.h:239
WaypointNode const * mLastWP
Definition SmartAI.h:251
std::unordered_map< uint32, uint32 > aiDataSet
Definition SmartAI.h:279
Vehicle * GetVehicleKit() const
Definition Unit.h:1926

References _attackDistance, _chaseOnInterrupt, _currentRangeMode, _mainSpellId, aiDataSet, CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, conditions, FORCED_MOVEMENT_NONE, Object::GetEntry(), Unit::GetVehicleKit(), m_ConditionsTimer, mCanAutoAttack, mCanRepeatPath, mcanSpawn, mCurrentWPID, mDespawnState, mDespawnTime, CreatureAI::me, mEscortInvokerCheckTimer, mEscortNPCFlags, mEscortQuestID, mEscortState, mEvadeDisabled, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mForcedMovement, mForcedPaused, mInvincibilityHpLevel, mIsCharmed, mJustReset, mLastWP, mOOCReached, mSuppressEvade, mWayPoints, mWPPauseTimer, mWPReached, sConditionMgr, and SMART_ESCORT_NONE.

Member Function Documentation

◆ AddEscortState()

void SmartAI::AddEscortState ( uint32  uiEscortState)
inline
64{ mEscortState |= uiEscortState; }

References mEscortState.

Referenced by EnterEvadeMode(), PausePath(), and StartPath().

◆ AssistPlayerInCombatAgainst()

bool SmartAI::AssistPlayerInCombatAgainst ( Unit who)
private
801{
802 if (!IsAIControlled())
803 return false;
804
805 // Xinef: if unit has no victim, or victim is player controlled thing
806 if (!who->GetVictim() || who->GetCharmerOrOwnerOrOwnGUID().IsPlayer())
807 return false;
808
809 //experimental (unknown) flag not present
811 return false;
812
813 // Xinef: victim of unit has to be a player controlled unit
815 return false;
816
817 // Xinef: Check if victim can be assisted
818 if (!me->IsValidAssistTarget(who->GetVictim()))
819 return false;
820
821 // Do not engage if we cannot actually attack the attacker (e.g. neutral faction)
822 if (!me->IsValidAttackTarget(who))
823 return false;
824
825 //too far away and no free sight?
827 {
828 AttackStart(who);
829 return true;
830 }
831
832 return false;
833}
@ CREATURE_TYPE_FLAG_CAN_ASSIST
Definition SharedDefines.h:2701
@ SMART_MAX_AID_DIST
Definition SmartAI.h:40
CreatureTemplate const * GetCreatureTemplate() const
Definition Creature.h:207
bool IsPlayer() const
Definition ObjectGuid.h:168
void AttackStart(Unit *who) override
Definition SmartAI.cpp:908
bool IsAIControlled() const
Definition SmartAI.cpp:88
ObjectGuid GetCharmerOrOwnerOrOwnGUID() const
Definition Unit.h:1296
Unit * GetVictim() const
Definition Unit.h:903
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition Unit.cpp:10731
bool IsValidAssistTarget(Unit const *target) const
Definition Unit.cpp:10869
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition Object.cpp:1403
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1377
uint32 type_flags
Definition CreatureData.h:219

References AttackStart(), CREATURE_TYPE_FLAG_CAN_ASSIST, Unit::GetCharmerOrOwnerOrOwnGUID(), Creature::GetCreatureTemplate(), Unit::GetVictim(), IsAIControlled(), ObjectGuid::IsPlayer(), Unit::IsValidAssistTarget(), Unit::IsValidAttackTarget(), WorldObject::IsWithinDistInMap(), WorldObject::IsWithinLOSInMap(), CreatureAI::me, SMART_MAX_AID_DIST, and CreatureTemplate::type_flags.

Referenced by MoveInLineOfSight().

◆ AttackStart()

void SmartAI::AttackStart ( Unit who)
overridevirtual

Reimplemented from UnitAI.

909{
910 // xinef: dont allow charmed npcs to act on their own
912 {
913 if (who)
914 me->Attack(who, mCanAutoAttack);
915 return;
916 }
917
918 if (who && me->Attack(who, mCanAutoAttack))
919 {
921 {
923 if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
924 {
926 me->StopMoving();
927 me->GetMotionMaster()->Clear(false);
928 }
929
931 }
932 }
933}
@ MOTION_SLOT_ACTIVE
Definition MotionMaster.h:65
MovementGeneratorType
Definition MotionMaster.h:38
@ ESCORT_MOTION_TYPE
Definition MotionMaster.h:57
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ UNIT_STATE_NO_COMBAT_MOVEMENT
Definition UnitDefines.h:204
@ UNIT_FLAG_POSSESSED
Definition UnitDefines.h:281
MovementGeneratorType GetMotionSlotType(int slot) const
Definition MotionMaster.cpp:969
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:315
void MovementExpired(bool reset=true)
Definition MotionMaster.h:206
void Clear(bool reset=true)
Definition MotionMaster.h:193
MotionMaster * GetMotionMaster()
Definition Unit.h:1759
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:747
void StopMoving()
Definition Unit.cpp:13023
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:7289
bool HasUnitState(const uint32 f) const
Definition Unit.h:736

References _attackDistance, Unit::Attack(), MotionMaster::Clear(), ESCORT_MOTION_TYPE, Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), Unit::HasUnitFlag(), Unit::HasUnitState(), mCanAutoAttack, CreatureAI::me, MOTION_SLOT_ACTIVE, MotionMaster::MoveChase(), MotionMaster::MovementExpired(), POINT_MOTION_TYPE, Unit::StopMoving(), UNIT_FLAG_POSSESSED, and UNIT_STATE_NO_COMBAT_MOVEMENT.

Referenced by AssistPlayerInCombatAgainst(), and MoveInLineOfSight().

◆ CanAIAttack()

bool SmartAI::CanAIAttack ( Unit const *  who) const
overridevirtual

Reimplemented from UnitAI.

796{
797 return true;
798}

◆ CanRespawn()

bool SmartAI::CanRespawn ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

218{ return mcanSpawn; };

References mcanSpawn.

◆ CheckConditions()

void SmartAI::CheckConditions ( const uint32  diff)
private
534{
535 Vehicle* vehicle = me->GetVehicleKit();
536 if (!vehicle)
537 return;
538
539 if (m_ConditionsTimer < diff)
540 {
541 if (!conditions.empty())
542 {
543 for (SeatMap::iterator itr = vehicle->Seats.begin(); itr != vehicle->Seats.end(); ++itr)
544 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
545 {
546 if (Player* player = passenger->ToPlayer())
547 {
548 if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
549 {
550 player->ExitVehicle();
551 return;//check other pessanger in next tick
552 }
553 }
554 }
555 }
556 m_ConditionsTimer = 1000;
557 }
558 else
559 m_ConditionsTimer -= diff;
560}
Player * ToPlayer()
Definition Object.h:202
Definition Player.h:1084
Definition Unit.h:664
Definition Vehicle.h:28
SeatMap Seats
Definition Vehicle.h:57
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:199

References conditions, ObjectAccessor::GetUnit(), Unit::GetVehicleKit(), m_ConditionsTimer, CreatureAI::me, sConditionMgr, Vehicle::Seats, and Object::ToPlayer().

Referenced by UpdateAI().

◆ CorpseRemoved()

void SmartAI::CorpseRemoved ( uint32 )
overridevirtual

== Triggered Actions Requested ==================

== State checks =================================

Reimplemented from CreatureAI.

985{
986 GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, nullptr, respawnDelay);
987
988 // xinef: end escort upon corpse remove, safe check in case of immediate despawn
989 if (IsEscorted())
990 EndPath(true);
991}
@ SMART_EVENT_CORPSE_REMOVED
Definition SmartScriptMgr.h:135
void EndPath(bool fail=false)
Definition SmartAI.cpp:351
bool IsEscorted() override
Definition SmartAI.h:65
SmartScript * GetScript()
Definition SmartAI.h:76
void ProcessEventsFor(SMART_EVENT e, Unit *unit=nullptr, uint32 var0=0, uint32 var1=0, bool bvar=false, SpellInfo const *spell=nullptr, GameObject *gob=nullptr)
Definition SmartScript.cpp:136

References EndPath(), GetScript(), IsEscorted(), SmartScript::ProcessEventsFor(), and SMART_EVENT_CORPSE_REMOVED.

◆ DamageDealt()

void SmartAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
overridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

974{
976}
@ SMART_EVENT_DAMAGED_TARGET
Definition SmartScriptMgr.h:132

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_DAMAGED_TARGET.

◆ DamageTaken()

void SmartAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
overridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

946{
947 if (doneBy)
949
950 if (!IsAIControlled()) // don't allow players to use unkillable units
951 return;
952
953 // Xinef: skip nodamage type (eg. instakill effect)
954 if (damagetype != NODAMAGE && mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel))
955 damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req.
956}
@ SMART_EVENT_DAMAGED
Definition SmartScriptMgr.h:131
@ NODAMAGE
Definition Unit.h:258
uint32 GetHealth() const
Definition Unit.h:1108

References Unit::GetHealth(), GetScript(), IsAIControlled(), CreatureAI::me, mInvincibilityHpLevel, NODAMAGE, SmartScript::ProcessEventsFor(), and SMART_EVENT_DAMAGED.

