AzerothCore 3.3.5a
OpenSource WoW Emulator
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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, char const *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, int32 aura=0)
 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 UpdateMeleeStance ()
 
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
31 : CreatureAI(c)
32{
33 mIsCharmed = false;
34 // copy script to local (protection for table reload)
35
36 mWayPoints = nullptr;
38 mCurrentWPID = 0;//first wp id is 1 !!
39 mWPReached = false;
40 mOOCReached = false;
41 mWPPauseTimer = 0;
42 mLastWP = nullptr;
44
45 mCanRepeatPath = false;
46
47 mEvadeDisabled = false;
48 mSuppressEvade = false;
49
50 mCanAutoAttack = true;
51
52 mForcedPaused = false;
53
55
57
58 mDespawnTime = 0;
59 mDespawnState = 0;
60
62 mFollowDist = 0;
63 mFollowAngle = 0;
64 mFollowCredit = 0;
70
71 mJustReset = false;
72
73 mcanSpawn = true;
74
75 _chaseOnInterrupt = false;
76
77 aiDataSet.clear();
78
79 // Xinef: Vehicle conditions
81 if (me->GetVehicleKit())
83
84 _currentRangeMode = false;
85 _attackDistance = 0.f;
86 _mainSpellId = 0;
87}
#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:269
uint32 mDespawnState
Definition SmartAI.h:265
bool mOOCReached
Definition SmartAI.h:249
uint32 mWPPauseTimer
Definition SmartAI.h:250
uint32 _mainSpellId
Definition SmartAI.h:285
bool _chaseOnInterrupt
Definition SmartAI.h:279
uint32 mCurrentWPID
Definition SmartAI.h:247
uint32 m_ConditionsTimer
Definition SmartAI.h:277
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:282
float _attackDistance
Definition SmartAI.h:283
WaypointPath const * mWayPoints
Definition SmartAI.h:245
ForcedMovement mForcedMovement
Definition SmartAI.h:260
uint32 mEscortNPCFlags
Definition SmartAI.h:252
ConditionList conditions
Definition SmartAI.h:276
uint32 mFollowCreditType
Definition SmartAI.h:232
bool mFollowArrivedAlive
Definition SmartAI.h:237
bool mcanSpawn
Definition SmartAI.h:272
uint32 mInvincibilityHpLevel
Definition SmartAI.h:259
bool mCanAutoAttack
Definition SmartAI.h:257
bool mJustReset
Definition SmartAI.h:270
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:280
Vehicle * GetVehicleKit() const
Definition Unit.h:1925

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
826{
827 if (!IsAIControlled())
828 return false;
829
830 // Xinef: if unit has no victim, or victim is player controlled thing
831 if (!who->GetVictim() || who->GetCharmerOrOwnerOrOwnGUID().IsPlayer())
832 return false;
833
834 //experimental (unknown) flag not present
836 return false;
837
838 // Xinef: victim of unit has to be a player controlled unit
840 return false;
841
842 // Xinef: Check if victim can be assisted
843 if (!me->IsValidAssistTarget(who->GetVictim()))
844 return false;
845
846 // Do not engage if we cannot actually attack the attacker (e.g. neutral faction)
847 if (!me->IsValidAttackTarget(who))
848 return false;
849
850 //too far away and no free sight?
852 {
853 AttackStart(who);
854 return true;
855 }
856
857 return false;
858}
@ 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:172
void AttackStart(Unit *who) override
Definition SmartAI.cpp:940
bool IsAIControlled() const
Definition SmartAI.cpp:89
ObjectGuid GetCharmerOrOwnerOrOwnGUID() const
Definition Unit.h:1297
Unit * GetVictim() const
Definition Unit.h:904
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition Unit.cpp:10739
bool IsValidAssistTarget(Unit const *target) const
Definition Unit.cpp:10877
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:1407
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1381
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.

941{
942 // xinef: dont allow charmed npcs to act on their own
944 {
945 if (who)
946 me->Attack(who, mCanAutoAttack);
947 return;
948 }
949
950 if (who && me->Attack(who, mCanAutoAttack && !_currentRangeMode))
951 {
953 {
955 if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
956 {
958 me->StopMoving();
959 me->GetMotionMaster()->Clear(false);
960 }
961
963 }
964 }
965}
@ 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:989
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:316
void MovementExpired(bool reset=true)
Definition MotionMaster.h:206
void Clear(bool reset=true)
Definition MotionMaster.h:193
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:748
void StopMoving()
Definition Unit.cpp:13034
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:7333
bool HasUnitState(const uint32 f) const
Definition Unit.h:737

References _attackDistance, _currentRangeMode, 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.

821{
822 return true;
823}

◆ CanRespawn()

bool SmartAI::CanRespawn ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

218{ return mcanSpawn; };

References mcanSpawn.

