text: /**
   * MaNGOS is a full featured server for World of Warcraft, supporting
   * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
   *
   * Copyright (C) 2005-2017  MaNGOS project <https://getmangos.eu>
   *
   * This program is free software; you can redistribute it and/or modify
   * it under the terms of the GNU General Public License as published by
   * the Free Software Foundation; either version 2 of the License, or
   * (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software
   * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
   *
   * World of Warcraft, and all World of Warcraft or Warcraft art, images,
   * and lore are copyrighted by Blizzard Entertainment, Inc.
   */
  
  #include "Common.h"
  #include "CreatureEventAI.h"
  #include "CreatureEventAIMgr.h"
  #include "ObjectMgr.h"
  #include "Spell.h"
  #include "World.h"
  #include "Cell.h"
  #include "CellImpl.h"
  #include "GameEventMgr.h"
  #include "GridNotifiers.h"
  #include "GridNotifiersImpl.h"
  #include "InstanceData.h"
  #include "Chat.h"
  #include "Language.h"
  
  bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
  {
      if (repeatMin == repeatMax)
          Time = repeatMin;
      else if (repeatMax > repeatMin)
          Time = urand(repeatMin, repeatMax);
      else
      {
          sLog.outErrorEventAI("Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
          Enabled = false;
          return false;
      }
  
      return true;
  }
  
  int CreatureEventAI::Permissible(const Creature* creature)
  {
      if (creature->GetAIName() == "EventAI")
          return PERMIT_BASE_SPECIAL;
      return PERMIT_BASE_NO;
  }
  
  void CreatureEventAI::GetAIInformation(ChatHandler& reader)
  {
      reader.PSendSysMessage(LANG_NPC_EVENTAI_PHASE, (uint32)m_Phase);
      reader.PSendSysMessage(LANG_NPC_EVENTAI_MOVE, reader.GetOnOffStr(m_isCombatMovement));
      reader.PSendSysMessage(LANG_NPC_EVENTAI_COMBAT, reader.GetOnOffStr(m_MeleeEnabled));
  
      if (sLog.HasLogFilter(LOG_FILTER_EVENT_AI_DEV))         // Give some more details if in EventAI Dev Mode
          return;
  
      reader.PSendSysMessage("Current events of this creature:");
      for (CreatureEventAIList::const_iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
      {
          if (itr->Event.action[2].type != ACTION_T_NONE)
              reader.PSendSysMessage("%u Type%3u (%s) Timer(%3us) actions[type(param1)]: %2u(%5u)  --  %2u(%u)  --  %2u(%5u)", itr->Event.event_id, itr->Event.event_type, itr->Enabled ? "On" : "Off", itr->Time/1000, itr->Event.action[0].type, itr->Event.action[0].raw.param1, itr->Event.action[1].type, itr->Event.action[1].raw.param1, itr->Event.action[2].type, itr->Event.action[2].raw.param1);
          else if (itr->Event.action[1].type != ACTION_T_NONE)
              reader.PSendSysMessage("%u Type%3u (%s) Timer(%3us) actions[type(param1)]: %2u(%5u)  --  %2u(%5u)", itr->Event.event_id, itr->Event.event_type, itr->Enabled ? "On" : "Off", itr->Time/1000, itr->Event.action[0].type, itr->Event.action[0].raw.param1, itr->Event.action[1].type, itr->Event.action[1].raw.param1);
          else
              reader.PSendSysMessage("%u Type%3u (%s) Timer(%3us) action[type(param1)]:  %2u(%5u)", itr->Event.event_id, itr->Event.event_type, itr->Enabled ? "On" : "Off", itr->Time/1000, itr->Event.action[0].type, itr->Event.action[0].raw.param1);
      }
  }
  
  // For Non Dungeon map only allow non-difficulty flags or EFLAG_DIFFICULTY_0 mode
  inline bool IsEventFlagsFitForNormalMap(uint8 eFlags)
  {
      return !(eFlags & (EFLAG_DIFFICULTY_0 | EFLAG_DIFFICULTY_1 | EFLAG_DIFFICULTY_2 | EFLAG_DIFFICULTY_3)) ||
             (eFlags & EFLAG_DIFFICULTY_0);
  }
  
  CreatureEventAI::CreatureEventAI(Creature* c) : CreatureAI(c),
      m_Phase(0),
      m_MeleeEnabled(true),
      m_DynamicMovement(false),
      m_HasOOCLoSEvent(false),
      m_InvinceabilityHpLevel(0),
      m_throwAIEventMask(0),
      m_throwAIEventStep(0),
      m_LastSpellMaxRange(0)
  {
      // Need make copy for filter unneeded steps and safe in case table reload
      CreatureEventAI_Event_Map::const_iterator creatureEventsItr = sEventAIMgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
      if (creatureEventsItr != sEventAIMgr.GetCreatureEventAIMap().end())
      {
          uint32 events_count = 0;
  
          const CreatureEventAI_Event_Vec& creatureEvent = creatureEventsItr->second;
          for (CreatureEventAI_Event_Vec::const_iterator i = creatureEvent.begin(); i != creatureEvent.end(); ++i)
          {
              // Debug check
  #ifndef MANGOS_DEBUG
              if (i->event_flags & EFLAG_DEBUG_ONLY)
                  continue;
  #endif
              if (m_creature->GetMap()->IsDungeon())
              {
                  if ((1 << (m_creature->GetMap()->GetSpawnMode() + 1)) & i->event_flags)
                  {
                      ++events_count;
                  }
              }
              else if (IsEventFlagsFitForNormalMap(i->event_flags))
                  ++events_count;
          }
          // EventMap had events but they were not added because they must be for instance
          if (events_count == 0)
              sLog.outErrorEventAI("Creature %u has events but no events added to list because of instance flags (spawned in map %u, difficulty %u).", m_creature->GetEntry(), m_creature->GetMapId(), m_creature->GetMap()->GetDifficulty());
          else
          {
              m_CreatureEventAIList.reserve(events_count);
              for (CreatureEventAI_Event_Vec::const_iterator i = creatureEvent.begin(); i != creatureEvent.end(); ++i)
              {
                  // Debug check
  #ifndef MANGOS_DEBUG
                  if (i->event_flags & EFLAG_DEBUG_ONLY)
                      continue;
  #endif
                  bool storeEvent = false;
                  if (m_creature->GetMap()->IsDungeon())
                  {
                      if ((1 << (m_creature->GetMap()->GetSpawnMode() + 1)) & i->event_flags)
                          storeEvent = true;
                  }
                  else if (IsEventFlagsFitForNormalMap(i->event_flags))
                      storeEvent = true;
  
                  if (storeEvent)
                  {
                      m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
                      // Cache for fast use
                      if (i->event_type == EVENT_T_OOC_LOS)
                          m_HasOOCLoSEvent = true;
                  }
              }
          }
      }
      else
          sLog.outErrorEventAI("EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
  }
  