◆ DistanceYourself()

void SmartAI::DistanceYourself ( float  range)
1212{
1213 Unit* victim = me->GetVictim();
1214 if (!victim || !victim->IsWithinMeleeRange(me))
1215 return;
1216
1217 float combatReach = me->GetMeleeRange(victim);
1218 float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
1219 me->GetMotionMaster()->DistanceYourself(distance);
1220 _pendingDistancing = distance;
1221}
#define DISTANCING_CONSTANT
Definition SmartAI.h:43
void DistanceYourself(float range)
Definition MotionMaster.cpp:353
float _pendingDistancing
Definition SmartAI.h:283
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:783
float GetMeleeRange(Unit const *target) const
Definition Unit.cpp:801

References _pendingDistancing, MotionMaster::DistanceYourself(), DISTANCING_CONSTANT, Unit::GetMeleeRange(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::IsWithinMeleeRange(), and CreatureAI::me.

◆ DistancingEnded()

void SmartAI::DistancingEnded ( )
overridevirtual

Reimplemented from CreatureAI.

1328{
1330 _pendingDistancing = 0.f;
1331}
void SetCurrentRangeMode(bool on, float range=0.f)
Definition SmartAI.cpp:1187

References _pendingDistancing, and SetCurrentRangeMode().

◆ DoAction()

void SmartAI::DoAction ( int32  param = 0)
overridevirtual

Reimplemented from UnitAI.

1086{
1088}
@ SMART_EVENT_ACTION_DONE
Definition SmartScriptMgr.h:171

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACTION_DONE.

◆ EndPath()

void SmartAI::EndPath ( bool  fail = false)
352{
354 mWayPoints = nullptr;
355 mLastWP = nullptr;
356 mWPPauseTimer = 0;
357
358 if (mEscortNPCFlags)
359 {
361 mEscortNPCFlags = 0;
362 }
363
365 if (targets && mEscortQuestID)
366 {
367 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
368 {
369 Player* player = targets->front()->ToPlayer();
370 if (Group* group = player->GetGroup())
371 {
372 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
373 {
374 Player* groupGuy = groupRef->GetSource();
375 if (!groupGuy || !player->IsInMap(groupGuy))
376 continue;
377
378 if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
380 else if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
381 groupGuy->FailQuest(mEscortQuestID);
382 }
383 }
384 else
385 {
386 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
388 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
389 player->FailQuest(mEscortQuestID);
390 }
391 }
392 else
393 {
394 for (WorldObject* target : *targets)
395 {
396 if (GetScript()->IsPlayer(target))
397 {
398 Player* player = target->ToPlayer();
399 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
401 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
402 player->FailQuest(mEscortQuestID);
403 }
404 }
405 }
406 }
407
408 // Xinef: if the escort failed - DO NOT PROCESS ANYTHING
409 // Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
410 if (fail)
411 {
412 mCurrentWPID = 0;
413 return;
414 }
415
417 mCurrentWPID = 0;
418
419 if (mCanRepeatPath)
420 {
421 if (IsAIControlled())
422 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
423 }
424 else
425 GetScript()->SetPathId(0);
426
427 if (mDespawnState == 1)
428 StartDespawn();
429}
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ SMART_ESCORT_ESCORTING
Definition SmartAI.h:32
@ SMART_ESCORT_PAUSED
Definition SmartAI.h:34
@ SMART_ESCORT_RETURNING
Definition SmartAI.h:33
std::vector< WorldObject * > ObjectVector
Definition SmartScriptMgr.h:2033
@ SMART_EVENT_ESCORT_ENDED
Definition SmartScriptMgr.h:157
@ SMART_ESCORT_TARGETS
Definition SmartScriptMgr.h:40
NPCFlags
Non Player Character flags.
Definition UnitDefines.h:320
Definition GroupReference.h:27
Definition Group.h:169
bool HasCorpse() const
Definition Player.h:2059
void GroupEventHappens(uint32 questId, WorldObject const *pEventObject)
Definition PlayerQuest.cpp:1853
bool IsAtGroupRewardDistance(WorldObject const *pRewardSource) const
Definition Player.cpp:12796
Group * GetGroup()
Definition Player.h:2505
void AreaExploredOrEventHappens(uint32 questId)
Definition PlayerQuest.cpp:1826
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1465
void FailQuest(uint32 quest_id)
Definition PlayerQuest.cpp:887
void RemoveEscortState(uint32 uiEscortState)
Definition SmartAI.h:66
void StartDespawn()
Definition SmartAI.h:207
void StartPath(ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, uint32 path=0, bool repeat=false, Unit *invoker=nullptr, PathSource pathSource=PathSource::SMART_WAYPOINT_MGR)
Definition SmartAI.cpp:233
ObjectVector const * GetStoredTargetVector(uint32 id, WorldObject const &ref) const
Definition SmartScript.h:100
void SetPathId(uint32 id)
Definition SmartScript.h:62
void ReplaceAllNpcFlags(NPCFlags flags)
Definition Unit.h:766
Definition Object.h:475
bool IsInMap(WorldObject const *obj) const
Definition Object.cpp:1335

References Player::AreaExploredOrEventHappens(), Player::FailQuest(), Player::GetGroup(), Player::GetQuestStatus(), GetScript(), SmartScript::GetStoredTargetVector(), Player::GroupEventHappens(), Player::HasCorpse(), IsAIControlled(), Player::IsAtGroupRewardDistance(), WorldObject::IsInMap(), SmartScript::IsPlayer(), mCanRepeatPath, mCurrentWPID, mDespawnState, CreatureAI::me, mEscortNPCFlags, mEscortQuestID, mForcedMovement, mLastWP, mWayPoints, mWPPauseTimer, SmartScript::ProcessEventsFor(), QUEST_STATUS_INCOMPLETE, RemoveEscortState(), Unit::ReplaceAllNpcFlags(), SmartScript::SetPathId(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_ESCORT_TARGETS, SMART_EVENT_ESCORT_ENDED, StartDespawn(), StartPath(), and Object::ToPlayer().

Referenced by CorpseRemoved(), JustDied(), MovepointReached(), OnCharmed(), StopPath(), and UpdatePath().

◆ EnterEvadeMode()

void SmartAI::EnterEvadeMode ( EvadeReason  why = EVADE_REASON_OTHER)
overridevirtual

Reimplemented from CreatureAI.

715{
716 if (mSuppressEvade)
717 return;
718
719 if (mEvadeDisabled)
720 {
722 return;
723 }
724
726 {
727 me->AttackStop();
729 return;
730 }
731
732 if (!_EnterEvadeMode())
733 return;
734
736
737 GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); //must be after aura clear so we can cast spells from db
738
739 if (Unit* owner = me->GetCharmerOrOwner())
740 {
743 }
745 {
748 }
749 else if (mFollowGuid)
750 {
754
755 // xinef: do not forget to reset scripts as we wont call reached home
756 GetScript()->OnReset();
757 }
758 else
759 {
761
762 // xinef: do not forget to reset scripts as we wont call reached home
764 GetScript()->OnReset();
765 }
766}
constexpr float PET_FOLLOW_DIST
Definition PetDefines.h:206
@ SMART_EVENT_EVADE
Definition SmartScriptMgr.h:106
@ UNIT_STATE_EVADE
Definition UnitDefines.h:194
@ UNIT_FLAG_IN_COMBAT
Definition UnitDefines.h:276
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:383
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:261
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true, bool inheritSpeed=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:447
bool HasEscortState(uint32 uiEscortState)
Definition SmartAI.h:63
void ReturnToLastOOCPos()
Definition SmartAI.cpp:442
void AddEscortState(uint32 uiEscortState)
Definition SmartAI.h:64
ObjectGuid mFollowGuid
Definition SmartAI.h:238
void OnReset()
Definition SmartScript.cpp:110
void ClearUnitState(uint32 f)
Definition Unit.h:737
void AddUnitState(uint32 f)
Definition Unit.h:735
Unit * GetCharmerOrOwner() const
Definition Unit.h:1286
virtual float GetFollowAngle() const
Definition Unit.h:1896
ObjectGuid GetCharmerGUID() const
Definition Unit.h:719
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7453
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749

References CreatureAI::_EnterEvadeMode(), AddEscortState(), Unit::AddUnitState(), Unit::AttackStop(), Unit::ClearUnitState(), Unit::GetCharmerGUID(), Unit::GetCharmerOrOwner(), Unit::GetFollowAngle(), Unit::GetMotionMaster(), GetScript(), ObjectAccessor::GetUnit(), HasEscortState(), Unit::HasUnitFlag(), Unit::HasUnitState(), ObjectGuid::IsPlayer(), CreatureAI::me, mEvadeDisabled, mFollowAngle, mFollowDist, mFollowGuid, MotionMaster::MoveFollow(), MotionMaster::MoveTargetedHome(), mSuppressEvade, SmartScript::OnReset(), PET_FOLLOW_DIST, SmartScript::ProcessEventsFor(), Unit::RemoveUnitFlag(), ReturnToLastOOCPos(), SMART_ESCORT_ESCORTING, SMART_ESCORT_RETURNING, SMART_EVENT_EVADE, UNIT_FLAG_IN_COMBAT, UNIT_FLAG_POSSESSED, and UNIT_STATE_EVADE.

Referenced by npc_black_morass_summoned_add::EnterEvadeMode(), and OnCharmed().