◆ CheckConditions()

void SmartAI::CheckConditions ( const uint32  diff)
private
537{
538 Vehicle* vehicle = me->GetVehicleKit();
539 if (!vehicle)
540 return;
541
542 if (m_ConditionsTimer < diff)
543 {
544 if (!conditions.empty())
545 {
546 for (SeatMap::iterator itr = vehicle->Seats.begin(); itr != vehicle->Seats.end(); ++itr)
547 if (Unit* passenger = ObjectAccessor::GetUnit(*me, itr->second.Passenger.Guid))
548 {
549 if (Player* player = passenger->ToPlayer())
550 {
551 if (!sConditionMgr->IsObjectMeetToConditions(player, me, conditions))
552 {
553 player->ExitVehicle();
554 return;//check other pessanger in next tick
555 }
556 }
557 }
558 }
559 m_ConditionsTimer = 1000;
560 }
561 else
562 m_ConditionsTimer -= diff;
563}
Player * ToPlayer()
Definition Object.h:202
Definition Player.h:1086
Definition Unit.h:665
Definition Vehicle.h:28
SeatMap Seats
Definition Vehicle.h:57
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:223

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.

1017{
1018 GetScript()->ProcessEventsFor(SMART_EVENT_CORPSE_REMOVED, nullptr, respawnDelay);
1019
1020 // xinef: end escort upon corpse remove, safe check in case of immediate despawn
1021 if (IsEscorted())
1022 EndPath(true);
1023}
@ SMART_EVENT_CORPSE_REMOVED
Definition SmartScriptMgr.h:135
void EndPath(bool fail=false)
Definition SmartAI.cpp:354
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:157

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.

1006{
1008}
@ 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.

978{
979 if (doneBy)
981
982 if (!IsAIControlled()) // don't allow players to use unkillable units
983 return;
984
985 // Xinef: skip nodamage type (eg. instakill effect)
986 if (damagetype != NODAMAGE && mInvincibilityHpLevel && (damage >= me->GetHealth() - mInvincibilityHpLevel))
987 damage = me->GetHealth() - mInvincibilityHpLevel; // damage should not be nullified, because of player damage req.
988}
@ SMART_EVENT_DAMAGED
Definition SmartScriptMgr.h:131
@ NODAMAGE
Definition Unit.h:259
uint32 GetHealth() const
Definition Unit.h:1109

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

◆ DistanceYourself()

void SmartAI::DistanceYourself ( float  range)
1249{
1250 Unit* victim = me->GetVictim();
1251 if (!victim || !victim->IsWithinMeleeRange(me))
1252 return;
1253
1254 float combatReach = me->GetMeleeRange(victim);
1255 float distance = DISTANCING_CONSTANT + std::max(combatReach * 1.5f, combatReach + range);
1256 me->GetMotionMaster()->DistanceYourself(distance);
1257 _pendingDistancing = distance;
1258}
#define DISTANCING_CONSTANT
Definition SmartAI.h:43
void DistanceYourself(float range)
Definition MotionMaster.cpp:354
float _pendingDistancing
Definition SmartAI.h:284
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:782
float GetMeleeRange(Unit const *target) const
Definition Unit.cpp:799

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.

1365{
1367 _pendingDistancing = 0.f;
1368}
void SetCurrentRangeMode(bool on, float range=0.f)
Definition SmartAI.cpp:1219

References _pendingDistancing, and SetCurrentRangeMode().

◆ DoAction()

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

Reimplemented from UnitAI.

1118{
1120}
@ SMART_EVENT_ACTION_DONE
Definition SmartScriptMgr.h:171

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

◆ EndPath()

void SmartAI::EndPath ( bool  fail = false)
355{
357 mWayPoints = nullptr;
358 mLastWP = nullptr;
359 mWPPauseTimer = 0;
360
361 if (mEscortNPCFlags)
362 {
364 mEscortNPCFlags = 0;
365 }
366
368 if (targets && mEscortQuestID)
369 {
370 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
371 {
372 Player* player = targets->front()->ToPlayer();
373 if (Group* group = player->GetGroup())
374 {
375 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
376 {
377 Player* groupGuy = groupRef->GetSource();
378 if (!groupGuy || !player->IsInMap(groupGuy))
379 continue;
380
381 if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
383 else if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
384 groupGuy->FailQuest(mEscortQuestID);
385 }
386 }
387 else
388 {
389 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
391 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
392 player->FailQuest(mEscortQuestID);
393 }
394 }
395 else
396 {
397 for (WorldObject* target : *targets)
398 {
399 if (GetScript()->IsPlayer(target))
400 {
401 Player* player = target->ToPlayer();
402 if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
404 else if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
405 player->FailQuest(mEscortQuestID);
406 }
407 }
408 }
409 }
410
411 // Xinef: if the escort failed - DO NOT PROCESS ANYTHING
412 // Xinef: End Path events should be only processed if it was SUCCESSFUL stop or stop called by SMART_ACTION_WAYPOINT_STOP
413 if (fail)
414 {
415 mCurrentWPID = 0;
416 return;
417 }
418
420 mCurrentWPID = 0;
421
422 if (mCanRepeatPath)
423 {
424 if (IsAIControlled())
425 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
426 }
427 else
428 GetScript()->SetPathId(0);
429
430 if (mDespawnState == 1)
431 StartDespawn();
432}
@ 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:2043
@ 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:177
bool HasCorpse() const
Definition Player.h:2069
void GroupEventHappens(uint32 questId, WorldObject const *pEventObject)
Definition PlayerQuest.cpp:1877
bool IsAtGroupRewardDistance(WorldObject const *pRewardSource) const
Definition Player.cpp:13045
Group * GetGroup()
Definition Player.h:2516
void AreaExploredOrEventHappens(uint32 questId)
Definition PlayerQuest.cpp:1850
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1489
void FailQuest(uint32 quest_id)
Definition PlayerQuest.cpp:912
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:234
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:767
Definition Object.h:476
bool IsInMap(WorldObject const *obj) const
Definition Object.cpp:1339

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.