  #define LOG_PROCESS_EVENT                                                                                                       \
      DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: Event type %u (script %u) triggered for %s (invoked by %s)",    \
                       pHolder.Event.event_type, pHolder.Event.event_id, m_creature->GetGuidStr().c_str(), pActionInvoker ? pActionInvoker->GetGuidStr().c_str() : "<no invoker>")
  
  inline bool IsTimerBasedEvent(EventAI_Type type)
  {
      switch (type)
      {
          case EVENT_T_TIMER_IN_COMBAT:
          case EVENT_T_TIMER_OOC:
          case EVENT_T_TIMER_GENERIC:
          case EVENT_T_MANA:
          case EVENT_T_HP:
          case EVENT_T_TARGET_HP:
          case EVENT_T_TARGET_CASTING:
          case EVENT_T_FRIENDLY_HP:
          case EVENT_T_AURA:
          case EVENT_T_TARGET_AURA:
          case EVENT_T_MISSING_AURA:
          case EVENT_T_TARGET_MISSING_AURA:
          case EVENT_T_RANGE:
          case EVENT_T_ENERGY:
              return true;
          default:
              return false;
      }
  }
  
  bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker, Creature* pAIEventSender)
  {
      if (!pHolder.Enabled || pHolder.Time)
          return false;
  
      // Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
      if (pHolder.Event.event_inverse_phase_mask & (1 << m_Phase))
      {
          if (!IsTimerBasedEvent(pHolder.Event.event_type))
              DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: Event %u skipped because of phasemask %u. Current phase %u", pHolder.Event.event_id, pHolder.Event.event_inverse_phase_mask, m_Phase);
          return false;
      }
  
      if (!IsTimerBasedEvent(pHolder.Event.event_type))
          LOG_PROCESS_EVENT;
  
      CreatureEventAI_Event const& event = pHolder.Event;
  
      // Check event conditions based on the event type, also reset events
      switch (event.event_type)
      {
          case EVENT_T_TIMER_IN_COMBAT:
              if (!m_creature->IsInCombat())
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.timer.repeatMin, event.timer.repeatMax);
              break;
          case EVENT_T_TIMER_OOC:
              if (m_creature->IsInCombat() || m_creature->IsInEvadeMode())
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.timer.repeatMin, event.timer.repeatMax);
              break;
          case EVENT_T_TIMER_GENERIC:
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.timer.repeatMin, event.timer.repeatMax);
              break;
          case EVENT_T_HP:
          {
              if (!m_creature->IsInCombat() || !m_creature->GetMaxHealth())
                  return false;
  
              uint32 perc = (m_creature->GetHealth() * 100) / m_creature->GetMaxHealth();
  
              if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.percent_range.repeatMin, event.percent_range.repeatMax);
              break;
          }
          case EVENT_T_MANA:
          {
              if (!m_creature->IsInCombat() || !m_creature->GetMaxPower(POWER_MANA))
                  return false;
  
              uint32 perc = (m_creature->GetPower(POWER_MANA) * 100) / m_creature->GetMaxPower(POWER_MANA);
  
              if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.percent_range.repeatMin, event.percent_range.repeatMax);
              break;
          }
          case EVENT_T_AGGRO:
              break;
          case EVENT_T_KILL:
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.kill.repeatMin, event.kill.repeatMax);
              break;
          case EVENT_T_DEATH:
          case EVENT_T_EVADE:
              break;
          case EVENT_T_SPELLHIT:
              // Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.spell_hit.repeatMin, event.spell_hit.repeatMax);
              break;
          case EVENT_T_RANGE:
              if (!m_creature->IsInCombat() || !m_creature->getVictim() || !m_creature->IsInMap(m_creature->getVictim()))
                  return false;
  
              // DISCUSS TODO - Likely replace IsInRange check with CombatReach checks (as used rather for such checks)
              if (!m_creature->IsInRange(m_creature->getVictim(), (float)event.range.minDist, (float)event.range.maxDist))
                  return false;
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.range.repeatMin, event.range.repeatMax);
              break;
          case EVENT_T_OOC_LOS:
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.ooc_los.repeatMin, event.ooc_los.repeatMax);
              break;
          case EVENT_T_SPAWNED:
              break;
          case EVENT_T_TARGET_HP:
          {
              if (!m_creature->IsInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
                  return false;
  
              uint32 perc = (m_creature->getVictim()->GetHealth() * 100) / m_creature->getVictim()->GetMaxHealth();
  
              if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.percent_range.repeatMin, event.percent_range.repeatMax);
              break;
          }
          case EVENT_T_TARGET_CASTING:
              if (!m_creature->IsInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.target_casting.repeatMin, event.target_casting.repeatMax);
              break;
          case EVENT_T_FRIENDLY_HP:
          {
              if (!m_creature->IsInCombat())
                  return false;
  
              Unit* pUnit = DoSelectLowestHpFriendly((float)event.friendly_hp.radius, event.friendly_hp.hpDeficit);
              if (!pUnit)
                  return false;
  
              pActionInvoker = pUnit;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.friendly_hp.repeatMin, event.friendly_hp.repeatMax);
              break;
          }
          case EVENT_T_FRIENDLY_IS_CC:
          {
              if (!m_creature->IsInCombat())
                  return false;
  
              std::list<Creature*> pList;
              DoFindFriendlyCC(pList, (float)event.friendly_is_cc.radius);
  
              // List is empty
              if (pList.empty())
                  return false;
  
              // We don't really care about the whole list, just return first available
              pActionInvoker = *(pList.begin());
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.friendly_is_cc.repeatMin, event.friendly_is_cc.repeatMax);
              break;
          }
          case EVENT_T_FRIENDLY_MISSING_BUFF:
          {
              std::list<Creature*> pList;
              DoFindFriendlyMissingBuff(pList, (float)event.friendly_buff.radius, event.friendly_buff.spellId);
  
              // List is empty
              if (pList.empty())
                  return false;
  
              // We don't really care about the whole list, just return first available
              pActionInvoker = *(pList.begin());
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.friendly_buff.repeatMin, event.friendly_buff.repeatMax);
              break;
          }
          case EVENT_T_SUMMONED_UNIT:
          case EVENT_T_SUMMONED_JUST_DIED:
          case EVENT_T_SUMMONED_JUST_DESPAWN:
          {
              // Prevent event from occuring on no unit or non creatures
              if (!pActionInvoker || pActionInvoker->GetTypeId() != TYPEID_UNIT)
                  return false;
  
