/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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
*/
#include "AggressorAI.h"
#include "Errors.h"
#include "Creature.h"
#include "Player.h"
#include "ObjectAccessor.h"
#include "VMapFactory.h"
#include "World.h"
#include
int
AggressorAI::Permissible(const Creature *creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if( !creature->isCivilian() && !creature->IsNeutralToAll() )
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void
AggressorAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
if( !i_creature.getVictim() && !i_creature.hasUnitState(UNIT_STAT_STUNNED) && i_creature.canAttack(u) &&
( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
u->isInAccessiblePlaceFor(&i_creature) )
{
float attackRadius = i_creature.GetAttackDistance(u);
if(i_creature.IsWithinDistInMap(u, attackRadius) && i_creature.IsWithinLOSInMap(u) )
{
AttackStart(u);
u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
void AggressorAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
}
else if( !victim->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
//i_state = STATE_LOOK_AT_VICTIM;
//i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if(!i_creature.isCharmed())
{
i_creature.RemoveAllAuras();
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
i_creature.GetMotionMaster()->MoveTargetedHome();
}
i_creature.DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.SetLootRecipient(NULL);
}
void
AggressorAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
if( i_creature.isAttackReady() )
{
if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
}
}
}
bool
AggressorAI::IsVisible(Unit *pl) const
{
return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
&& pl->isVisibleForOrDetect(&i_creature,true);
}
void
AggressorAI::AttackStart(Unit *u)
{
if( !u )
return;
if(i_creature.Attack(u,true))
{
i_creature.SetInCombatWith(u);
u->SetInCombatWith(&i_creature);
i_creature.AddThreat(u, 0.0f);
// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
i_victimGuid = u->GetGUID();
i_creature.GetMotionMaster()->MoveChase(u);
}
}