◆ GenerateWayPointArray()

void SmartAI::GenerateWayPointArray ( Movement::PointsArray points)
172{
173 if (!mWayPoints || mWayPoints->Nodes.empty())
174 return;
175
176 // Flying unit, just fill array
178 {
179 // xinef: first point in vector is unit real position
180 points->clear();
181 points->push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
182 // mCurrentWPID is 1-based
183 for (uint32 i = mCurrentWPID > 0 ? mCurrentWPID - 1 : 0; i < mWayPoints->Nodes.size(); ++i)
184 {
185 WaypointNode const& wp = mWayPoints->Nodes[i];
186 points->push_back(G3D::Vector3(wp.X, wp.Y, wp.Z));
187 }
188 }
189 else
190 {
191 for (float size = 1.0f; size; size *= 0.5f)
192 {
193 std::vector<G3D::Vector3> pVector;
194 // xinef: first point in vector is unit real position
195 pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
196
197 uint32 startIdx = mCurrentWPID > 0 ? mCurrentWPID - 1 : 0;
198 uint32 length = (uint32)((mWayPoints->Nodes.size() - startIdx) * size);
199
200 uint32 cnt = 0;
201 for (uint32 i = startIdx; i < mWayPoints->Nodes.size() && cnt++ <= length; ++i)
202 {
203 WaypointNode const& wp = mWayPoints->Nodes[i];
204 pVector.push_back(G3D::Vector3(wp.X, wp.Y, wp.Z));
205 }
206
207 if (pVector.size() > 2) // more than source + dest
208 {
209 G3D::Vector3 middle = (pVector[0] + pVector[pVector.size() - 1]) / 2.f;
210 G3D::Vector3 offset;
211
212 bool continueLoop = false;
213 for (uint32 i = 1; i < pVector.size() - 1; ++i)
214 {
215 offset = middle - pVector[i];
216 if (std::fabs(offset.x) >= 0xFF || std::fabs(offset.y) >= 0xFF || std::fabs(offset.z) >= 0x7F)
217 {
218 // offset is too big, split points
219 continueLoop = true;
220 break;
221 }
222 }
223 if (continueLoop)
224 continue;
225 }
226 // everything ok
227 *points = pVector;
228 break;
229 }
230 }
231}
std::uint32_t uint32
Definition Define.h:107
MovementFlags
Definition UnitDefines.h:370
@ MOVEMENTFLAG_DISABLE_GRAVITY
Definition UnitDefines.h:382
@ MOVEMENTFLAG_CAN_FLY
Definition UnitDefines.h:396
MovementInfo m_movementInfo
Definition Object.h:698
bool HasMovementFlag(uint32 flag) const
Definition Object.h:346
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
Definition WaypointDefines.h:37
float X
Definition WaypointDefines.h:48
float Z
Definition WaypointDefines.h:48
float Y
Definition WaypointDefines.h:48
std::vector< WaypointNode > Nodes
Definition WaypointDefines.h:68

References Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), MovementInfo::HasMovementFlag(), WorldObject::m_movementInfo, mCurrentWPID, CreatureAI::me, MOVEMENTFLAG_CAN_FLY, MOVEMENTFLAG_DISABLE_GRAVITY, mWayPoints, WaypointPath::Nodes, WaypointNode::X, WaypointNode::Y, and WaypointNode::Z.

Referenced by ResumePath(), and StartPath().

◆ GetData()

uint32 SmartAI::GetData ( uint32  id = 0) const
overridevirtual

Reimplemented from UnitAI.

1091{
1092 auto const& itr = aiDataSet.find(id);
1093 if (itr != aiDataSet.end())
1094 return itr->second;
1095
1096 return 0;
1097}

References aiDataSet.

◆ GetGUID()

ObjectGuid SmartAI::GetGUID ( int32  id = 0) const
overridevirtual

Reimplemented from UnitAI.

1120{
1121 return ObjectGuid::Empty;
1122}
static ObjectGuid const Empty
Definition ObjectGuid.h:120

References ObjectGuid::Empty.

◆ GetNextWayPoint()

WaypointNode const * SmartAI::GetNextWayPoint ( )
153{
154 if (!mWayPoints || mWayPoints->Nodes.empty())
155 return nullptr;
156
157 mCurrentWPID++;
158 // mCurrentWPID is 1-based for SmartAI escort paths
159 if (mCurrentWPID > mWayPoints->Nodes.size())
160 return nullptr;
161
162 // Nodes are 0-indexed, mCurrentWPID is 1-based
163 WaypointNode const& node = mWayPoints->Nodes[mCurrentWPID - 1];
164 mLastWP = &node;
165 if (mLastWP->Id != mCurrentWPID)
166 LOG_ERROR("scripts.ai.sai", "SmartAI::GetNextWayPoint: Got not expected waypoint id {}, expected {}", mLastWP->Id, mCurrentWPID);
167
168 return mLastWP;
169}
#define LOG_ERROR(filterType__,...)
Definition Log.h:145
uint32 Id
Definition WaypointDefines.h:47

References WaypointNode::Id, LOG_ERROR, mCurrentWPID, mLastWP, mWayPoints, and WaypointPath::Nodes.

Referenced by MovepointReached(), StartPath(), and UpdatePath().

◆ GetScript()

◆ GetWPCount()

uint32 SmartAI::GetWPCount ( )
inlineprivate
253{ return mWayPoints ? mWayPoints->Nodes.size() : 0; }

References mWayPoints, and WaypointPath::Nodes.

Referenced by MovepointReached(), and UpdatePath().

◆ HasEscortState()

bool SmartAI::HasEscortState ( uint32  uiEscortState)
inline

◆ HealReceived()

void SmartAI::HealReceived ( Unit ,
uint32  
)
overridevirtual

Called when the creature receives heal.

Reimplemented from UnitAI.

959{
961}
@ SMART_EVENT_RECEIVE_HEAL
Definition SmartScriptMgr.h:152

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_HEAL.

◆ InitializeAI()

void SmartAI::InitializeAI ( )
overridevirtual

Reimplemented from UnitAI.

999{
1001
1002 for (SmartScriptHolder const& event : GetScript()->GetEvents())
1003 {
1004 if (event.GetActionType() != SMART_ACTION_CAST)
1005 continue;
1006
1007 if (!(event.action.cast.castFlags & SMARTCAST_MAIN_SPELL))
1008 continue;
1009
1010 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(event.action.cast.spell);
1011 if (spellInfo && spellInfo->IsPositive())
1012 {
1013 LOG_WARN("scripts.ai", "SmartAI: Creature {} has SMARTCAST_MAIN_SPELL on positive spell {} - positive spells should not be used as main spell",
1014 me->GetEntry(), event.action.cast.spell);
1015 continue;
1016 }
1017
1018 SetMainSpell(event.action.cast.spell);
1019 break;
1020 }
1021
1022 // Fallback: use first SMARTCAST_COMBAT_MOVE if no MAIN_SPELL found
1023 if (!_currentRangeMode)
1024 {
1025 for (SmartScriptHolder const& event : GetScript()->GetEvents())
1026 {
1027 if (event.GetActionType() != SMART_ACTION_CAST)
1028 continue;
1029
1030 if (!(event.action.cast.castFlags & SMARTCAST_COMBAT_MOVE))
1031 continue;
1032
1033 // Don't use positive (healing/buff) spells to determine attack distance
1034 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(event.action.cast.spell);
1035 if (spellInfo && spellInfo->IsPositive())
1036 continue;
1037
1038 SetMainSpell(event.action.cast.spell);
1039 break;
1040 }
1041 }
1042
1043 if (!me->isDead())
1044 {
1045 mJustReset = true;
1048 }
1049}
#define LOG_WARN(filterType__,...)
Definition Log.h:149
@ SMART_ACTION_CAST
Definition SmartScriptMgr.h:553
@ SMART_EVENT_RESPAWN
Definition SmartScriptMgr.h:110
@ SMARTCAST_MAIN_SPELL
Definition SmartScriptMgr.h:1981
@ SMARTCAST_COMBAT_MOVE
Definition SmartScriptMgr.h:1977
#define sSpellMgr
Definition SpellMgr.h:836
void SetMainSpell(uint32 spellId)
Definition SmartAI.cpp:1196
void JustReachedHome() override
Definition SmartAI.cpp:857
void OnInitialize(WorldObject *obj, AreaTrigger const *at=nullptr)
Definition SmartScript.cpp:5257
Definition SpellInfo.h:340
bool IsPositive() const
Definition SpellInfo.cpp:1269
bool isDead() const
Definition Unit.h:1796
Definition SmartScriptMgr.h:1996

References _currentRangeMode, Object::GetEntry(), SmartScript::GetEvents(), GetScript(), Unit::isDead(), SpellInfo::IsPositive(), JustReachedHome(), LOG_WARN, CreatureAI::me, mJustReset, SmartScript::OnInitialize(), SmartScript::ProcessEventsFor(), SetMainSpell(), SMART_ACTION_CAST, SMART_EVENT_RESPAWN, SMARTCAST_COMBAT_MOVE, SMARTCAST_MAIN_SPELL, and sSpellMgr.

◆ IsAIControlled()

bool SmartAI::IsAIControlled ( ) const

◆ IsEscorted()

bool SmartAI::IsEscorted ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

References mEscortState, and SMART_ESCORT_ESCORTING.

Referenced by CorpseRemoved().

◆ IsEscortInvokerInRange()

bool SmartAI::IsEscortInvokerInRange ( )
600{
601 if (ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me))
602 {
604 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
605 {
606 Player* player = (*targets->begin())->ToPlayer();
607 if (me->GetDistance(player) <= checkDist)
608 return true;
609
610 if (Group* group = player->GetGroup())
611 {
612 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
613 {
614 Player* groupGuy = groupRef->GetSource();
615
616 if (groupGuy && me->IsInMap(groupGuy) && me->GetDistance(groupGuy) <= checkDist)
617 return true;
618 }
619 }
620 }
621 else
622 {
623 for (WorldObject* target : *targets)
624 {
625 if (GetScript()->IsPlayer(target))
626 {
627 if (me->GetDistance(target->ToPlayer()) <= checkDist)
628 return true;
629 }
630 }
631 }
632
633 // Xinef: no valid target found
634 return false;
635 }
636 // Xinef: no player invoker was stored, just ignore range check
637 return true;
638}
@ SMART_ESCORT_MAX_PLAYER_DIST
Definition SmartAI.h:39
GroupReference * next()
Definition GroupReference.h:36
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1238
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1295

References WorldObject::GetDistance(), Player::GetGroup(), WorldObject::GetInstanceScript(), GetScript(), WorldObject::IsInMap(), SmartScript::IsPlayer(), CreatureAI::me, GroupReference::next(), SMART_ESCORT_MAX_PLAYER_DIST, and SMART_ESCORT_TARGETS.