736{
737 if (mSuppressEvade)
738 return;
739
740 if (mEvadeDisabled)
741 {
743 return;
744 }
745
747 {
748 me->AttackStop();
750 return;
751 }
752
753 if (!_EnterEvadeMode())
754 return;
755
757
758 GetScript()->ProcessEventsFor(SMART_EVENT_EVADE); //must be after aura clear so we can cast spells from db
759
760 if (Unit* owner = me->GetCharmerOrOwner())
761 {
762 if (!me->IsVehicle()) // vehicles should not follow their owner (passenger)
764
766 }
768 {
771 }
772 else if (mFollowGuid)
773 {
777
778 // xinef: do not forget to reset scripts as we wont call reached home
779 GetScript()->OnReset();
780 }
781 else
782 {
784
785 // xinef: do not forget to reset scripts as we wont call reached home
787 GetScript()->OnReset();
788 }
789
790 sScriptMgr->OnUnitEnterEvadeMode(me, why);
791}
constexpr float PET_FOLLOW_DIST
Definition PetDefines.h:206
#define sScriptMgr
Definition ScriptMgr.h:743
@ 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:262
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:448
bool HasEscortState(uint32 uiEscortState)
Definition SmartAI.h:63
void ReturnToLastOOCPos()
Definition SmartAI.cpp:445
void AddEscortState(uint32 uiEscortState)
Definition SmartAI.h:64
ObjectGuid mFollowGuid
Definition SmartAI.h:238
void OnReset()
Definition SmartScript.cpp:131
void ClearUnitState(uint32 f)
Definition Unit.h:738
bool IsVehicle() const
Definition Unit.h:801
void AddUnitState(uint32 f)
Definition Unit.h:736
Unit * GetCharmerOrOwner() const
Definition Unit.h:1287
virtual float GetFollowAngle() const
Definition Unit.h:1895
ObjectGuid GetCharmerGUID() const
Definition Unit.h:720
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7499
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:750

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(), Unit::IsVehicle(), 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, sScriptMgr, 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)
173{
174 if (!mWayPoints || mWayPoints->Nodes.empty())
175 return;
176
177 // Flying unit, just fill array
179 {
180 // xinef: first point in vector is unit real position
181 points->clear();
182 points->push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
183 // mCurrentWPID is 1-based
184 for (uint32 i = mCurrentWPID > 0 ? mCurrentWPID - 1 : 0; i < mWayPoints->Nodes.size(); ++i)
185 {
186 WaypointNode const& wp = mWayPoints->Nodes[i];
187 points->push_back(G3D::Vector3(wp.X, wp.Y, wp.Z));
188 }
189 }
190 else
191 {
192 for (float size = 1.0f; size; size *= 0.5f)
193 {
194 std::vector<G3D::Vector3> pVector;
195 // xinef: first point in vector is unit real position
196 pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
197
198 uint32 startIdx = mCurrentWPID > 0 ? mCurrentWPID - 1 : 0;
199 uint32 length = (uint32)((mWayPoints->Nodes.size() - startIdx) * size);
200
201 uint32 cnt = 0;
202 for (uint32 i = startIdx; i < mWayPoints->Nodes.size() && cnt++ <= length; ++i)
203 {
204 WaypointNode const& wp = mWayPoints->Nodes[i];
205 pVector.push_back(G3D::Vector3(wp.X, wp.Y, wp.Z));
206 }
207
208 if (pVector.size() > 2) // more than source + dest
209 {
210 G3D::Vector3 middle = (pVector[0] + pVector[pVector.size() - 1]) / 2.f;
211 G3D::Vector3 offset;
212
213 bool continueLoop = false;
214 for (uint32 i = 1; i < pVector.size() - 1; ++i)
215 {
216 offset = middle - pVector[i];
217 if (std::fabs(offset.x) >= 0xFF || std::fabs(offset.y) >= 0xFF || std::fabs(offset.z) >= 0x7F)
218 {
219 // offset is too big, split points
220 continueLoop = true;
221 break;
222 }
223 }
224 if (continueLoop)
225 continue;
226 }
227 // everything ok
228 *points = pVector;
229 break;
230 }
231 }
232}
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:704
bool HasMovementFlag(uint32 flag) const
Definition Object.h:347
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.

1123{
1124 auto const& itr = aiDataSet.find(id);
1125 if (itr != aiDataSet.end())
1126 return itr->second;
1127
1128 return 0;
1129}

References aiDataSet.

◆ GetGUID()

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

Reimplemented from UnitAI.

1152{
1153 return ObjectGuid::Empty;
1154}
static ObjectGuid const Empty
Definition ObjectGuid.h:123

References ObjectGuid::Empty.