              // Creature id doesn't match up
              if (((Creature*)pActionInvoker)->GetEntry() != event.summoned.creatureId)
                  return false;
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.summoned.repeatMin, event.summoned.repeatMax);
              break;
          }
          case EVENT_T_TARGET_MANA:
          {
              if (!m_creature->IsInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA))
                  return false;
  
              uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA) * 100) / m_creature->getVictim()->GetMaxPower(POWER_MANA);
  
              if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                  return false;
  
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.percent_range.repeatMin, event.percent_range.repeatMax);
              break;
          }
          case EVENT_T_REACHED_HOME:
          case EVENT_T_RECEIVE_EMOTE:
              break;
          case EVENT_T_AURA:
          {
              if (!m_creature->IsInCombat())
                  return false;
  
              SpellAuraHolder* holder = m_creature->GetSpellAuraHolder(event.buffed.spellId);
              if (!holder || holder->GetStackAmount() < event.buffed.amount)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.buffed.repeatMin, event.buffed.repeatMax);
              break;
          }
          case EVENT_T_TARGET_AURA:
          {
              if (!m_creature->IsInCombat() || !m_creature->getVictim())
                  return false;
  
              SpellAuraHolder* holder = m_creature->getVictim()->GetSpellAuraHolder(event.buffed.spellId);
              if (!holder || holder->GetStackAmount() < event.buffed.amount)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.buffed.repeatMin, event.buffed.repeatMax);
              break;
          }
          case EVENT_T_MISSING_AURA:
          {
              if (!m_creature->IsInCombat())
                  return false;
  
              SpellAuraHolder* holder = m_creature->GetSpellAuraHolder(event.buffed.spellId);
              if (holder && holder->GetStackAmount() >= event.buffed.amount)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.buffed.repeatMin, event.buffed.repeatMax);
              break;
          }
          case EVENT_T_TARGET_MISSING_AURA:
          {
              if (!m_creature->IsInCombat() || !m_creature->getVictim())
                  return false;
  
              SpellAuraHolder* holder = m_creature->getVictim()->GetSpellAuraHolder(event.buffed.spellId);
              if (holder && holder->GetStackAmount() >= event.buffed.amount)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.buffed.repeatMin, event.buffed.repeatMax);
              break;
          }
          case EVENT_T_RECEIVE_AI_EVENT:
              break;
          case EVENT_T_ENERGY:
          {
              if (!m_creature->IsInCombat() || !m_creature->GetMaxPower(POWER_ENERGY))
                  return false;
  
              uint32 perc = (m_creature->GetPower(POWER_ENERGY) * 100) / m_creature->GetMaxPower(POWER_ENERGY);
  
              if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                  return false;
  
              LOG_PROCESS_EVENT;
              // Repeat Timers
              pHolder.UpdateRepeatTimer(m_creature, event.percent_range.repeatMin, event.percent_range.repeatMax);
              break;
          }
          default:
              sLog.outErrorEventAI("Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
              break;
      }
  
      // Disable non-repeatable events
      if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
          pHolder.Enabled = false;
  
      // Store random here so that all random actions match up
      uint32 rnd = rand();
  
      // Return if chance for event is not met
      if (pHolder.Event.event_chance <= rnd % 100)
          return false;
  
      // Process actions, normal case
      if (!(pHolder.Event.event_flags & EFLAG_RANDOM_ACTION))
      {
          for (uint32 j = 0; j < MAX_ACTIONS; ++j)
              ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker, pAIEventSender);
      }
      // Process actions, random case
      else
      {
          // amount of real actions
          uint32 count = 0;
          for (uint32 j = 0; j < MAX_ACTIONS; ++j)
              if (pHolder.Event.action[j].type != ACTION_T_NONE)
                  ++count;
  
          if (count)
          {
              // select action number from found amount
              uint32 idx = rnd % count;
  
              // find selected action, skipping not used
              uint32 j = 0;
              for (; ; ++j)
              {
                  if (pHolder.Event.action[j].type != ACTION_T_NONE)
                  {
                      if (!idx)
                          break;
                      --idx;
                  }
              }
  
              ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker, pAIEventSender);
          }
      }
      return true;
  }
  
  void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker, Creature* pAIEventSender)
  {
      if (action.type == ACTION_T_NONE)
          return;
  
      DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: Process action %u (script %u) triggered for %s (invoked by %s)",
                       action.type, EventId, m_creature->GetGuidStr().c_str(), pActionInvoker ? pActionInvoker->GetGuidStr().c_str() : "<no invoker>");
  
      bool reportTargetError = false;
      switch (action.type)
      {
          case ACTION_T_TEXT:
          case ACTION_T_CHANCED_TEXT:
          {
              if (!action.text.TextId[0])
                  return;
  
              int32 textId = 0;
  
              if (action.type == ACTION_T_TEXT)
              {
                  if (action.text.TextId[1] && action.text.TextId[2])
                      textId = action.text.TextId[rnd % 3];
                  else if (action.text.TextId[1] && (rnd % 2))
                      textId = action.text.TextId[1];
                  else
                      textId = action.text.TextId[0];
              }
              // ACTION_T_CHANCED_TEXT, chance hits
              else if ((rnd % 100) < action.chanced_text.chance)
              {
                  if (action.chanced_text.TextId[0] && action.chanced_text.TextId[1])
                      textId = action.chanced_text.TextId[rnd % 2];
                  else
                      textId = action.chanced_text.TextId[0];
              }
  
              if (textId)
              {
                  Unit* target = NULL;
  
                  if (pActionInvoker)
                  {
                      if (pActionInvoker->GetTypeId() == TYPEID_PLAYER)
                          target = pActionInvoker;
                      else if (Unit* owner = pActionInvoker->GetOwner())
                      {
                          if (owner->GetTypeId() == TYPEID_PLAYER)
                              target = owner;
                      }
                  }
                  else if ((target = m_creature->getVictim()))
                  {
                      if (target->GetTypeId() != TYPEID_PLAYER)
                          if (Unit* owner = target->GetOwner())
                              if (owner->GetTypeId() == TYPEID_PLAYER)
                                  target = owner;
                  }
  
                  if (!DoDisplayText(m_creature, textId, target))
                      sLog.outErrorEventAI("Error attempting to display text %i, used by script %u", textId, EventId);
              }
              break;
          }
          case ACTION_T_SET_FACTION:
          {
              if (action.set_faction.factionId)
                  m_creature->SetFactionTemporary(action.set_faction.factionId, action.set_faction.factionFlags);
              else                                            // no id provided, assume reset and then use default
                  m_creature->ClearTemporaryFaction();
  