Referenced by UpdatePath().

◆ IsMainSpellPrevented()

bool SmartAI::IsMainSpellPrevented ( SpellInfo const *  spellInfo) const
1334{
1335 if (me->HasSpellCooldown(spellInfo->Id))
1336 return true;
1337
1338 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
1339 return true;
1340 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
1341 return true;
1342
1343 return false;
1344}
@ SPELL_PREVENTION_TYPE_SILENCE
Definition SharedDefines.h:1558
@ SPELL_PREVENTION_TYPE_PACIFY
Definition SharedDefines.h:1559
@ UNIT_FLAG_PACIFIED
Definition UnitDefines.h:274
@ UNIT_FLAG_SILENCED
Definition UnitDefines.h:270
@ UNIT_FIELD_FLAGS
Definition UpdateFields.h:117
bool HasSpellCooldown(uint32 spell_id) const override
Definition Creature.cpp:3024
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:871

References Object::HasFlag(), Creature::HasSpellCooldown(), SpellInfo::Id, CreatureAI::me, SpellInfo::PreventionType, SPELL_PREVENTION_TYPE_PACIFY, SPELL_PREVENTION_TYPE_SILENCE, UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED, and UNIT_FLAG_SILENCED.

Referenced by OnSpellFailed().

◆ IsSummonedBy()

void SmartAI::IsSummonedBy ( WorldObject summoner)
overridevirtual

Reimplemented from CreatureAI.

969{
970 GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner->ToUnit(), 0, 0, false, nullptr, summoner->ToGameObject());
971}
@ SMART_EVENT_JUST_SUMMONED
Definition SmartScriptMgr.h:153
GameObject * ToGameObject()
Definition Object.h:214
Unit * ToUnit()
Definition Object.h:210

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_JUST_SUMMONED, Object::ToGameObject(), and Object::ToUnit().

◆ JustDied()

void SmartAI::JustDied ( Unit killer)
overridevirtual

Reimplemented from CreatureAI.

881{
884 EndPath(true);
885}
@ SMART_EVENT_DEATH
Definition SmartScriptMgr.h:105

References EndPath(), GetScript(), HasEscortState(), SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, and SMART_EVENT_DEATH.

◆ JustEngagedWith()

void SmartAI::JustEngagedWith ( Unit )
overridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

873{
874 // Xinef: Interrupt channeled spells
875 if (IsAIControlled())
878}
@ SMART_EVENT_AGGRO
Definition SmartScriptMgr.h:103
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:557
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4244

References CURRENT_CHANNELED_SPELL, GetScript(), Unit::InterruptSpell(), IsAIControlled(), CreatureAI::me, SmartScript::ProcessEventsFor(), and SMART_EVENT_AGGRO.

◆ JustExitedCombat()

void SmartAI::JustExitedCombat ( )
overridevirtual

Called when the unit leaves combat.

Reimplemented from CreatureAI.

701{
702 // When evade is suppressed or disabled, don't auto-evade on combat exit.
703 // This prevents scripted encounters (e.g. Mograine/Whitemane) from resetting
704 // when bosses temporarily stop fighting during scripted phases.
706 {
708 return;
709 }
710
712}
void JustExitedCombat() override
Called when the unit leaves combat.
Definition CreatureAI.cpp:310
void EngagementOver()
Definition CreatureAI.cpp:298

References CreatureAI::EngagementOver(), CreatureAI::JustExitedCombat(), mEvadeDisabled, and mSuppressEvade.

◆ JustReachedHome()

void SmartAI::JustReachedHome ( )
overridevirtual

Reimplemented from CreatureAI.

858{
859 GetScript()->OnReset();
860
861 if (!mJustReset)
862 {
864
867 }
868
869 mJustReset = false;
870}
@ IDLE_MOTION_TYPE
Definition MotionMaster.h:39
@ SMART_EVENT_REACHED_HOME
Definition SmartScriptMgr.h:120
bool UpdateVictim()
Definition CreatureAI.cpp:350
uint32 GetWaypointPath() const
Definition Creature.h:357
void MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource=PathSource::WAYPOINT_MGR)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:913
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:961

References MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), GetScript(), Creature::GetWaypointPath(), IDLE_MOTION_TYPE, CreatureAI::me, mJustReset, MotionMaster::MoveWaypoint(), SmartScript::OnReset(), SmartScript::ProcessEventsFor(), SMART_EVENT_REACHED_HOME, and CreatureAI::UpdateVictim().

Referenced by InitializeAI(), and JustRespawned().

◆ JustRespawned()

void SmartAI::JustRespawned ( )
overridevirtual

Reimplemented from CreatureAI.

836{
837 mDespawnTime = 0;
838 mDespawnState = 0;
840 me->SetVisible(true);
843 mJustReset = true;
846 mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
847 mFollowDist = 0;
848 mFollowAngle = 0;
849 mFollowCredit = 0;
850 mFollowArrivedTimer = 1000;
853 mFollowArrivedAlive = true;
854 aiDataSet.clear();
855}
void Clear()
Definition ObjectGuid.h:138
void SetVisible(bool x)
Definition Unit.cpp:11098
void RestoreFaction()
Definition Unit.cpp:14949
uint32 GetFaction() const
Definition Unit.h:851
uint32 faction
Definition CreatureData.h:199

References aiDataSet, ObjectGuid::Clear(), CreatureTemplate::faction, Creature::GetCreatureTemplate(), Unit::GetFaction(), GetScript(), JustReachedHome(), mDespawnState, mDespawnTime, CreatureAI::me, mEscortState, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, mJustReset, SmartScript::ProcessEventsFor(), Unit::RestoreFaction(), Unit::SetVisible(), SMART_ESCORT_NONE, and SMART_EVENT_RESPAWN.

◆ JustSummoned()

void SmartAI::JustSummoned ( Creature creature)
overridevirtual

Reimplemented from CreatureAI.

893{
895 GetScript()->AddCreatureSummon(creature->GetGUID());
896}
@ SMART_EVENT_SUMMONED_UNIT
Definition SmartScriptMgr.h:116
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
void AddCreatureSummon(ObjectGuid const &guid)
Definition SmartScript.cpp:5529

References SmartScript::AddCreatureSummon(), Object::GetGUID(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT.

◆ KilledUnit()

void SmartAI::KilledUnit ( Unit victim)
overridevirtual

Reimplemented from CreatureAI.

888{
890}
@ SMART_EVENT_KILL
Definition SmartScriptMgr.h:104

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_KILL.

◆ LoadPath()

bool SmartAI::LoadPath ( uint32  entry,
PathSource  pathSource 
)
268{
270 return false;
271
272 switch (pathSource)
273 {
275 {
276 mWayPoints = sSmartWaypointMgr->GetPath(entry);
277 if (!mWayPoints)
278 {
279 GetScript()->SetPathId(0);
280 return false;
281 }
282 break;
283 }
285 {
286 mWayPoints = sWaypointMgr->GetPath(entry);
287 if (!mWayPoints)
288 {
289 GetScript()->SetPathId(0);
290 return false;
291 }
292 break;
293 }
294 }
295
296 GetScript()->SetPathId(entry);
297 return true;
298}
@ SMART_WAYPOINT_MGR
#define sSmartWaypointMgr
Definition SmartScriptMgr.h:2270
#define sWaypointMgr
Definition WaypointMgr.h:54

References GetScript(), HasEscortState(), mWayPoints, SmartScript::SetPathId(), SMART_ESCORT_ESCORTING, SMART_WAYPOINT_MGR, sSmartWaypointMgr, sWaypointMgr, and WAYPOINT_MGR.

Referenced by StartPath().

◆ MoveInLineOfSight()

void SmartAI::MoveInLineOfSight ( Unit who)
overridevirtual

Reimplemented from CreatureAI.

769{
770 if (!who)
771 return;
772
774
775 if (!IsAIControlled())
776 return;
777
778 if (me->GetVictim())
779 return;
780
782 return;
783
785 {
787 {
790 }
791 AttackStart(who);
792 }
793}
@ UNIT_STATE_DISTRACTED
Definition UnitDefines.h:185
@ REACT_PASSIVE
Definition Unit.h:566
@ REACT_AGGRESSIVE
Definition Unit.h:568
bool HasReactState(ReactStates state) const
Definition Creature.h:102
bool CanStartAttack(Unit const *u, bool force=false) const
Definition Creature.cpp:1900
bool AssistPlayerInCombatAgainst(Unit *who)
Definition SmartAI.cpp:800
void OnMoveInLineOfSight(Unit *who)
Definition SmartScript.cpp:5300

References AssistPlayerInCombatAgainst(), AttackStart(), Creature::CanStartAttack(), MotionMaster::Clear(), Unit::ClearUnitState(), Unit::GetMotionMaster(), GetScript(), Unit::GetVictim(), Creature::HasReactState(), Unit::HasUnitState(), IsAIControlled(), CreatureAI::me, SmartScript::OnMoveInLineOfSight(), REACT_AGGRESSIVE, REACT_PASSIVE, and UNIT_STATE_DISTRACTED.

◆ MovementInform()

void SmartAI::MovementInform ( uint32  MovementType,
uint32  Data 
)
overridevirtual

Reimplemented from CreatureAI.

