| 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 "GuardAI.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 "World.h" |
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| 27 | |
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| 28 | int GuardAI::Permissible(const Creature *creature) |
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| 29 | { |
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| 30 | if( creature->isGuard()) |
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| 31 | return PERMIT_BASE_SPECIAL; |
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| 32 | |
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| 33 | return PERMIT_BASE_NO; |
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| 34 | } |
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| 35 | |
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| 36 | GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) |
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| 37 | { |
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| 38 | } |
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| 39 | |
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| 40 | void GuardAI::MoveInLineOfSight(Unit *u) |
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| 41 | { |
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| 42 | // Ignore Z for flying creatures |
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| 43 | if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE ) |
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| 44 | return; |
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| 45 | |
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| 46 | if( !i_creature.getVictim() && u->isTargetableForAttack() && |
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| 47 | ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) && |
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| 48 | u->isInAccessablePlaceFor(&i_creature)) |
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| 49 | { |
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| 50 | float attackRadius = i_creature.GetAttackDistance(u); |
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| 51 | if(i_creature.IsWithinDistInMap(u,attackRadius)) |
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| 52 | { |
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| 53 | //Need add code to let guard support player |
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| 54 | AttackStart(u); |
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| 55 | u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); |
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| 56 | } |
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| 57 | } |
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| 58 | } |
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| 59 | |
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| 60 | void GuardAI::EnterEvadeMode() |
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| 61 | { |
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| 62 | if( !i_creature.isAlive() ) |
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| 63 | { |
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| 64 | DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow()); |
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| 65 | i_creature.StopMoving(); |
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| 66 | i_creature.GetMotionMaster()->MoveIdle(); |
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| 67 | |
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| 68 | i_state = STATE_NORMAL; |
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| 69 | |
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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 because 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 because victim is using 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 because victim is flying 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 because victim outran him [guid=%u]", i_creature.GetGUIDLow()); |
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| 97 | } |
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| 98 | |
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| 99 | i_creature.RemoveAllAuras(); |
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| 100 | i_creature.DeleteThreatList(); |
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| 101 | i_victimGuid = 0; |
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| 102 | i_creature.CombatStop(); |
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| 103 | i_state = STATE_NORMAL; |
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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 | void GuardAI::UpdateAI(const uint32 /*diff*/) |
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| 111 | { |
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| 112 | // update i_victimGuid if i_creature.getVictim() !=0 and changed |
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| 113 | if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) |
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| 114 | return; |
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| 115 | |
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| 116 | i_victimGuid = i_creature.getVictim()->GetGUID(); |
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| 117 | |
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| 118 | if( i_creature.isAttackReady() ) |
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| 119 | { |
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| 120 | if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) |
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| 121 | { |
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| 122 | i_creature.AttackerStateUpdate(i_creature.getVictim()); |
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| 123 | i_creature.resetAttackTimer(); |
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| 124 | } |
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| 125 | } |
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| 126 | } |
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| 127 | |
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| 128 | bool GuardAI::IsVisible(Unit *pl) const |
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| 129 | { |
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| 130 | return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER) |
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| 131 | && pl->isVisibleForOrDetect(&i_creature,true); |
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| 132 | } |
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| 133 | |
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| 134 | void GuardAI::AttackStart(Unit *u) |
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| 135 | { |
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| 136 | if( !u ) |
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| 137 | return; |
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| 138 | |
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| 139 | // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); |
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| 140 | if(i_creature.Attack(u,true)) |
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| 141 | { |
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| 142 | i_creature.SetInCombatWith(u); |
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| 143 | u->SetInCombatWith(&i_creature); |
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| 144 | |
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| 145 | i_creature.AddThreat(u, 0.0f); |
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| 146 | i_victimGuid = u->GetGUID(); |
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| 147 | i_creature.GetMotionMaster()->MoveChase(u); |
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| 148 | } |
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| 149 | } |
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| 150 | |
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| 151 | void GuardAI::JustDied(Unit *killer) |
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| 152 | { |
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| 153 | if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) |
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| 154 | i_creature.SendZoneUnderAttackMessage(pkiller); |
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| 155 | } |
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| 156 | |
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