              break;
          }
          case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
          {
              if (action.morph.creatureId || action.morph.modelId)
              {
                  // set model based on entry from creature_template
                  if (action.morph.creatureId)
                  {
                      if (CreatureInfo const* ci = ObjectMgr::GetCreatureTemplate(action.morph.creatureId))
                      {
                          uint32 display_id = Creature::ChooseDisplayId(ci);
                          m_creature->SetDisplayId(display_id);
                      }
                  }
                  // if no param1, then use value from param2 (modelId)
                  else
                      m_creature->SetDisplayId(action.morph.modelId);
              }
              else
                  m_creature->DeMorph();
              break;
          }
          case ACTION_T_SOUND:
              m_creature->PlayDirectSound(action.sound.soundId);
              break;
          case ACTION_T_EMOTE:
              m_creature->HandleEmote(action.emote.emoteId);
              break;
          case ACTION_T_RANDOM_SOUND:
          {
              int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
              if (temp >= 0)
                  m_creature->PlayDirectSound(temp);
              break;
          }
          case ACTION_T_RANDOM_EMOTE:
          {
              int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
              if (temp >= 0)
                  m_creature->HandleEmote(temp);
              break;
          }
          case ACTION_T_CAST:
          {
              uint32 selectFlags = 0;
              uint32 spellId = 0;
              if (!(action.cast.castFlags & (CAST_TRIGGERED | CAST_FORCE_CAST | CAST_FORCE_TARGET_SELF)))
              {
                  spellId = action.cast.spellId;
                  selectFlags = SELECT_FLAG_IN_LOS;
              }
  
              Unit* target = GetTargetByType(action.cast.target, pActionInvoker, pAIEventSender, reportTargetError, spellId, selectFlags);
              if (!target)
              {
                  if (reportTargetError)
                      sLog.outErrorEventAI("NULL target for ACTION_T_CAST creature entry %u casting spell id %u", m_creature->GetEntry(), action.cast.spellId);
                  return;
              }
  
              CanCastResult castResult = DoCastSpellIfCan(target, action.cast.spellId, action.cast.castFlags);
  
              switch (castResult)
              {
                  case CAST_OK:
                  {
                      if (m_DynamicMovement)
                      {
                          SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
  
                          if (spellInfo && !(spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT || spellInfo->rangeIndex == SPELL_RANGE_IDX_SELF_ONLY) && target != m_creature)
                          {
                              SpellRangeEntry const* spellRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
                              if (spellRange)
                                  m_LastSpellMaxRange = spellRange->maxRange;
                          }
                      }
                      break;
                  }
                  case CAST_FAIL_TOO_FAR:
                  case CAST_FAIL_POWER:
                  case CAST_FAIL_NOT_IN_LOS:
                  {
                      if (!m_creature->hasUnitState(UNIT_STAT_NO_COMBAT_MOVEMENT))
                      {
                          // Melee current victim if flag not set
                          if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
                          {
                              switch (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType())
                              {
                              case CHASE_MOTION_TYPE:
                              case FOLLOW_MOTION_TYPE:
                                  m_attackDistance = 0.0f;
                                  m_attackAngle = 0.0f;
  
                                  m_creature->GetMotionMaster()->Clear(false);
                                  m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_attackDistance, m_attackAngle);
                                  break;
                              default:
                                  break;
                              }
                          }
                      }
                      else if (m_DynamicMovement)
                      {
                          m_LastSpellMaxRange = 0.0f;
                      }
                      break;
                  }
                  default:
                      break;
              }
  
              break;
          }
          case ACTION_T_SUMMON:
          {
              Unit* target = GetTargetByType(action.summon.target, pActionInvoker, pAIEventSender, reportTargetError);
              if (!target && reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_SUMMON(%u), target-type %u", EventId, action.type, action.summon.target);
  
              Creature* pCreature = NULL;
  
              if (action.summon.duration)
                  pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, action.summon.duration);
              else
                  pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OOC_DESPAWN, 0);
  
              if (!pCreature)
                  sLog.outErrorEventAI("failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
              else if (action.summon.target != TARGET_T_SELF && target)
                  pCreature->AI()->AttackStart(target);
              break;
          }
          case ACTION_T_THREAT_SINGLE_PCT:
              if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker, pAIEventSender, reportTargetError))
                  m_creature->GetThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_THREAT_SINGLE_PCT(%u), target-type %u", EventId, action.type, action.threat_single_pct.target);
              break;
          case ACTION_T_THREAT_ALL_PCT:
          {
              ThreatList const& threatList = m_creature->GetThreatManager().getThreatList();
              for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
                  if (Unit* Temp = m_creature->GetMap()->GetUnit((*i)->getUnitGuid()))
                      m_creature->GetThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
              break;
          }
          case ACTION_T_QUEST_EVENT:
              if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker, pAIEventSender, reportTargetError))
              {
                  if (target->GetTypeId() == TYPEID_PLAYER)
                      ((Player*)target)->AreaExploredOrEventHappens(action.quest_event.questId);
              }
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_QUEST_EVENT(%u), target-type %u", EventId, action.type, action.quest_event.target);
  
              break;
          case ACTION_T_CAST_EVENT:
              if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker, pAIEventSender, reportTargetError, 0, SELECT_FLAG_PLAYER))
              {
                  if (target->GetTypeId() == TYPEID_PLAYER)
                      ((Player*)target)->CastedCreatureOrGO(action.cast_event.creatureId, m_creature->GetObjectGuid(), action.cast_event.spellId);
              }
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_CST_EVENT(%u), target-type %u", EventId, action.type, action.cast_event.target);
              break;
          case ACTION_T_SET_UNIT_FIELD:
          {
              Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker, pAIEventSender, reportTargetError);
  
              // not allow modify important for integrity object fields
              if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
                  return;
  
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_SET_UNIT_FIELD(%u), target-type %u", EventId, action.type, action.set_unit_field.target);
  
              break;
          }
          case ACTION_T_SET_UNIT_FLAG:
              if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker, pAIEventSender, reportTargetError))
                  target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_SET_UNIT_FLAG(%u), target-type %u", EventId, action.type, action.unit_flag.target);
              break;
          case ACTION_T_REMOVE_UNIT_FLAG:
              if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker, pAIEventSender, reportTargetError))
                  target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_REMOVE_UNIT_FLAG(%u), target-type %u", EventId, action.type, action.unit_flag.target);
          case ACTION_T_AUTO_ATTACK:
              m_MeleeEnabled = action.auto_attack.state != 0;
              break;
          case ACTION_T_COMBAT_MOVEMENT:
              // ignore no affect case
              if (m_isCombatMovement == (action.combat_movement.state != 0) || m_creature->IsNonMeleeSpellCasted(false))
                  return;
  