685{
686 if (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT)
688
689 if (MovementType == WAYPOINT_MOTION_TYPE)
690 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, Data); // data now corresponds to columns
691
692 GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, nullptr, MovementType, Data);
694 return;
695
696 if (MovementType == ESCORT_MOTION_TYPE || (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT))
698}
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ SMART_EVENT_MOVEMENTINFORM
Definition SmartScriptMgr.h:133
@ SMART_EVENT_WAYPOINT_REACHED
Definition SmartScriptMgr.h:197
@ SMART_ESCORT_LAST_OOC_POINT
Definition SmartScriptMgr.h:38
Data
Definition blackfathom_deeps.h:24
void MovepointReached(uint32 id)
Definition SmartAI.cpp:640

References Unit::ClearUnitState(), ESCORT_MOTION_TYPE, GetScript(), HasEscortState(), CreatureAI::me, MovepointReached(), POINT_MOTION_TYPE, SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, SMART_ESCORT_LAST_OOC_POINT, SMART_EVENT_MOVEMENTINFORM, SMART_EVENT_WAYPOINT_REACHED, UNIT_STATE_EVADE, and WAYPOINT_MOTION_TYPE.

◆ MovepointReached()

void SmartAI::MovepointReached ( uint32  id)
641{
642 // override the id, path can be resumed any time and counter will reset
643 // mCurrentWPID holds proper id
644
645 // xinef: both point movement and escort generator can enter this function
647 {
648 mOOCReached = true;
649 return;
650 }
651
652 mWPReached = true;
654
655 if (mLastWP)
656 {
659 }
660
662 {
665
668 }
669 // Xinef: Can be unset in ProcessEvents
671 {
672 mWPReached = false;
673 if (mCurrentWPID == GetWPCount())
674 EndPath();
675 else if (GetNextWayPoint())
676 {
677 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
678 if (me->movespline->Finalized())
679 ResumePath();
680 }
681 }
682}
@ SMART_EVENT_ESCORT_REACHED
Definition SmartScriptMgr.h:139
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:347
void SetPosition(float x, float y, float z, float o)
Definition Creature.cpp:3273
void MoveIdle()
Definition MotionMaster.cpp:234
bool Finalized() const
Definition MoveSpline.h:118
WaypointNode const * GetNextWayPoint()
Definition SmartAI.cpp:152
uint32 GetWPCount()
Definition SmartAI.h:253
void ResumePath()
Definition SmartAI.cpp:431
Movement::MoveSpline * movespline
Definition Unit.h:2115
void StopMovingOnCurrentPos()
Definition Unit.cpp:13062
float GetOrientation() const
Definition Position.h:124
void GetPosition(float &x, float &y) const
Definition Position.h:126

References EndPath(), ESCORT_MOTION_TYPE, Movement::MoveSpline::Finalized(), MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), GetNextWayPoint(), Position::GetOrientation(), Position::GetPosition(), GetScript(), GetWPCount(), HasEscortState(), mCurrentWPID, CreatureAI::me, mLastWP, mOOCReached, MOTION_SLOT_ACTIVE, MotionMaster::MoveIdle(), MotionMaster::MovementExpired(), Unit::movespline, mWPReached, SmartScript::ProcessEventsFor(), ResumePath(), Creature::SetHomePosition(), Creature::SetPosition(), SMART_ESCORT_ESCORTING, SMART_ESCORT_LAST_OOC_POINT, SMART_ESCORT_PAUSED, SMART_EVENT_ESCORT_REACHED, Unit::StopMovingOnCurrentPos(), WaypointNode::X, WaypointNode::Y, and WaypointNode::Z.

Referenced by MovementInform().

◆ OnCharmed()

void SmartAI::OnCharmed ( bool  apply)
overridevirtual

Called when unit is charmed.

Reimplemented from CreatureAI.

1052{
1053 bool const charmed = me->IsCharmed();
1054 if (charmed) // do this before we change charmed state, as charmed state might prevent these things from processing
1055 {
1057 EndPath(true);
1058 }
1059
1060 mIsCharmed = charmed;
1061
1062 if (charmed && !me->isPossessed() && !me->IsVehicle())
1064
1065 if (!charmed && !me->IsInEvadeMode())
1066 {
1067 if (mCanRepeatPath)
1068 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
1069
1070 if (!me->LastCharmerGUID.IsEmpty())
1071 {
1073 if (Unit* lastCharmer = ObjectAccessor::GetUnit(*me, me->LastCharmerGUID))
1074 me->EngageWithTarget(lastCharmer);
1076
1077 if (!me->IsInCombat())
1079 }
1080 }
1081
1082 GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, charmed);
1083}
@ SMART_EVENT_CHARMED
Definition SmartScriptMgr.h:128
@ EVADE_REASON_NO_HOSTILES
Definition CreatureAI.h:88
bool IsInEvadeMode() const
Definition Creature.h:138
bool IsEmpty() const
Definition ObjectGuid.h:161
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition SmartAI.cpp:714
bool IsVehicle() const
Definition Unit.h:800
bool IsCharmed() const
Definition Unit.h:1310
Unit * GetCharmer() const
Definition Unit.cpp:7707
bool isPossessed() const
Definition Unit.h:1311
void EngageWithTarget(Unit *who)
Definition Unit.cpp:7519
ObjectGuid LastCharmerGUID
Definition Unit.h:2097
bool IsInCombat() const
Definition Unit.h:935

References ObjectGuid::Clear(), EndPath(), Unit::EngageWithTarget(), EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_HOSTILES, Unit::GetCharmer(), Unit::GetFollowAngle(), Unit::GetMotionMaster(), GetScript(), ObjectAccessor::GetUnit(), HasEscortState(), Creature::HasReactState(), Unit::IsCharmed(), ObjectGuid::IsEmpty(), Unit::IsInCombat(), Creature::IsInEvadeMode(), Unit::isPossessed(), Unit::IsVehicle(), Unit::LastCharmerGUID, mCanRepeatPath, CreatureAI::me, mForcedMovement, mIsCharmed, MotionMaster::MoveFollow(), PET_FOLLOW_DIST, SmartScript::ProcessEventsFor(), REACT_PASSIVE, SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_EVENT_CHARMED, and StartPath().

◆ OnSpellClick()

void SmartAI::OnSpellClick ( Unit clicker,
bool &  result 
)
overridevirtual

Reimplemented from CreatureAI.

1287{
1288 // Xinef: i dont think this is necessery (can be made as event parameter)
1289 //if (!result)
1290 // return;
1291
1293}
@ SMART_EVENT_ON_SPELLCLICK
Definition SmartScriptMgr.h:172

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ON_SPELLCLICK.

◆ OnSpellFailed()

void SmartAI::OnSpellFailed ( SpellInfo const *  spell)
overridevirtual

Reimplemented from CreatureAI.

1347{
1349 if (_mainSpellId == spell->Id)
1351 SetCurrentRangeMode(false);
1352}
virtual void OnSpellFailed(SpellInfo const *)
Definition CreatureAI.h:174
bool IsMainSpellPrevented(SpellInfo const *spellInfo) const
Definition SmartAI.cpp:1333

References _currentRangeMode, _mainSpellId, SpellInfo::Id, IsMainSpellPrevented(), CreatureAI::OnSpellFailed(), and SetCurrentRangeMode().

◆ PassengerBoarded()

void SmartAI::PassengerBoarded ( Unit ,
int8  ,
bool   
)
overridevirtual

== Fields =======================================

Reimplemented from CreatureAI.

994{
996}
@ SMART_EVENT_PASSENGER_REMOVED
Definition SmartScriptMgr.h:127
@ SMART_EVENT_PASSENGER_BOARDED
Definition SmartScriptMgr.h:126
void apply(T *val)
Definition ByteConverter.h:40

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_PASSENGER_BOARDED, and SMART_EVENT_PASSENGER_REMOVED.

◆ PathEndReached()

void SmartAI::PathEndReached ( uint32  pathId)
overridevirtual

Reimplemented from CreatureAI.

1296{
1298 me->LoadPath(0);
1299}
@ SMART_EVENT_WAYPOINT_ENDED
Definition SmartScriptMgr.h:198
void LoadPath(uint32 pathid)
Definition Creature.h:358

References GetScript(), Creature::GetWaypointPath(), Creature::LoadPath(), CreatureAI::me, SmartScript::ProcessEventsFor(), and SMART_EVENT_WAYPOINT_ENDED.

◆ PausePath()

void SmartAI::PausePath ( uint32  delay,
bool  forced = false 
)
301{
303 return;
304
306 {
307 LOG_ERROR("scripts.ai.sai", "SmartAI::StartPath: Creature entry {} wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
308 return;
309 }
310
312 mWPPauseTimer = delay;
313 if (forced && !mWPReached)
314 {
315 mForcedPaused = forced;
318
319 me->StopMoving();
320 me->GetMotionMaster()->MoveIdle();//force stop
321
322 if (mCurrentWPID > 0 && mCurrentWPID <= mWayPoints->Nodes.size())
323 {
324 WaypointNode const& waypoint = mWayPoints->Nodes[mCurrentWPID - 1];
325 if (waypoint.Orientation.has_value())
326 me->SetFacingTo(*waypoint.Orientation);
327 }
328 }
330}
@ SMART_EVENT_ESCORT_PAUSED
Definition SmartScriptMgr.h:154
void SetFacingTo(float ori)
Definition Unit.cpp:16446
std::optional< float > Orientation
Definition WaypointDefines.h:49

References AddEscortState(), ESCORT_MOTION_TYPE, Object::GetEntry(), Unit::GetMotionMaster(), MotionMaster::GetMotionSlotType(), GetScript(), HasEscortState(), LOG_ERROR, mCurrentWPID, CreatureAI::me, mForcedPaused, MOTION_SLOT_ACTIVE, MotionMaster::MoveIdle(), MotionMaster::MovementExpired(), mWayPoints, mWPPauseTimer, mWPReached, WaypointPath::Nodes, WaypointNode::Orientation, SmartScript::ProcessEventsFor(), Unit::SetFacingTo(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_EVENT_ESCORT_PAUSED, and Unit::StopMoving().

