root/trunk/src/game/AggressorAI.cpp @ 6

Revision 6, 5.0 kB (checked in by yumileroy, 17 years ago)

[svn] * Added ACE for Linux and Windows (Thanks Derex for Linux part and partial Windows part)
* Updated to 6721 and 676
* Fixed TrinityScript? logo
* Version updated to 0.2.6721.676

Original author: Neo2003
Date: 2008-10-04 06:17:19-05:00

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