              SetCombatMovement(action.combat_movement.state != 0, true);
  
              if (m_isCombatMovement && action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
                  m_creature->SendMeleeAttackStart(m_creature->getVictim());
              else if (action.combat_movement.melee && m_creature->IsInCombat() && m_creature->getVictim())
                  m_creature->SendMeleeAttackStop(m_creature->getVictim());
              break;
          case ACTION_T_SET_PHASE:
              m_Phase = action.set_phase.phase;
              DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: ACTION_T_SET_PHASE - script %u for %s, phase is now %u", EventId, m_creature->GetGuidStr().c_str(), m_Phase);
              break;
          case ACTION_T_INC_PHASE:
          {
              int32 new_phase = int32(m_Phase) + action.set_inc_phase.step;
              if (new_phase < 0)
              {
                  sLog.outErrorEventAI("Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
                  m_Phase = 0;
              }
              else if (new_phase >= MAX_PHASE)
              {
                  sLog.outErrorEventAI("Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE - 1, MAX_PHASE - 1, m_creature->GetEntry());
                  m_Phase = MAX_PHASE - 1;
              }
              else
                  m_Phase = new_phase;
  
              DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: ACTION_T_INC_PHASE - script %u for %s, phase is now %u", EventId, m_creature->GetGuidStr().c_str(), m_Phase);
              break;
          }
          case ACTION_T_EVADE:
              EnterEvadeMode();
              break;
          case ACTION_T_FLEE_FOR_ASSIST:
              m_creature->DoFleeToGetAssistance();
              break;
          case ACTION_T_QUEST_EVENT_ALL:
              if (action.quest_event_all.useThreatList)
              {
                  ThreatList const& threatList = m_creature->GetThreatManager().getThreatList();
                  for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
                      if (Player* temp = m_creature->GetMap()->GetPlayer((*i)->getUnitGuid()))
                          temp->GroupEventHappens(action.quest_event_all.questId, m_creature);
              }
              else if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
                  ((Player*)pActionInvoker)->GroupEventHappens(action.quest_event_all.questId, m_creature);
              break;
          case ACTION_T_CAST_EVENT_ALL:
          {
              ThreatList const& threatList = m_creature->GetThreatManager().getThreatList();
              for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
                  if (Player* temp = m_creature->GetMap()->GetPlayer((*i)->getUnitGuid()))
                      temp->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetObjectGuid(), action.cast_event_all.spellId);
              break;
          }
          case ACTION_T_REMOVEAURASFROMSPELL:
              if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker, pAIEventSender, reportTargetError))
                  target->RemoveAurasDueToSpell(action.remove_aura.spellId);
              else if (reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_REMOVEAURASFROMSPELL(%u), target-type %u", EventId, action.type, action.remove_aura.target);
              break;
          case ACTION_T_RANGED_MOVEMENT:
              m_attackDistance = (float)action.ranged_movement.distance;
              m_attackAngle = action.ranged_movement.angle / 180.0f * M_PI_F;
  
              if (m_isCombatMovement)
              {
                  if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
                  {
                      // Drop current movement gen
                      m_creature->GetMotionMaster()->Clear(false);
                      m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_attackDistance, m_attackAngle);
                  }
              }
              break;
          case ACTION_T_RANDOM_PHASE:
              m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
              DEBUG_FILTER_LOG(LOG_FILTER_EVENT_AI_DEV, "CreatureEventAI: ACTION_T_RANDOM_PHASE - script %u for %s, phase is now %u", EventId, m_creature->GetGuidStr().c_str(), m_Phase);
              break;
          case ACTION_T_RANDOM_PHASE_RANGE:
              if (action.random_phase_range.phaseMax > action.random_phase_range.phaseMin)
                  m_Phase = action.random_phase_range.phaseMin + (rnd % (action.random_phase_range.phaseMax - action.random_phase_range.phaseMin));
              else
                  sLog.outErrorEventAI("ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
              break;
          case ACTION_T_SUMMON_ID:
          {
              Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker, pAIEventSender, reportTargetError);
              if (!target && reportTargetError)
                  sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_SUMMON_ID(%u), target-type %u", EventId, action.type, action.summon_id.target);
   
              CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
              if (i == sEventAIMgr.GetCreatureEventAISummonMap().end())
              {
                  sLog.outErrorEventAI("failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
                  return;
              }
  
              Creature* pCreature = NULL;
              if ((*i).second.SpawnTimeSecs)
                  pCreature = m_creature->SummonCreature(action.summon_id.creatureId, i->second.position_x, i->second.position_y, i->second.position_z, i->second.orientation, TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN, i->second.SpawnTimeSecs);
              else
                  pCreature = m_creature->SummonCreature(action.summon_id.creatureId, i->second.position_x, i->second.position_y, i->second.position_z, i->second.orientation, TEMPSUMMON_TIMED_OOC_DESPAWN, 0);
  
              if (!pCreature)
                  sLog.outErrorEventAI("failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
              else if (action.summon_id.target != TARGET_T_SELF && target)
                  pCreature->AI()->AttackStart(target);
  
              break;
          }
          case ACTION_T_KILLED_MONSTER:
              // first attempt player/group who tapped creature
              if (Player* pPlayer = m_creature->GetLootRecipient())
                  pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
              else
              {
                  // if not available, use pActionInvoker
                  if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker, pAIEventSender, reportTargetError, 0, SELECT_FLAG_PLAYER))
                  {
                      if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
                          pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
                  }
                  else if (reportTargetError)
                      sLog.outErrorEventAI("Event %u - NULL target for ACTION_T_KILLED_MONSTER(%u), target-type %u", EventId, action.type, action.killed_monster.target);
              }
              break;
          case ACTION_T_SET_INST_DATA:
          {
              InstanceData* pInst = m_creature->GetInstanceData();
              if (!pInst)
              {
                  sLog.outErrorEventAI("Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
                  return;
              }
  
              pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
              break;
          }
          case ACTION_T_SET_INST_DATA64:
          {
              Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker, pAIEventSender, reportTargetError);
              if (!target)
              {
                  if (reportTargetError)
                      sLog.outErrorEventAI("Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
                  return;
              }
  