◆ Permissible()

static int32 SmartAI::Permissible ( Creature const *  )
inlinestatic
177{ return PERMIT_BASE_NO; }
@ PERMIT_BASE_NO
Definition CreatureAI.h:288

References PERMIT_BASE_NO.

◆ ReceiveEmote()

void SmartAI::ReceiveEmote ( Player player,
uint32  textEmote 
)
overridevirtual

Reimplemented from CreatureAI.

964{
966}
@ SMART_EVENT_RECEIVE_EMOTE
Definition SmartScriptMgr.h:121

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_RECEIVE_EMOTE.

◆ RemoveEscortState()

void SmartAI::RemoveEscortState ( uint32  uiEscortState)
inline
66{ mEscortState &= ~uiEscortState; }

References mEscortState.

Referenced by EndPath(), and UpdatePath().

◆ ResumePath()

void SmartAI::ResumePath ( )
432{
433 if (mLastWP)
434 {
435 Movement::PointsArray pathPoints;
436 GenerateWayPointArray(&pathPoints);
437
439 }
440}
void MoveSplinePath(Movement::PointsArray *path, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE)
Definition MotionMaster.cpp:503
void GenerateWayPointArray(Movement::PointsArray *points)
Definition SmartAI.cpp:171
std::vector< Vector3 > PointsArray
Definition MoveSplineInitArgs.h:28

References GenerateWayPointArray(), Unit::GetMotionMaster(), CreatureAI::me, mForcedMovement, mLastWP, and MotionMaster::MoveSplinePath().

Referenced by MovepointReached(), and UpdatePath().

◆ ReturnToLastOOCPos()

void SmartAI::ReturnToLastOOCPos ( )
private
443{
444 if (!IsAIControlled())
445 return;
446
447 float x, y, z, o;
448 me->GetHomePosition(x, y, z, o);
450}
@ FORCED_MOVEMENT_RUN
Definition MotionMaster.h:88
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349
void MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:240

References FORCED_MOVEMENT_RUN, Creature::GetHomePosition(), Unit::GetMotionMaster(), IsAIControlled(), CreatureAI::me, MotionMaster::MovePoint(), and SMART_ESCORT_LAST_OOC_POINT.

Referenced by EnterEvadeMode().

◆ SetAutoAttack()

void SmartAI::SetAutoAttack ( bool  on)
inline
67{ mCanAutoAttack = on; }

References mCanAutoAttack.

◆ SetCanRespawn()

void SmartAI::SetCanRespawn ( bool  canSpawn)
inline
219{ mcanSpawn = canSpawn; }

References mcanSpawn.

◆ SetCombatMovement()

void SmartAI::SetCombatMovement ( bool  on,
bool  stopOrStartMovement 
)
1166{
1167 if (on)
1169 else
1171
1173 return;
1174
1175 if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
1176 {
1177 if (!me->IsCrowdControlled())
1178 {
1179 if (on)
1182 me->StopMoving();
1183 }
1184 }
1185}
@ CHASE_MOTION_TYPE
Definition MotionMaster.h:45
bool IsCrowdControlled() const
Definition Unit.h:784

References Unit::AddUnitState(), CHASE_MOTION_TYPE, Unit::ClearUnitState(), MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), Unit::GetVictim(), HasEscortState(), IsAIControlled(), Unit::IsCrowdControlled(), CreatureAI::me, MotionMaster::MoveChase(), SMART_ESCORT_ESCORTING, Unit::StopMoving(), and UNIT_STATE_NO_COMBAT_MOVEMENT.

◆ SetCurrentRangeMode()

void SmartAI::SetCurrentRangeMode ( bool  on,
float  range = 0.f 
)

◆ SetData() [1/2]

void SmartAI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

167{ SetData(id, value, nullptr); }
void SetData(uint32 id, uint32 value) override
Definition SmartAI.h:167

References SetData().

Referenced by SetData().

◆ SetData() [2/2]

void SmartAI::SetData ( uint32  id,
uint32  value,
WorldObject invoker 
)
1100{
1101 Unit* unit = nullptr;
1102 GameObject* gob = nullptr;
1103
1104 if (invoker)
1105 {
1106 unit = invoker->ToUnit();
1107 if (!unit)
1108 gob = invoker->ToGameObject();
1109 }
1110
1111 aiDataSet[id] = value;
1112 GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, unit, id, value, false, nullptr, gob);
1113}
@ SMART_EVENT_DATA_SET
Definition SmartScriptMgr.h:137
Definition GameObject.h:120

References aiDataSet, GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_DATA_SET, Object::ToGameObject(), and Object::ToUnit().

◆ SetDespawnTime()

void SmartAI::SetDespawnTime ( uint32  t)
inline
203 {
204 mDespawnTime = t;
205 mDespawnState = t ? 1 : 0;
206 }

References mDespawnState, and mDespawnTime.

Referenced by StopFollow(), and StopPath().

◆ SetEvadeDisabled()

void SmartAI::SetEvadeDisabled ( bool  disable = true)
1137{
1138 mEvadeDisabled = disable;
1139}

References mEvadeDisabled.

◆ SetFly()

void SmartAI::SetFly ( bool  fly = true)
1125{
1126 // xinef: set proper flag!
1127 //me->SetDisableGravity(fly);
1128 me->SetCanFly(fly);
1129}
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:16557

References CreatureAI::me, and Unit::SetCanFly().

◆ SetFollow()

void SmartAI::SetFollow ( Unit target,
float  dist = 0.0f,
float  angle = 0.0f,
uint32  credit = 0,
uint32  end = 0,
uint32  creditType = 0,
bool  aliveState = true 
)
1224{
1225 if (!target)
1226 {
1227 StopFollow(false);
1228 return;
1229 }
1230
1231 mFollowGuid = target->GetGUID();
1232 mFollowDist = dist;
1233 mFollowAngle = angle;
1234 mFollowArrivedTimer = 1000;
1235 mFollowCredit = credit;
1236 mFollowArrivedEntry = end;
1237 mFollowArrivedAlive = !aliveState; // negate - 0 is alive
1238 mFollowCreditType = creditType;
1240}
void StopFollow(bool complete)
Definition SmartAI.cpp:1242

References Object::GetGUID(), Unit::GetMotionMaster(), CreatureAI::me, mFollowAngle, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, MotionMaster::MoveFollow(), and StopFollow().

◆ SetGUID()

void SmartAI::SetGUID ( ObjectGuid const &  guid,
int32  id = 0 
)
overridevirtual

Reimplemented from UnitAI.

1116{
1117}

◆ SetInvincibilityHpLevel()

void SmartAI::SetInvincibilityHpLevel ( uint32  level)
inline
189{ mInvincibilityHpLevel = level; }

References mInvincibilityHpLevel.

Referenced by SmartScript::ProcessAction().

◆ SetMainSpell()

void SmartAI::SetMainSpell ( uint32  spellId)
1197{
1198 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
1199 if (!spellInfo)
1200 return;
1201
1202 float maxRange = spellInfo->GetMaxRange(false);
1203 if (maxRange <= NOMINAL_MELEE_RANGE)
1204 return;
1205
1206 _mainSpellId = spellId;
1207 _attackDistance = std::max(maxRange - NOMINAL_MELEE_RANGE, 0.0f);
1208 _currentRangeMode = true;
1209}
#define NOMINAL_MELEE_RANGE
Definition ObjectDefines.h:47
float GetMaxRange(bool positive=false, Unit *caster=nullptr, Spell *spell=nullptr) const
Definition SpellInfo.cpp:2723

References _attackDistance, _currentRangeMode, _mainSpellId, SpellInfo::GetMaxRange(), NOMINAL_MELEE_RANGE, and sSpellMgr.

Referenced by InitializeAI().

◆ SetScript9()

void SmartAI::SetScript9 ( SmartScriptHolder e,
uint32  entry,
WorldObject invoker 
)
1275{
1276 if (invoker)
1277 GetScript()->mLastInvoker = invoker->GetGUID();
1278 GetScript()->SetScript9(e, entry);
1279}
ObjectGuid mLastInvoker
Definition SmartScript.h:200
void SetScript9(SmartScriptHolder &e, uint32 entry)
Definition SmartScript.cpp:5412

References Object::GetGUID(), GetScript(), SmartScript::mLastInvoker, and SmartScript::SetScript9().

◆ SetSuppressEvade()

void SmartAI::SetSuppressEvade ( bool  suppress)
inline
187{ mSuppressEvade = suppress; }

References mSuppressEvade.

◆ SetSwim()

void SmartAI::SetSwim ( bool  swim = true)
1132{
1133 me->SetSwim(swim);
1134}
bool SetSwim(bool enable) override
Definition Creature.cpp:3334

References CreatureAI::me, and Creature::SetSwim().

◆ SetWPPauseTimer()

void SmartAI::SetWPPauseTimer ( uint32  time)
inline
222{ mWPPauseTimer = time; }

References mWPPauseTimer.

◆ sGossipHello()

void SmartAI::sGossipHello ( Player player)
overridevirtual

Reimplemented from UnitAI.

1142{
1144}
@ SMART_EVENT_GOSSIP_HELLO
Definition SmartScriptMgr.h:163

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_HELLO.

