/* * 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); } }