              InstanceData* pInst = m_creature->GetInstanceData();
              if (!pInst)
              {
                  sLog.outErrorEventAI("Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
                  return;
              }
  
              pInst->SetData64(action.set_inst_data64.field, target->GetObjectGuid().GetRawValue());
              break;
          }
          case ACTION_T_UPDATE_TEMPLATE:
              if (m_creature->GetEntry() == action.update_template.creatureId)
              {
  
                  sLog.outErrorEventAI("Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
                  return;
              }
  
              m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
              break;
          case ACTION_T_DIE:
              if (m_creature->IsDead())
              {
  
                  sLog.outErrorEventAI("Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
                  return;
              }
              m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
              break;
          case ACTION_T_ZONE_COMBAT_PULSE:
          {
              m_creature->SetInCombatWithZone();
              break;
          }
          case ACTION_T_CALL_FOR_HELP:
          {
              m_creature->CallForHelp((float)action.call_for_help.radius);
              break;
          }
          case ACTION_T_SET_SHEATH:
          {
              m_creature->SetSheath(SheathState(action.set_sheath.sheath));
              break;
          }
          case ACTION_T_FORCE_DESPAWN:
          {
              m_creature->ForcedDespawn(action.forced_despawn.msDelay);
              break;
          }
          case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
          {
              if (action.invincibility_hp_level.is_percent)
                  m_InvinceabilityHpLevel = m_creature->GetMaxHealth() * action.invincibility_hp_level.hp_level / 100;
              else
                  m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
              break;
          }
          case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
          {
              if (action.mount.creatureId || action.mount.modelId)
              {
                  // set model based on entry from creature_template
                  if (action.mount.creatureId)
                  {
                      if (CreatureInfo const* cInfo = ObjectMgr::GetCreatureTemplate(action.mount.creatureId))
                      {
                          uint32 display_id = Creature::ChooseDisplayId(cInfo);
                          m_creature->Mount(display_id);
                      }
                  }
                  // if no param1, then use value from param2 (modelId)
                  else
                      m_creature->Mount(action.mount.modelId);
              }
              else
                  m_creature->Unmount();
  
              break;
          }
          case ACTION_T_THROW_AI_EVENT:
          {
              SendAIEventAround(AIEventType(action.throwEvent.eventType), pActionInvoker, 0, action.throwEvent.radius);
              break;
          }
          case ACTION_T_SET_THROW_MASK:
          {
              m_throwAIEventMask = action.setThrowMask.eventTypeMask;
              break;
          }
          case ACTION_T_SET_STAND_STATE:
          {
              m_creature->SetStandState(action.setStandState.standState);
              break;
          }
          case ACTION_T_CHANGE_MOVEMENT:
          {
              switch (action.changeMovement.movementType)
              {
              case IDLE_MOTION_TYPE:
                  m_creature->GetMotionMaster()->MoveIdle();
                  break;
              case RANDOM_MOTION_TYPE:
                  m_creature->GetMotionMaster()->MoveRandomAroundPoint(m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ(), float(action.changeMovement.wanderDistance));
                  break;
              case WAYPOINT_MOTION_TYPE:
                  m_creature->GetMotionMaster()->MoveWaypoint();
                  break;
              }
              break;
          }
          case ACTION_T_DYNAMIC_MOVEMENT:
          {
              if ((!!action.dynamicMovement.state) == m_DynamicMovement)
                  break;
  
              m_DynamicMovement = !!action.dynamicMovement.state;
              SetCombatMovement(!m_DynamicMovement, true);
              break;
          }
          default:
              sLog.outError("CreatureEventAi::ProcessAction(): action(%u) not implemented", static_cast<uint32>(action.type));
              break;
      }
  }
  
  void CreatureEventAI::JustRespawned()                       // NOTE that this is called from the AI's constructor as well
  {
      Reset();
  
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          // Reset generic timer
          if (i->Event.event_type == EVENT_T_TIMER_GENERIC)
          {
              if (i->UpdateRepeatTimer(m_creature, i->Event.timer.initialMin, i->Event.timer.initialMax))
                  i->Enabled = true;
          }
          // Handle Spawned Events
          else if (SpawnedEventConditionsCheck((*i).Event))
              ProcessEvent(*i);
      }
  }
  
  void CreatureEventAI::Reset()
  {
      m_EventUpdateTime = EVENT_UPDATE_TIME;
      m_EventDiff = 0;
      m_throwAIEventStep = 0;
  
      // Reset all events to enabled
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          CreatureEventAI_Event const& event = i->Event;
          switch (event.event_type)
          {
              // Reset all out of combat timers
              case EVENT_T_TIMER_OOC:
              {
                  if (i->UpdateRepeatTimer(m_creature, event.timer.initialMin, event.timer.initialMax))
                      i->Enabled = true;
                  break;
              }
              default:
                  // TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void Aggro()
                  //i->Enabled = true;
                  //i->Time = 0;
                  break;
          }
      }
  }
  
  void CreatureEventAI::JustReachedHome()
  {
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_REACHED_HOME)
              ProcessEvent(*i);
      }
  
      Reset();
  }
  
  void CreatureEventAI::EnterEvadeMode()
  {
      m_creature->RemoveAllAurasOnEvade();
      m_creature->DeleteThreatList();
      m_creature->CombatStop(true);
  
      // only alive creatures that are not on transport can return to home position
      if (m_creature->IsAlive() && !m_creature->IsBoarded())
          m_creature->GetMotionMaster()->MoveTargetedHome();
  
      m_creature->SetLootRecipient(NULL);
  
      // Handle Evade events
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_EVADE)
              ProcessEvent(*i);
      }
  }
  
  void CreatureEventAI::JustDied(Unit* killer)
  {
      Reset();
  
      if (m_creature->IsGuard())
      {
          // Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
          if (Player* pKiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
              m_creature->SendZoneUnderAttackMessage(pKiller);
      }
  
      if (m_throwAIEventMask & (1 << AI_EVENT_JUST_DIED))
          SendAIEventAround(AI_EVENT_JUST_DIED, killer, 0, AIEVENT_DEFAULT_THROW_RADIUS);
  
      // Handle On Death events
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_DEATH)
              ProcessEvent(*i, killer);
      }
  
      // reset phase after any death state events
      m_Phase = 0;
  }
  
  void CreatureEventAI::KilledUnit(Unit* victim)
  {
      if (victim->GetTypeId() != TYPEID_PLAYER)
          return;
  
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_KILL)
              ProcessEvent(*i, victim);
      }
  }
  
  void CreatureEventAI::JustSummoned(Creature* pUnit)
  {
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_SUMMONED_UNIT)
              ProcessEvent(*i, pUnit);
      }
  }
  
  void CreatureEventAI::SummonedCreatureJustDied(Creature* pUnit)
  {
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_SUMMONED_JUST_DIED)
              ProcessEvent(*i, pUnit);
      }
  }
  
  void CreatureEventAI::SummonedCreatureDespawn(Creature* pUnit)
  {
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          if (i->Event.event_type == EVENT_T_SUMMONED_JUST_DESPAWN)
              ProcessEvent(*i, pUnit);
      }
  }
  
  void CreatureEventAI::ReceiveAIEvent(AIEventType eventType, Creature* pSender, Unit* pInvoker, uint32 /*miscValue*/)
  {
      MANGOS_ASSERT(pSender);
  
      for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
      {
          if (itr->Event.event_type == EVENT_T_RECEIVE_AI_EVENT &&
                  itr->Event.receiveAIEvent.eventType == eventType && (!itr->Event.receiveAIEvent.senderEntry || itr->Event.receiveAIEvent.senderEntry == pSender->GetEntry()))
              ProcessEvent(*itr, pInvoker, pSender);
      }
  }
  
  void CreatureEventAI::EnterCombat(Unit* enemy)
  {
      // Check for on combat start events
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
      {
          CreatureEventAI_Event const& event = i->Event;
          switch (event.event_type)
          {
              case EVENT_T_AGGRO:
                  i->Enabled = true;
                  ProcessEvent(*i, enemy);
                  break;
              // Reset all in combat timers
              case EVENT_T_TIMER_IN_COMBAT:
                  if (i->UpdateRepeatTimer(m_creature, event.timer.initialMin, event.timer.initialMax))
                      i->Enabled = true;
                  break;
              // All normal events need to be re-enabled and their time set to 0
              default:
                  i->Enabled = true;
                  i->Time = 0;
                  break;
          }
      }
  
      m_EventUpdateTime = EVENT_UPDATE_TIME;
      m_EventDiff = 0;
  }
  
  void CreatureEventAI::AttackStart(Unit* who)
  {
      if (!who || !m_creature->CanAttackByItself())
          return;
  
      if (m_creature->Attack(who, m_MeleeEnabled))
      {
          m_creature->AddThreat(who);
          m_creature->SetInCombatWith(who);
          who->SetInCombatWith(m_creature);
  
          HandleMovementOnAttackStart(who);
      }
  }
  
  void CreatureEventAI::MoveInLineOfSight(Unit* who)
  {
      if (!who)
          return;
  
      // Check for OOC LOS Event
      if (m_HasOOCLoSEvent && !m_creature->getVictim())
      {
          for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
          {
              if (itr->Event.event_type == EVENT_T_OOC_LOS)
              {
                  // can trigger if closer than fMaxAllowedRange
                  float fMaxAllowedRange = (float)itr->Event.ooc_los.maxRange;
  
                  // if friendly event && who is not hostile OR hostile event && who is hostile
                  if ((itr->Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
                          ((!itr->Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
                  {
                      // if range is ok and we are actually in LOS
                      if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
                          ProcessEvent(*itr, who);
                  }
              }
          }
      }
  
      if (m_creature->IsCivilian() || m_creature->IsNeutralToAll())
          return;
  
      if (m_creature->CanInitiateAttack() && who->IsTargetableForAttack() &&
              m_creature->IsHostileTo(who) && who->isInAccessablePlaceFor(m_creature))
      {
          if (!m_creature->CanFly() && m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
              return;
  
          float attackRadius = m_creature->GetAttackDistance(who);
          if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who))
          {
              if (!m_creature->getVictim())
              {
                  AttackStart(who);
                  who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
              }
              else if (m_creature->GetMap()->IsDungeon())
              {
                  m_creature->AddThreat(who);
                  who->SetInCombatWith(m_creature);
              }
          }
      }
  }
  
  void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
  {
      for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
          if (i->Event.event_type == EVENT_T_SPELLHIT)
              // If spell id matches (or no spell id) & if spell school matches (or no spell school)
              if (!i->Event.spell_hit.spellId || pSpell->Id == i->Event.spell_hit.spellId)
                  if (pSpell->SchoolMask & i->Event.spell_hit.schoolMask)
                      ProcessEvent(*i, pUnit);
  }
  
  void CreatureEventAI::UpdateAI(const uint32 diff)
  {
      // Check if we are in combat (also updates calls threat update code)
      bool Combat = m_creature->SelectHostileTarget() && m_creature->getVictim();
  
      // Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
      if (m_EventUpdateTime < diff)
      {
          m_EventDiff += diff;
  
          // Check for time based events
          for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
          {
              // Decrement Timers
              if (i->Time)
              {
                  if (i->Time > m_EventDiff)
                  {
                      // Do not decrement timers if event cannot trigger in this phase
                      if (!(i->Event.event_inverse_phase_mask & (1 << m_Phase)))
                          i->Time -= m_EventDiff;
                  }
                  else
                      i->Time = 0;
              }
  
              // Skip processing of events that have time remaining or are disabled
              if (!(i->Enabled) || i->Time)
                  continue;
  
              if (IsTimerBasedEvent(i->Event.event_type))
                  ProcessEvent(*i);
          }
  
          m_EventDiff = 0;
          m_EventUpdateTime = EVENT_UPDATE_TIME;
      }
      else
      {
          m_EventDiff += diff;
          m_EventUpdateTime -= diff;
      }
  
      Unit* victim = m_creature->getVictim();
      // Melee Auto-Attack
      if (Combat && victim && !(m_creature->IsNonMeleeSpellCasted(false) || m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
      {
          // Update creature dynamic movement position before doing anything else
          if (m_DynamicMovement)
          {
              if (m_creature->IsWithinLOSInMap(victim))
              {
                  if (m_LastSpellMaxRange && m_creature->IsInRange(victim, 0, (m_LastSpellMaxRange / 1.5f)))
                      SetCombatMovement(false, true);
                  else
                      SetCombatMovement(true, true);
              }
              else
                  SetCombatMovement(true, true);
          }
          else if (m_MeleeEnabled && m_creature->CanReachWithMeleeAttack(victim)
              && !(m_creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE))
              DoMeleeAttackIfReady();
      }
  }
  
  bool CreatureEventAI::IsVisible(Unit* pl) const
  {
      return m_creature->IsWithinDist(pl, sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
             && pl->IsVisibleForOrDetect(m_creature, m_creature, true);
  }
  
  inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
  {
      switch (rnd % 3)
      {
          case 0: return param1;
          case 1: return param2;
          case 2: return param3;
      }
      return 0;
  }
  
  inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
  {
      switch (rnd % 3)
      {
          case 0: return param1;
          case 1: return param2;
          case 2: return param3;
      }
      return 0;
  }
  
  inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker, Creature* pAIEventSender, bool& isError, uint32 forSpellId, uint32 selectFlags)
  {
      Unit* resTarget;
      switch (Target)
      {
          case TARGET_T_SELF:
              return m_creature;
          case TARGET_T_HOSTILE:
              resTarget = m_creature->getVictim();
              if (!resTarget)
                  isError = true;
              return resTarget;
          case TARGET_T_HOSTILE_SECOND_AGGRO:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_TOPAGGRO, 1, forSpellId, selectFlags);
              if (!resTarget && ((forSpellId == 0 && selectFlags == 0 && m_creature->GetThreatManager().getThreatList().size() > 1) || m_creature->GetThreatManager().getThreatList().empty()))
                  isError = true;
              return resTarget;
           case TARGET_T_HOSTILE_LAST_AGGRO:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_BOTTOMAGGRO, 0, forSpellId, selectFlags);
              if (!resTarget && m_creature->GetThreatManager().getThreatList().empty())
                  isError = true;
              return resTarget;
           case TARGET_T_HOSTILE_RANDOM:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0, forSpellId, selectFlags);
              if (!resTarget && m_creature->GetThreatManager().getThreatList().empty())
                  isError = true;
              return resTarget;
           case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1, forSpellId, selectFlags);
              if (!resTarget && ((forSpellId == 0 && selectFlags == 0 && m_creature->GetThreatManager().getThreatList().size() > 1) || m_creature->GetThreatManager().getThreatList().empty()))
                  isError = true;
              return resTarget;
           case TARGET_T_HOSTILE_RANDOM_PLAYER:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0, forSpellId, SELECT_FLAG_PLAYER | selectFlags);
              if (!resTarget)
                  isError = true;
              return resTarget;
           case TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER:
              resTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1, forSpellId, SELECT_FLAG_PLAYER | selectFlags);
              if (!resTarget && ((forSpellId == 0 && selectFlags == 0 && m_creature->GetThreatManager().getThreatList().size() > 1) || m_creature->GetThreatManager().getThreatList().empty()))
                  isError = true;
              return resTarget;
           case TARGET_T_ACTION_INVOKER:
              if (!pActionInvoker)
                  isError = true;
              return pActionInvoker;
           case TARGET_T_ACTION_INVOKER_OWNER:
              resTarget = pActionInvoker ? pActionInvoker->GetCharmerOrOwnerOrSelf() : NULL;
              if (!resTarget)
                  isError = true;
              return resTarget;
           case TARGET_T_EVENT_SENDER:
              if (!pAIEventSender)
                  isError = true;
              return pAIEventSender;
           default:
              isError = true;
              return NULL;
      };
  }
  
  Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
  {
      Unit* pUnit = NULL;
  
      MaNGOS::MostHPMissingInRangeCheck u_check(m_creature, range, MinHPDiff);
      MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRangeCheck> searcher(pUnit, u_check);
  
      /*
      typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
      This means that if we only search grid then we cannot possibly return pets or players so this is safe
      */
      Cell::VisitGridObjects(m_creature, searcher, range);
      return pUnit;
  }
  
  void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
  {
      MaNGOS::FriendlyCCedInRangeCheck u_check(m_creature, range);
      MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRangeCheck> searcher(_list, u_check);
      Cell::VisitGridObjects(m_creature, searcher, range);
  }
  
  void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
  {
      MaNGOS::FriendlyMissingBuffInRangeCheck u_check(m_creature, range, spellid);
      MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRangeCheck> searcher(_list, u_check);
      Cell::VisitGridObjects(m_creature, searcher, range);
  }
  
  //*********************************
  //*** Functions used globally ***
  
  void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
  {
      for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
      {
          if (itr->Event.event_type == EVENT_T_RECEIVE_EMOTE)
          {
              if (itr->Event.receive_emote.emoteId != text_emote)
                  continue;
  
              PlayerCondition pcon(0, itr->Event.receive_emote.condition, itr->Event.receive_emote.conditionValue1, itr->Event.receive_emote.conditionValue2);
              if (pcon.Meets(pPlayer, m_creature->GetMap(), m_creature, CONDITION_FROM_EVENTAI))
              {
                  DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
                  ProcessEvent(*itr, pPlayer);
              }
          }
      }
  }
  
  #define HEALTH_STEPS            3
  
  void CreatureEventAI::DamageTaken(Unit* dealer, uint32& damage)
  {
      if (m_InvinceabilityHpLevel > 0 && m_creature->GetHealth() < m_InvinceabilityHpLevel + damage)
      {
          if (m_creature->GetHealth() <= m_InvinceabilityHpLevel)
              damage = 0;
          else
              damage = m_creature->GetHealth() - m_InvinceabilityHpLevel;
      }
  
      uint32 step = m_throwAIEventStep != 100 ? m_throwAIEventStep : 0;
      if (step < HEALTH_STEPS)
      {
          // Throw at 90%, 50% and 10% health
          float healthSteps[HEALTH_STEPS] = { 90.0f, 50.0f, 10.0f };
          float newHealthPercent = (m_creature->GetHealth() - damage) * 100.0f / m_creature->GetMaxHealth();
          AIEventType sendEvent[HEALTH_STEPS] = { AI_EVENT_LOST_SOME_HEALTH, AI_EVENT_LOST_HEALTH, AI_EVENT_CRITICAL_HEALTH };
  
          if (newHealthPercent > healthSteps[step])
              return;                                         // Not reached the next mark
  
          // search for highest reached mark (with actual event attached)
          for (uint32 i = HEALTH_STEPS - 1; i > step; --i)
          {
              if (newHealthPercent < healthSteps[i] && (m_throwAIEventMask & (1 << sendEvent[i])))
              {
                  step = i;
                  break;
              }
          }
  
          if (m_throwAIEventMask & (1 << sendEvent[step]))
              SendAIEventAround(sendEvent[step], dealer, 0, AIEVENT_DEFAULT_THROW_RADIUS);
  
          m_throwAIEventStep = step + 1;
      }
  }
  
  void CreatureEventAI::HealedBy(Unit* healer, uint32& healedAmount)
  {
      if (m_throwAIEventStep == 100)
          return;
  
      if (m_creature->GetHealth() + healedAmount >= m_creature->GetMaxHealth())
      {
          if (m_throwAIEventMask & (1 << AI_EVENT_GOT_FULL_HEALTH))
              SendAIEventAround(AI_EVENT_GOT_FULL_HEALTH, healer, 0, AIEVENT_DEFAULT_THROW_RADIUS);
          m_throwAIEventStep = 100;
      }
  }
  
  bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
  {
      if (event.event_type != EVENT_T_SPAWNED)
          return false;
  
      switch (event.spawned.condition)
      {
          case SPAWNED_EVENT_ALWAY:
              // always
              return true;
          case SPAWNED_EVENT_MAP:
              // map ID check
              return m_creature->GetMapId() == event.spawned.conditionValue1;
          case SPAWNED_EVENT_ZONE:
          {
              // zone ID check
              uint32 zone, area;
              m_creature->GetZoneAndAreaId(zone, area);
              return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
          }
          default:
              break;
      }
  
      return false;
  }
  