| 1 | /* |
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| 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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| 3 | * |
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| 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.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) && u->isTargetableForAttack() && |
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| 53 | ( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) && |
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| 54 | u->isInAccessablePlaceFor(&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.IsWithinDistInMap(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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