◆ GetNextWayPoint()

WaypointNode const * SmartAI::GetNextWayPoint ( )
154{
155 if (!mWayPoints || mWayPoints->Nodes.empty())
156 return nullptr;
157
158 mCurrentWPID++;
159 // mCurrentWPID is 1-based for SmartAI escort paths
160 if (mCurrentWPID > mWayPoints->Nodes.size())
161 return nullptr;
162
163 // Nodes are 0-indexed, mCurrentWPID is 1-based
164 WaypointNode const& node = mWayPoints->Nodes[mCurrentWPID - 1];
165 mLastWP = &node;
166 if (mLastWP->Id != mCurrentWPID)
167 LOG_ERROR("scripts.ai.sai", "SmartAI::GetNextWayPoint: Got not expected waypoint id {}, expected {}", mLastWP->Id, mCurrentWPID);
168
169 return mLastWP;
170}
#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.

991{
993}
@ 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.

1031{
1033
1034 for (SmartScriptHolder const& event : GetScript()->GetEvents())
1035 {
1036 if (event.GetActionType() != SMART_ACTION_CAST)
1037 continue;
1038
1039 if (!(event.action.cast.castFlags & SMARTCAST_MAIN_SPELL))
1040 continue;
1041
1042 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(event.action.cast.spell);
1043 if (spellInfo && spellInfo->IsPositive())
1044 {
1045 LOG_WARN("scripts.ai", "SmartAI: Creature {} has SMARTCAST_MAIN_SPELL on positive spell {} - positive spells should not be used as main spell",
1046 me->GetEntry(), event.action.cast.spell);
1047 continue;
1048 }
1049
1050 SetMainSpell(event.action.cast.spell);
1051 break;
1052 }
1053
1054 // Fallback: use first SMARTCAST_COMBAT_MOVE if no MAIN_SPELL found
1055 if (!_currentRangeMode)
1056 {
1057 for (SmartScriptHolder const& event : GetScript()->GetEvents())
1058 {
1059 if (event.GetActionType() != SMART_ACTION_CAST)
1060 continue;
1061
1062 if (!(event.action.cast.castFlags & SMARTCAST_COMBAT_MOVE))
1063 continue;
1064
1065 // Don't use positive (healing/buff) spells to determine attack distance
1066 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(event.action.cast.spell);
1067 if (spellInfo && spellInfo->IsPositive())
1068 continue;
1069
1070 SetMainSpell(event.action.cast.spell);
1071 break;
1072 }
1073 }
1074
1075 if (!me->isDead())
1076 {
1077 mJustReset = true;
1080 }
1081}
#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:1991
@ SMARTCAST_COMBAT_MOVE
Definition SmartScriptMgr.h:1987
#define sSpellMgr
Definition SpellMgr.h:847
void SetMainSpell(uint32 spellId)
Definition SmartAI.cpp:1233
void JustReachedHome() override
Definition SmartAI.cpp:882
void OnInitialize(WorldObject *obj, AreaTrigger const *at=nullptr)
Definition SmartScript.cpp:5368
Definition SpellInfo.h:340
bool IsPositive() const
Definition SpellInfo.cpp:1269
bool isDead() const
Definition Unit.h:1795
Definition SmartScriptMgr.h:2006

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 ( )
621{
622 if (ObjectVector const* targets = GetScript()->GetStoredTargetVector(SMART_ESCORT_TARGETS, *me))
623 {
625 if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
626 {
627 Player* player = (*targets->begin())->ToPlayer();
628 if (me->GetDistance(player) <= checkDist)
629 return true;
630
631 if (Group* group = player->GetGroup())
632 {
633 for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
634 {
635 Player* groupGuy = groupRef->GetSource();
636
637 if (groupGuy && me->IsInMap(groupGuy) && me->GetDistance(groupGuy) <= checkDist)
638 return true;
639 }
640 }
641 }
642 else
643 {
644 for (WorldObject* target : *targets)
645 {
646 if (GetScript()->IsPlayer(target))
647 {
648 if (me->GetDistance(target->ToPlayer()) <= checkDist)
649 return true;
650 }
651 }
652 }
653
654 // Xinef: no valid target found
655 return false;
656 }
657 // Xinef: no player invoker was stored, just ignore range check
658 return true;
659}
@ SMART_ESCORT_MAX_PLAYER_DIST
Definition SmartAI.h:39
GroupReference * next()
Definition GroupReference.h:36
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1242
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1299

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
1371{
1372 if (me->HasSpellCooldown(spellInfo->Id))
1373 return true;
1374
1375 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
1376 return true;
1377 if (spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
1378 return true;
1379
1380 return false;
1381}
@ 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:3044
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:875

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.

1001{
1002 GetScript()->ProcessEventsFor(SMART_EVENT_JUST_SUMMONED, summoner->ToUnit(), 0, 0, false, nullptr, summoner->ToGameObject());
1003}
@ 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.

913{
916 EndPath(true);
917}
@ 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.

898{
899 // Xinef: Interrupt channeled spells
900 if (IsAIControlled())
901 {
903 {
904 if (!spell->GetSpellInfo()->IsActionAllowedChannel())
906 }
907 }
908
910}
@ SMART_EVENT_AGGRO
Definition SmartScriptMgr.h:103
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:558
Definition Spell.h:298
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4240
Spell * GetCurrentSpell(CurrentSpellTypes spellType) const
Definition Unit.h:1577

References CURRENT_CHANNELED_SPELL, Unit::GetCurrentSpell(), 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.

722{
723 // When evade is suppressed or disabled, don't auto-evade on combat exit.
724 // This prevents scripted encounters (e.g. Mograine/Whitemane) from resetting
725 // when bosses temporarily stop fighting during scripted phases.
727 {
729 return;
730 }
731
733}
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.

883{
884 GetScript()->OnReset();
885
886 if (!mJustReset)
887 {
889
892 }
893
894 mJustReset = false;
895}
@ 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:933
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:981

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.

861{
862 mDespawnTime = 0;
863 mDespawnState = 0;
865 me->SetVisible(true);
868 mJustReset = true;
871 mFollowGuid.Clear();//do not reset follower on Reset(), we need it after combat evade
872 mFollowDist = 0;
873 mFollowAngle = 0;
874 mFollowCredit = 0;
875 mFollowArrivedTimer = 1000;
878 mFollowArrivedAlive = true;
879 aiDataSet.clear();
880}
void Clear()
Definition ObjectGuid.h:141
void SetVisible(bool x)
Definition Unit.cpp:11106
void RestoreFaction()
Definition Unit.cpp:14969
uint32 GetFaction() const
Definition Unit.h:852
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.

925{
927 GetScript()->AddCreatureSummon(creature->GetGUID());
928}
@ 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:5640

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

◆ KilledUnit()

void SmartAI::KilledUnit ( Unit victim)
overridevirtual

Reimplemented from CreatureAI.

920{
922}
@ SMART_EVENT_KILL
Definition SmartScriptMgr.h:104

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

◆ LoadPath()

bool SmartAI::LoadPath ( uint32  entry,
PathSource  pathSource 
)
269{
271 return false;
272
273 switch (pathSource)
274 {
276 {
277 mWayPoints = sSmartWaypointMgr->GetPath(entry);
278 if (!mWayPoints)
279 {
280 GetScript()->SetPathId(0);
281 return false;
282 }
283 break;
284 }
286 {
287 mWayPoints = sWaypointMgr->GetPath(entry);
288 if (!mWayPoints)
289 {
290 GetScript()->SetPathId(0);
291 return false;
292 }
293 break;
294 }
295 }
296
297 GetScript()->SetPathId(entry);
298 return true;
299}
@ SMART_WAYPOINT_MGR
#define sSmartWaypointMgr
Definition SmartScriptMgr.h:2280
#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.

794{
795 if (!who)
796 return;
797
799
800 if (!IsAIControlled())
801 return;
802
803 if (me->GetVictim())
804 return;
805
807 return;
808
810 {
812 {
815 }
816 AttackStart(who);
817 }
818}
@ UNIT_STATE_DISTRACTED
Definition UnitDefines.h:185
@ REACT_PASSIVE
Definition Unit.h:567
@ REACT_AGGRESSIVE
Definition Unit.h:569
bool HasReactState(ReactStates state) const
Definition Creature.h:102
bool CanStartAttack(Unit const *u, bool force=false) const
Definition Creature.cpp:1905
bool AssistPlayerInCombatAgainst(Unit *who)
Definition SmartAI.cpp:825
void OnMoveInLineOfSight(Unit *who)
Definition SmartScript.cpp:5411

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.

706{
707 if (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT)
709
710 if (MovementType == WAYPOINT_MOTION_TYPE)
711 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, Data); // data now corresponds to columns
712
713 GetScript()->ProcessEventsFor(SMART_EVENT_MOVEMENTINFORM, nullptr, MovementType, Data);
715 return;
716
717 if (MovementType == ESCORT_MOTION_TYPE || (MovementType == POINT_MOTION_TYPE && Data == SMART_ESCORT_LAST_OOC_POINT))
719}
@ 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:661

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)
662{
663 // override the id, path can be resumed any time and counter will reset
664 // mCurrentWPID holds proper id
665
666 // xinef: both point movement and escort generator can enter this function
668 {
669 mOOCReached = true;
670 return;
671 }
672
673 mWPReached = true;
675
676 if (mLastWP)
677 {
680 }
681
683 {
686
689 }
690 // Xinef: Can be unset in ProcessEvents
692 {
693 mWPReached = false;
694 if (mCurrentWPID == GetWPCount())
695 EndPath();
696 else if (GetNextWayPoint())
697 {
698 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
699 if (me->movespline->Finalized())
700 ResumePath();
701 }
702 }
703}
@ 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:3293
void MoveIdle()
Definition MotionMaster.cpp:235
bool Finalized() const
Definition MoveSpline.h:118
WaypointNode const * GetNextWayPoint()
Definition SmartAI.cpp:153
uint32 GetWPCount()
Definition SmartAI.h:253
void ResumePath()
Definition SmartAI.cpp:434
Movement::MoveSpline * movespline
Definition Unit.h:2114
void StopMovingOnCurrentPos()
Definition Unit.cpp:13073
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.

1084{
1085 bool const charmed = me->IsCharmed();
1086 if (charmed) // do this before we change charmed state, as charmed state might prevent these things from processing
1087 {
1089 EndPath(true);
1090 }
1091
1092 mIsCharmed = charmed;
1093
1094 if (charmed && !me->isPossessed() && !me->IsVehicle())
1096
1097 if (!charmed && !me->IsInEvadeMode())
1098 {
1099 if (mCanRepeatPath)
1100 StartPath(mForcedMovement, GetScript()->GetPathId(), true);
1101
1102 if (!me->LastCharmerGUID.IsEmpty())
1103 {
1105 if (Unit* lastCharmer = ObjectAccessor::GetUnit(*me, me->LastCharmerGUID))
1106 me->EngageWithTarget(lastCharmer);
1108
1109 if (!me->IsInCombat())
1111 }
1112 }
1113
1114 GetScript()->ProcessEventsFor(SMART_EVENT_CHARMED, nullptr, 0, 0, charmed);
1115}
@ 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:165
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition SmartAI.cpp:735
bool IsCharmed() const
Definition Unit.h:1311
Unit * GetCharmer() const
Definition Unit.cpp:7754
bool isPossessed() const
Definition Unit.h:1312
void EngageWithTarget(Unit *who)
Definition Unit.cpp:7565
ObjectGuid LastCharmerGUID
Definition Unit.h:2096
bool IsInCombat() const
Definition Unit.h:936

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.

1324{
1325 // Xinef: i dont think this is necessery (can be made as event parameter)
1326 //if (!result)
1327 // return;
1328
1330}
@ 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.

1384{
1386 if (_mainSpellId == spell->Id)
1388 SetCurrentRangeMode(false);
1389}
virtual void OnSpellFailed(SpellInfo const *)
Definition CreatureAI.h:174
bool IsMainSpellPrevented(SpellInfo const *spellInfo) const
Definition SmartAI.cpp:1370

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

◆ PassengerBoarded()

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

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

Reimplemented from CreatureAI.

1026{
1028}
@ 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.

1333{
1335 me->LoadPath(0);
1336}
@ 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 
)
302{
304 return;
305
307 {
308 LOG_ERROR("scripts.ai.sai", "SmartAI::StartPath: Creature entry {} wanted to pause waypoint movement while already paused, ignoring.", me->GetEntry());
309 return;
310 }
311
313 mWPPauseTimer = delay;
314 if (forced && !mWPReached)
315 {
316 mForcedPaused = forced;
319
320 me->StopMoving();
321 me->GetMotionMaster()->MoveIdle();//force stop
322
323 if (mCurrentWPID > 0 && mCurrentWPID <= mWayPoints->Nodes.size())
324 {
325 WaypointNode const& waypoint = mWayPoints->Nodes[mCurrentWPID - 1];
326 if (waypoint.Orientation.has_value())
327 me->SetFacingTo(*waypoint.Orientation);
328 }
329 }
331}
@ SMART_EVENT_ESCORT_PAUSED
Definition SmartScriptMgr.h:154
void SetFacingTo(float ori)
Definition Unit.cpp:16455
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.

996{
998}
@ 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 ( )
435{
436 if (mLastWP)
437 {
438 Movement::PointsArray pathPoints;
439 GenerateWayPointArray(&pathPoints);
440
442 }
443}
void MoveSplinePath(Movement::PointsArray *path, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE)
Definition MotionMaster.cpp:504
void GenerateWayPointArray(Movement::PointsArray *points)
Definition SmartAI.cpp:172
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
446{
447 if (!IsAIControlled())
448 return;
449
450 float x, y, z, o;
451 me->GetHomePosition(x, y, z, o);
453}
@ 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, Position const &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 
)
1198{
1199 if (on)
1201 else
1203
1205 return;
1206
1207 if (stopOrStartMovement && me->GetVictim()) // Only change current movement while in combat
1208 {
1209 if (!me->IsCrowdControlled())
1210 {
1211 if (on)
1214 me->StopMoving();
1215 }
1216 }
1217}
@ CHASE_MOTION_TYPE
Definition MotionMaster.h:45
bool IsCrowdControlled() const
Definition Unit.h:785

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 
)
1220{
1221 _currentRangeMode = on;
1222 _attackDistance = range;
1223
1224 if (Unit* victim = me->GetVictim())
1225 {
1227
1229 me->Attack(victim, true);
1230 }
1231}
@ UNIT_STATE_MELEE_ATTACKING
Definition UnitDefines.h:174

References _attackDistance, _currentRangeMode, Unit::Attack(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasUnitState(), mCanAutoAttack, CreatureAI::me, MotionMaster::MoveChase(), and UNIT_STATE_MELEE_ATTACKING.

Referenced by DistancingEnded(), and OnSpellFailed().

◆ 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 
)
1132{
1133 Unit* unit = nullptr;
1134 GameObject* gob = nullptr;
1135
1136 if (invoker)
1137 {
1138 unit = invoker->ToUnit();
1139 if (!unit)
1140 gob = invoker->ToGameObject();
1141 }
1142
1143 aiDataSet[id] = value;
1144 GetScript()->ProcessEventsFor(SMART_EVENT_DATA_SET, unit, id, value, false, nullptr, gob);
1145}
@ 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)
1169{
1170 mEvadeDisabled = disable;
1171}

References mEvadeDisabled.

◆ SetFly()

void SmartAI::SetFly ( bool  fly = true)
1157{
1158 // xinef: set proper flag!
1159 //me->SetDisableGravity(fly);
1160 me->SetCanFly(fly);
1161}
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:16566

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 
)
1261{
1262 if (!target)
1263 {
1264 StopFollow(false);
1265 return;
1266 }
1267
1268 mFollowGuid = target->GetGUID();
1269 mFollowDist = dist;
1270 mFollowAngle = angle;
1271 mFollowArrivedTimer = 1000;
1272 mFollowCredit = credit;
1273 mFollowArrivedEntry = end;
1274 mFollowArrivedAlive = !aliveState; // negate - 0 is alive
1275 mFollowCreditType = creditType;
1277}
void StopFollow(bool complete)
Definition SmartAI.cpp:1279

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

◆ SetGUID()

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

Reimplemented from UnitAI.

1148{
1149}

◆ SetInvincibilityHpLevel()

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

References mInvincibilityHpLevel.

Referenced by SmartScript::ProcessAction().

◆ SetMainSpell()

void SmartAI::SetMainSpell ( uint32  spellId)
1234{
1235 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
1236 if (!spellInfo)
1237 return;
1238
1239 float maxRange = spellInfo->GetMaxRange(false);
1240 if (maxRange <= NOMINAL_MELEE_RANGE)
1241 return;
1242
1243 _mainSpellId = spellId;
1244 _attackDistance = std::max(maxRange - NOMINAL_MELEE_RANGE, 0.0f);
1245 _currentRangeMode = true;
1246}
#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 
)
1312{
1313 if (invoker)
1314 GetScript()->mLastInvoker = invoker->GetGUID();
1315 GetScript()->SetScript9(e, entry);
1316}
ObjectGuid mLastInvoker
Definition SmartScript.h:200
void SetScript9(SmartScriptHolder &e, uint32 entry)
Definition SmartScript.cpp:5523

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)
1164{
1165 me->SetSwim(swim);
1166}
bool SetSwim(bool enable) override
Definition Creature.cpp:3354

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.

1174{
1176}
@ 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.

1179{
1180 GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action);
1181}
@ 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,
char const *  code 
)
overridevirtual

Reimplemented from UnitAI.

1184{
1185}

◆ sOnGameEvent()

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

Reimplemented from UnitAI.

1319{
1321}
@ 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.

968{
969 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT, unit, 0, 0, false, spellInfo);
970}
@ 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.

973{
974 GetScript()->ProcessEventsFor(SMART_EVENT_SPELLHIT_TARGET, target, 0, 0, false, spellInfo);
975}
@ 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.

1188{
1189 GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId());
1190}
@ 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.

1193{
1194 GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
1195}
@ 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 
)
235{
237 StopPath();
238
239 if (path)
240 {
241 if (!LoadPath(path, pathSource))
242 return;
243 }
244
245 if (!mWayPoints || mWayPoints->Nodes.empty())
246 return;
247
248 if (WaypointNode const* wp = GetNextWayPoint())
249 {
251 mCanRepeatPath = repeat;
252 mForcedMovement = forcedMovement;
253
254 if (invoker && invoker->IsPlayer())
255 {
258 }
259
260 Movement::PointsArray pathPoints;
261 GenerateWayPointArray(&pathPoints);
262
264 GetScript()->ProcessEventsFor(SMART_EVENT_ESCORT_START, nullptr, wp->Id, GetScript()->GetPathId());
265 }
266}
@ 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:333
bool LoadPath(uint32 entry, PathSource pathSource)
Definition SmartAI.cpp:268
NPCFlags GetNpcFlags() const
Clears emote state (looping emote)
Definition Unit.h:763

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)
1280{
1281 if (complete)
1282 {
1284 if (player && mFollowCredit > 0)
1285 {
1286 if (!mFollowCreditType)
1288 else
1290 }
1291
1292 SetDespawnTime(5000);
1293 StartDespawn();
1294
1296 }
1297
1299 mFollowDist = 0;
1300 mFollowAngle = 0;
1301 mFollowCredit = 0;
1302 mFollowArrivedTimer = 1000;
1305
1306 me->GetMotionMaster()->Clear(false);
1307 me->StopMoving();
1309}
@ SMART_EVENT_FOLLOW_COMPLETED
Definition SmartScriptMgr.h:164
void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject *pRewardSource)
Definition Player.cpp:13015
void SetDespawnTime(uint32 t)
Definition SmartAI.h:202
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:244

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.

1011{
1014}
@ SMART_EVENT_SUMMON_DESPAWNED
Definition SmartScriptMgr.h:134
void RemoveCreatureSummon(ObjectGuid const &guid)
Definition SmartScript.cpp:5645

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.

931{
933}
@ 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.

936{
938}
@ 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.

566{
567 if (!me->IsAlive())
568 {
569 if (IsEngaged())
571 return;
572 }
573
574 CheckConditions(diff);
575
576 bool hasVictim = UpdateVictim();
577 GetScript()->OnUpdate(diff);
578 UpdatePath(diff);
579 UpdateDespawn(diff);
580 UpdateFollow(diff);
581
582 if (!IsAIControlled())
583 {
584 if (CharmInfo* charmInfo = me->GetCharmInfo())
585 {
586 if (charmInfo->IsCommandAttack() && mCanAutoAttack)
587 {
589 }
590 }
591
592 return;
593 }
594
595 if (!hasVictim)
596 return;
597
598 if (mCanAutoAttack)
599 {
602 }
603}
bool IsEngaged() const
Check if creature is currently engaged in combat.
Definition CreatureAI.h:105
void UpdatePath(const uint32 diff)
Definition SmartAI.cpp:455
void UpdateFollow(const uint32 diff)
Definition SmartAI.cpp:114
void UpdateMeleeStance()
Definition SmartAI.cpp:605
void CheckConditions(const uint32 diff)
Definition SmartAI.cpp:536
void UpdateDespawn(const uint32 diff)
Definition SmartAI.cpp:94
void OnUpdate(const uint32 diff)
Definition SmartScript.cpp:5204
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
bool IsAlive() const
Definition Unit.h:1793
CharmInfo * GetCharmInfo()
Definition Unit.h:1282
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(), UpdateMeleeStance(), UpdatePath(), and CreatureAI::UpdateVictim().