◆ sGossipSelect()

void SmartAI::sGossipSelect ( Player player,
uint32  sender,
uint32  action 
)
overridevirtual

Reimplemented from UnitAI.

1147{
1148 GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action);
1149}
@ SMART_EVENT_GOSSIP_SELECT
Definition SmartScriptMgr.h:161

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_GOSSIP_SELECT.

Referenced by npc_stable_master::npc_stable_masterAI::sGossipSelect().

◆ sGossipSelectCode()

void SmartAI::sGossipSelectCode ( Player player,
uint32  sender,
uint32  action,
const char *  code 
)
overridevirtual

Reimplemented from UnitAI.

1152{
1153}

◆ sOnGameEvent()

void SmartAI::sOnGameEvent ( bool  start,
uint16  eventId 
)
overridevirtual

Reimplemented from UnitAI.

1282{
1284}
@ SMART_EVENT_GAME_EVENT_START
Definition SmartScriptMgr.h:167
@ SMART_EVENT_GAME_EVENT_END
Definition SmartScriptMgr.h:168

References GetScript(), SmartScript::ProcessEventsFor(), SMART_EVENT_GAME_EVENT_END, and SMART_EVENT_GAME_EVENT_START.

◆ SpellHit()

void SmartAI::SpellHit ( Unit unit,
SpellInfo const *  spellInfo 
)
overridevirtual

Reimplemented from CreatureAI.

936{
937 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
938}
@ SMART_EVENT_SPELLHIT
Definition SmartScriptMgr.h:107

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT.

◆ SpellHitTarget()

void SmartAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 
)
overridevirtual

Reimplemented from CreatureAI.

941{
942 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
943}
@ SMART_EVENT_SPELLHIT_TARGET
Definition SmartScriptMgr.h:130

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SPELLHIT_TARGET.

◆ sQuestAccept()

void SmartAI::sQuestAccept ( Player player,
Quest const *  quest 
)
overridevirtual

Reimplemented from UnitAI.

1156{
1157 GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId());
1158}
@ SMART_EVENT_ACCEPTED_QUEST
Definition SmartScriptMgr.h:118

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_ACCEPTED_QUEST.

◆ sQuestReward()

void SmartAI::sQuestReward ( Player player,
Quest const *  quest,
uint32  opt 
)
overridevirtual

Reimplemented from UnitAI.

1161{
1162 GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
1163}
@ SMART_EVENT_REWARD_QUEST
Definition SmartScriptMgr.h:119

References Quest::GetQuestId(), GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_REWARD_QUEST.

◆ StartDespawn()

void SmartAI::StartDespawn ( )
inline
207{ mDespawnState = 2; }

References mDespawnState.

Referenced by EndPath(), and StopFollow().

◆ StartPath()

void SmartAI::StartPath ( ForcedMovement  forcedMovement = FORCED_MOVEMENT_NONE,
uint32  path = 0,
bool  repeat = false,
Unit invoker = nullptr,
PathSource  pathSource = PathSource::SMART_WAYPOINT_MGR 
)
234{
236 StopPath();
237
238 if (path)
239 {
240 if (!LoadPath(path, pathSource))
241 return;
242 }
243
244 if (!mWayPoints || mWayPoints->Nodes.empty())
245 return;
246
247 if (WaypointNode const* wp = GetNextWayPoint())
248 {
250 mCanRepeatPath = repeat;
251 mForcedMovement = forcedMovement;
252
253 if (invoker && invoker->IsPlayer())
254 {
257 }
258
259 Movement::PointsArray pathPoints;
260 GenerateWayPointArray(&pathPoints);
261
263 GetScript()->ProcessEventsFor(SMART_EVENT_ESCORT_START, nullptr, wp->Id, GetScript()->GetPathId());
264 }
265}
@ SMART_EVENT_ESCORT_START
Definition SmartScriptMgr.h:138
@ UNIT_NPC_FLAG_NONE
Definition UnitDefines.h:321
bool IsPlayer() const
Definition Object.h:201
void StopPath(uint32 DespawnTime=0, uint32 quest=0, bool fail=false)
Definition SmartAI.cpp:332
bool LoadPath(uint32 entry, PathSource pathSource)
Definition SmartAI.cpp:267
NPCFlags GetNpcFlags() const
Clears emote state (looping emote)
Definition Unit.h:762

References AddEscortState(), GenerateWayPointArray(), Unit::GetMotionMaster(), GetNextWayPoint(), Unit::GetNpcFlags(), GetScript(), HasEscortState(), Object::IsPlayer(), LoadPath(), mCanRepeatPath, CreatureAI::me, mEscortNPCFlags, mForcedMovement, MotionMaster::MoveSplinePath(), mWayPoints, WaypointPath::Nodes, SmartScript::ProcessEventsFor(), Unit::ReplaceAllNpcFlags(), SMART_ESCORT_ESCORTING, SMART_EVENT_ESCORT_START, StopPath(), and UNIT_NPC_FLAG_NONE.

Referenced by EndPath(), and OnCharmed().

◆ StopFollow()

void SmartAI::StopFollow ( bool  complete)
1243{
1244 if (complete)
1245 {
1247 if (player && mFollowCredit > 0)
1248 {
1249 if (!mFollowCreditType)
1251 else
1253 }
1254
1255 SetDespawnTime(5000);
1256 StartDespawn();
1257
1259 }
1260
1262 mFollowDist = 0;
1263 mFollowAngle = 0;
1264 mFollowCredit = 0;
1265 mFollowArrivedTimer = 1000;
1268
1269 me->GetMotionMaster()->Clear(false);
1270 me->StopMoving();
1272}
@ SMART_EVENT_FOLLOW_COMPLETED
Definition SmartScriptMgr.h:164
void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject *pRewardSource)
Definition Player.cpp:12766
void SetDespawnTime(uint32 t)
Definition SmartAI.h:202
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220

References ObjectGuid::Clear(), MotionMaster::Clear(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), GetScript(), Player::GroupEventHappens(), CreatureAI::me, mFollowAngle, mFollowArrivedEntry, mFollowArrivedTimer, mFollowCredit, mFollowCreditType, mFollowDist, mFollowGuid, MotionMaster::MoveIdle(), SmartScript::ProcessEventsFor(), Player::RewardPlayerAndGroupAtEvent(), SetDespawnTime(), SMART_EVENT_FOLLOW_COMPLETED, StartDespawn(), and Unit::StopMoving().

Referenced by SetFollow(), and UpdateFollow().

◆ StopPath()

◆ SummonedCreatureDespawn()

void SmartAI::SummonedCreatureDespawn ( Creature unit)
overridevirtual

Reimplemented from CreatureAI.

979{
982}
@ SMART_EVENT_SUMMON_DESPAWNED
Definition SmartScriptMgr.h:134
void RemoveCreatureSummon(ObjectGuid const &guid)
Definition SmartScript.cpp:5534

References Object::GetGUID(), GetScript(), SmartScript::ProcessEventsFor(), SmartScript::RemoveCreatureSummon(), and SMART_EVENT_SUMMON_DESPAWNED.

◆ SummonedCreatureDies()

void SmartAI::SummonedCreatureDies ( Creature summon,
Unit killer 
)
overridevirtual

Reimplemented from CreatureAI.

899{
901}
@ SMART_EVENT_SUMMONED_UNIT_DIES
Definition SmartScriptMgr.h:183

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT_DIES.

◆ SummonedCreatureEvade()

void SmartAI::SummonedCreatureEvade ( Creature summon)
overridevirtual

Reimplemented from CreatureAI.

904{
906}
@ SMART_EVENT_SUMMONED_UNIT_EVADE
Definition SmartScriptMgr.h:196

References GetScript(), SmartScript::ProcessEventsFor(), and SMART_EVENT_SUMMONED_UNIT_EVADE.

◆ UpdateAI()

void SmartAI::UpdateAI ( uint32  )
overridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

563{
564 if (!me->IsAlive())
565 {
566 if (IsEngaged())
568 return;
569 }
570
571 CheckConditions(diff);
572
573 bool hasVictim = UpdateVictim();
574 GetScript()->OnUpdate(diff);
575 UpdatePath(diff);
576 UpdateDespawn(diff);
577 UpdateFollow(diff);
578
579 if (!IsAIControlled())
580 {
581 if (CharmInfo* charmInfo = me->GetCharmInfo())
582 {
583 if (charmInfo->IsCommandAttack() && mCanAutoAttack)
584 {
586 }
587 }
588
589 return;
590 }
591
592 if (!hasVictim)
593 return;
594
595 if (mCanAutoAttack)
597}
bool IsEngaged() const
Check if creature is currently engaged in combat.
Definition CreatureAI.h:105
void UpdatePath(const uint32 diff)
Definition SmartAI.cpp:452
void UpdateFollow(const uint32 diff)
Definition SmartAI.cpp:113
void CheckConditions(const uint32 diff)
Definition SmartAI.cpp:533
void UpdateDespawn(const uint32 diff)
Definition SmartAI.cpp:93
void OnUpdate(const uint32 diff)
Definition SmartScript.cpp:5093
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
bool IsAlive() const
Definition Unit.h:1794
CharmInfo * GetCharmInfo()
Definition Unit.h:1281
Definition CharmInfo.h:127

References CheckConditions(), UnitAI::DoMeleeAttackIfReady(), CreatureAI::EngagementOver(), Unit::GetCharmInfo(), GetScript(), IsAIControlled(), Unit::IsAlive(), CreatureAI::IsEngaged(), mCanAutoAttack, CreatureAI::me, SmartScript::OnUpdate(), UpdateDespawn(), UpdateFollow(), UpdatePath(), and CreatureAI::UpdateVictim().

◆ UpdateDespawn()

void SmartAI::UpdateDespawn ( const uint32  diff)
private
94{
95 if (mDespawnState <= 1 || mDespawnState > 3)
96 return;
97
98 if (mDespawnTime < diff)
99 {
100 if (mDespawnState == 2)
101 {
102 me->SetVisible(false);
103 mDespawnTime = 5000;
105 }
106 else
108 }
109 else
110 mDespawnTime -= diff;
111}
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2186

References Creature::DespawnOrUnsummon(), mDespawnState, mDespawnTime, CreatureAI::me, and Unit::SetVisible().

Referenced by UpdateAI().

◆ UpdateFollow()

void SmartAI::UpdateFollow ( const uint32  diff)
private
114{
115 if (!mFollowGuid)
116 return;
117
118 if (mFollowArrivedTimer < diff)
119 {
121 StopFollow(true);
122 else
123 mFollowArrivedTimer = 1000;
124 }
125 else
126 mFollowArrivedTimer -= diff;
127
128 if (mFollowGuid.IsPlayer())
129 {
130 if (_followCheckTimer < diff)
131 {
132 bool shouldDespawn = false;
134 {
136 if (!me->IsWithinDistInMap(player, checkDist))
137 shouldDespawn = true;
138 }
139 else
140 shouldDespawn = true;
141
142 if (shouldDespawn)
144
145 _followCheckTimer = 1000;
146 }
147 else
148 _followCheckTimer -= diff;
149 }
150}
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
uint32 _followCheckTimer
Definition SmartAI.h:234
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2498
Player * FindPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:245

References _followCheckTimer, Creature::DespawnOrUnsummon(), WorldObject::FindNearestCreature(), ObjectAccessor::FindPlayer(), WorldObject::GetInstanceScript(), INTERACTION_DISTANCE, ObjectGuid::IsPlayer(), WorldObject::IsWithinDistInMap(), CreatureAI::me, mFollowArrivedAlive, mFollowArrivedEntry, mFollowArrivedTimer, mFollowGuid, SMART_ESCORT_MAX_PLAYER_DIST, and StopFollow().

Referenced by UpdateAI().

◆ UpdatePath()

void SmartAI::UpdatePath ( const uint32  diff)
private
453{
455 return;
456
457 if (mEscortInvokerCheckTimer < diff)
458 {
459 // Xinef: Escort failed - no players in range
460 // Xinef: Despawn immediately
462 {
463 StopPath(0, mEscortQuestID, true);
464
465 // Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
467 me->DespawnOrUnsummon(1ms);
468 return;
469 }
471 }
472 else
474
475 // handle pause
477 {
478 if (mWPPauseTimer < diff)
479 {
481 {
484 if (mForcedPaused)// if paused between 2 wps resend movement
485 {
486 mWPReached = false;
487 mForcedPaused = false;
488 ResumePath();
489 }
490
491 mWPPauseTimer = 0;
492 }
493 }
494 else
495 mWPPauseTimer -= diff;
496 }
497
499 {
500 if (mOOCReached)//reached OOC WP
501 {
502 mOOCReached = false;
505 ResumePath();
506 }
507 }
508
510 return;
511
512 // handle next wp
513 if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP
514 {
515 if (!mWPReached)
516 {
517 ResumePath();
518 return;
519 }
520
521 mWPReached = false;
522 if (mCurrentWPID == GetWPCount())
523 EndPath();
524 else if (GetNextWayPoint())
525 {
526 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
527 if (me->movespline->Finalized())
528 ResumePath();
529 }
530 }
531}
@ SMART_EVENT_ESCORT_RESUMED
Definition SmartScriptMgr.h:155
@ UNIT_STATE_NOT_MOVE
Definition UnitDefines.h:225
bool IsEscortInvokerInRange()
Definition SmartAI.cpp:599

References Creature::DespawnOrUnsummon(), EndPath(), Movement::MoveSpline::Finalized(), GetNextWayPoint(), GetScript(), Unit::GetVictim(), GetWPCount(), HasEscortState(), Unit::HasUnitState(), IsEscortInvokerInRange(), Unit::IsInCombat(), mCurrentWPID, CreatureAI::me, mEscortInvokerCheckTimer, mEscortQuestID, mForcedPaused, mOOCReached, Unit::movespline, mWPPauseTimer, mWPReached, SmartScript::ProcessEventsFor(), RemoveEscortState(), ResumePath(), SMART_ESCORT_ESCORTING, SMART_ESCORT_PAUSED, SMART_ESCORT_RETURNING, SMART_EVENT_DEATH, SMART_EVENT_ESCORT_RESUMED, StopPath(), and UNIT_STATE_NOT_MOVE.

Referenced by UpdateAI().

◆ WaypointPathEnded()

void SmartAI::WaypointPathEnded ( uint32  nodeId,
uint32  pathId 
)
overridevirtual

Reimplemented from CreatureAI.

1319{
1321 {
1322 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, nodeId, pathId);
1323 return;
1324 }
1325}

References GetScript(), HasEscortState(), SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, and SMART_EVENT_WAYPOINT_ENDED.

◆ WaypointPathStarted()

void SmartAI::WaypointPathStarted ( uint32  )
overridevirtual

== Waypoints system =============================

Reimplemented from CreatureAI.

1302{
1303}

◆ WaypointReached()

void SmartAI::WaypointReached ( uint32  nodeId,
uint32  pathId 
)
overridevirtual

Reimplemented from CreatureAI.

1310{
1312 {
1313 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, nodeId, pathId);
1314 return;
1315 }
1316}

References GetScript(), HasEscortState(), SmartScript::ProcessEventsFor(), SMART_ESCORT_ESCORTING, and SMART_EVENT_WAYPOINT_REACHED.

◆ WaypointStarted()

void SmartAI::WaypointStarted ( uint32  nodeId,
uint32  pathId 
)
overridevirtual

Reimplemented from CreatureAI.

1306{
1307}

Member Data Documentation

◆ _attackDistance

float SmartAI::_attackDistance
private

◆ _chaseOnInterrupt

bool SmartAI::_chaseOnInterrupt
private

Referenced by SmartAI().

◆ _currentRangeMode

bool SmartAI::_currentRangeMode
private

◆ _followCheckTimer

uint32 SmartAI::_followCheckTimer
private

Referenced by UpdateFollow().

◆ _mainSpellId

uint32 SmartAI::_mainSpellId
private

◆ _pendingDistancing

float SmartAI::_pendingDistancing
private

◆ aiDataSet

std::unordered_map<uint32, uint32> SmartAI::aiDataSet
private

◆ conditions

ConditionList SmartAI::conditions
private

Referenced by CheckConditions(), and SmartAI().

◆ m_ConditionsTimer

uint32 SmartAI::m_ConditionsTimer
private

Referenced by CheckConditions(), and SmartAI().

◆ mCanAutoAttack

bool SmartAI::mCanAutoAttack
private

◆ mCanRepeatPath

bool SmartAI::mCanRepeatPath
private

Referenced by EndPath(), OnCharmed(), SmartAI(), and StartPath().

◆ mcanSpawn

bool SmartAI::mcanSpawn
private

Referenced by CanRespawn(), SetCanRespawn(), and SmartAI().

◆ mCurrentWPID

◆ mDespawnState

uint32 SmartAI::mDespawnState
private

◆ mDespawnTime

uint32 SmartAI::mDespawnTime
private

◆ mEscortInvokerCheckTimer

uint32 SmartAI::mEscortInvokerCheckTimer
private

Referenced by SmartAI(), and UpdatePath().

◆ mEscortNPCFlags

uint32 SmartAI::mEscortNPCFlags
private

Referenced by EndPath(), SmartAI(), and StartPath().

◆ mEscortQuestID

uint32 SmartAI::mEscortQuestID

Referenced by EndPath(), SmartAI(), StopPath(), and UpdatePath().

◆ mEscortState

uint32 SmartAI::mEscortState
private

◆ mEvadeDisabled

bool SmartAI::mEvadeDisabled
private

◆ mFollowAngle

float SmartAI::mFollowAngle
private

◆ mFollowArrivedAlive

bool SmartAI::mFollowArrivedAlive
private

◆ mFollowArrivedEntry

uint32 SmartAI::mFollowArrivedEntry
private

◆ mFollowArrivedTimer

uint32 SmartAI::mFollowArrivedTimer
private

◆ mFollowCredit

uint32 SmartAI::mFollowCredit
private

◆ mFollowCreditType

uint32 SmartAI::mFollowCreditType
private

◆ mFollowDist

float SmartAI::mFollowDist
private

◆ mFollowGuid

ObjectGuid SmartAI::mFollowGuid
private

◆ mForcedMovement

ForcedMovement SmartAI::mForcedMovement
private

◆ mForcedPaused

bool SmartAI::mForcedPaused
private

Referenced by PausePath(), SmartAI(), and UpdatePath().

◆ mInvincibilityHpLevel

uint32 SmartAI::mInvincibilityHpLevel
private

◆ mIsCharmed

bool SmartAI::mIsCharmed
private

Referenced by IsAIControlled(), OnCharmed(), and SmartAI().

◆ mJustReset

bool SmartAI::mJustReset
private

◆ mLastWP

WaypointNode const* SmartAI::mLastWP
private

◆ mOOCReached

bool SmartAI::mOOCReached
private

◆ mScript

SmartScript SmartAI::mScript
private

Referenced by GetScript().

◆ mSuppressEvade

bool SmartAI::mSuppressEvade
private

◆ mWayPoints

◆ mWPPauseTimer

uint32 SmartAI::mWPPauseTimer
private

◆ mWPReached

bool SmartAI::mWPReached
private

The documentation for this class was generated from the following files: