1 | /* |
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2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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3 | * |
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4 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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5 | * |
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6 | * This program is free software; you can redistribute it and/or modify |
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7 | * it under the terms of the GNU General Public License as published by |
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8 | * the Free Software Foundation; either version 2 of the License, or |
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9 | * (at your option) any later version. |
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10 | * |
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11 | * This program is distributed in the hope that it will be useful, |
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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14 | * GNU General Public License for more details. |
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15 | * |
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16 | * You should have received a copy of the GNU General Public License |
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17 | * along with this program; if not, write to the Free Software |
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18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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19 | */ |
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20 | |
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21 | #include "AggressorAI.h" |
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22 | #include "Errors.h" |
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23 | #include "Creature.h" |
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24 | #include "Player.h" |
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25 | #include "ObjectAccessor.h" |
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26 | #include "VMapFactory.h" |
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27 | #include "World.h" |
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28 | |
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29 | #include <list> |
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30 | |
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31 | int |
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32 | AggressorAI::Permissible(const Creature *creature) |
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33 | { |
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34 | // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight |
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35 | if( !creature->isCivilian() && !creature->IsNeutralToAll() ) |
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36 | return PERMIT_BASE_PROACTIVE; |
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37 | |
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38 | return PERMIT_BASE_NO; |
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39 | } |
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40 | |
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41 | AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) |
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42 | { |
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43 | } |
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44 | |
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45 | void |
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46 | AggressorAI::MoveInLineOfSight(Unit *u) |
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47 | { |
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48 | // Ignore Z for flying creatures |
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49 | if( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE ) |
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50 | return; |
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51 | |
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52 | if( !i_creature.getVictim() && !i_creature.hasUnitState(UNIT_STAT_STUNNED) && i_creature.canAttack(u) && |
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53 | ( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) && |
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54 | u->isInAccessiblePlaceFor(&i_creature) ) |
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55 | { |
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56 | float attackRadius = i_creature.GetAttackDistance(u); |
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57 | if(i_creature.IsWithinDistInMap(u, attackRadius) && i_creature.IsWithinLOSInMap(u) ) |
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58 | { |
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59 | AttackStart(u); |
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60 | u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); |
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61 | } |
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62 | } |
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63 | } |
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64 | |
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65 | void AggressorAI::EnterEvadeMode() |
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66 | { |
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67 | if( !i_creature.isAlive() ) |
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68 | { |
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69 | DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow()); |
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70 | i_victimGuid = 0; |
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71 | i_creature.CombatStop(); |
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72 | i_creature.DeleteThreatList(); |
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73 | return; |
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74 | } |
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75 | |
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76 | Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid ); |
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77 | |
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78 | if( !victim ) |
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79 | { |
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80 | DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow()); |
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81 | } |
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82 | else if( !victim->isAlive() ) |
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83 | { |
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84 | DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow()); |
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85 | } |
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86 | else if( victim->HasStealthAura() ) |
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87 | { |
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88 | DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow()); |
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89 | } |
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90 | else if( victim->isInFlight() ) |
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91 | { |
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92 | DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow()); |
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93 | } |
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94 | else |
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95 | { |
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96 | DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow()); |
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97 | //i_state = STATE_LOOK_AT_VICTIM; |
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98 | //i_tracker.Reset(TIME_INTERVAL_LOOK); |
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99 | } |
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100 | |
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101 | if(!i_creature.isCharmed()) |
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102 | { |
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103 | i_creature.RemoveAllAuras(); |
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104 | |
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105 | // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead |
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106 | if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) |
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107 | i_creature.GetMotionMaster()->MoveTargetedHome(); |
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108 | } |
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109 | |
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110 | i_creature.DeleteThreatList(); |
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111 | i_victimGuid = 0; |
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112 | i_creature.CombatStop(); |
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113 | i_creature.SetLootRecipient(NULL); |
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114 | } |
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115 | |
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116 | void |
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117 | AggressorAI::UpdateAI(const uint32 /*diff*/) |
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118 | { |
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119 | // update i_victimGuid if i_creature.getVictim() !=0 and changed |
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120 | if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) |
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121 | return; |
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122 | |
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123 | i_victimGuid = i_creature.getVictim()->GetGUID(); |
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124 | |
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125 | if( i_creature.isAttackReady() ) |
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126 | { |
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127 | if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE)) |
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128 | { |
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129 | i_creature.AttackerStateUpdate(i_creature.getVictim()); |
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130 | i_creature.resetAttackTimer(); |
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131 | } |
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132 | } |
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133 | } |
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134 | |
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135 | bool |
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136 | AggressorAI::IsVisible(Unit *pl) const |
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137 | { |
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138 | return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER) |
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139 | && pl->isVisibleForOrDetect(&i_creature,true); |
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140 | } |
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141 | |
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142 | void |
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143 | AggressorAI::AttackStart(Unit *u) |
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144 | { |
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145 | if( !u ) |
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146 | return; |
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147 | |
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148 | if(i_creature.Attack(u,true)) |
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149 | { |
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150 | i_creature.SetInCombatWith(u); |
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151 | u->SetInCombatWith(&i_creature); |
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152 | |
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153 | i_creature.AddThreat(u, 0.0f); |
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154 | // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); |
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155 | i_victimGuid = u->GetGUID(); |
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156 | |
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157 | i_creature.GetMotionMaster()->MoveChase(u); |
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158 | } |
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159 | } |
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