◆ UpdateDespawn()

void SmartAI::UpdateDespawn ( const uint32  diff)
private
95{
96 if (mDespawnState <= 1 || mDespawnState > 3)
97 return;
98
99 if (mDespawnTime < diff)
100 {
101 if (mDespawnState == 2)
102 {
103 me->SetVisible(false);
104 mDespawnTime = 5000;
106 }
107 else
109 }
110 else
111 mDespawnTime -= diff;
112}
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2199

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

Referenced by UpdateAI().

◆ UpdateFollow()

void SmartAI::UpdateFollow ( const uint32  diff)
private
115{
116 if (!mFollowGuid)
117 return;
118
119 if (mFollowArrivedTimer < diff)
120 {
122 StopFollow(true);
123 else
124 mFollowArrivedTimer = 1000;
125 }
126 else
127 mFollowArrivedTimer -= diff;
128
129 if (mFollowGuid.IsPlayer())
130 {
131 if (_followCheckTimer < diff)
132 {
133 bool shouldDespawn = false;
135 {
137 if (!me->IsWithinDistInMap(player, checkDist))
138 shouldDespawn = true;
139 }
140 else
141 shouldDespawn = true;
142
143 if (shouldDespawn)
145
146 _followCheckTimer = 1000;
147 }
148 else
149 _followCheckTimer -= diff;
150 }
151}
#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:2553
Player * FindPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:269

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().

◆ UpdateMeleeStance()

void SmartAI::UpdateMeleeStance ( )
private
606{
607 // Ranged creatures should not switch to melee stance at distance
609 return;
610
611 Unit* victim = me->GetVictim();
612 if (!victim)
613 return;
614
615 bool const canMelee = me->IsWithinMeleeRange(victim);
617 me->Attack(victim, canMelee);
618}

References _currentRangeMode, Unit::Attack(), Unit::GetVictim(), Unit::HasUnitState(), Unit::IsCrowdControlled(), Unit::IsWithinMeleeRange(), CreatureAI::me, and UNIT_STATE_MELEE_ATTACKING.

Referenced by UpdateAI().

◆ UpdatePath()

void SmartAI::UpdatePath ( const uint32  diff)
private
456{
458 return;
459
460 if (mEscortInvokerCheckTimer < diff)
461 {
462 // Xinef: Escort failed - no players in range
463 // Xinef: Despawn immediately
465 {
466 StopPath(0, mEscortQuestID, true);
467
468 // Xinef: allow to properly hook out of range despawn action, which in most cases should perform the same operation as dying
470 me->DespawnOrUnsummon(1ms);
471 return;
472 }
474 }
475 else
477
478 // handle pause
480 {
481 if (mWPPauseTimer < diff)
482 {
484 {
487 if (mForcedPaused)// if paused between 2 wps resend movement
488 {
489 mWPReached = false;
490 mForcedPaused = false;
491 ResumePath();
492 }
493
494 mWPPauseTimer = 0;
495 }
496 }
497 else
498 mWPPauseTimer -= diff;
499 }
500
502 {
503 if (mOOCReached)//reached OOC WP
504 {
505 mOOCReached = false;
508 ResumePath();
509 }
510 }
511
513 return;
514
515 // handle next wp
516 if (!me->HasUnitState(UNIT_STATE_NOT_MOVE) && me->movespline->Finalized())//reached WP
517 {
518 if (!mWPReached)
519 {
520 ResumePath();
521 return;
522 }
523
524 mWPReached = false;
525 if (mCurrentWPID == GetWPCount())
526 EndPath();
527 else if (GetNextWayPoint())
528 {
529 // xinef: if we have reached waypoint, and there is no working spline movement it means our splitted array has ended, make new one
530 if (me->movespline->Finalized())
531 ResumePath();
532 }
533 }
534}
@ SMART_EVENT_ESCORT_RESUMED
Definition SmartScriptMgr.h:155
@ UNIT_STATE_NOT_MOVE
Definition UnitDefines.h:225
bool IsEscortInvokerInRange()
Definition SmartAI.cpp:620

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.

1356{
1358 {
1359 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_ENDED, nullptr, nodeId, pathId);
1360 return;
1361 }
1362}

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

◆ WaypointPathStarted()

void SmartAI::WaypointPathStarted ( uint32  )
overridevirtual

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

Reimplemented from CreatureAI.

1339{
1340}

◆ WaypointReached()

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

Reimplemented from CreatureAI.

1347{
1349 {
1350 GetScript()->ProcessEventsFor(SMART_EVENT_WAYPOINT_REACHED, nullptr, nodeId, pathId);
1351 return;
1352 }
1353}

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.

1343{
1344}

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

◆ 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: