/* * 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 "GuardAI.h" #include "Errors.h" #include "Creature.h" #include "Player.h" #include "ObjectAccessor.h" #include "World.h" int GuardAI::Permissible(const Creature *creature) { if( creature->isGuard()) return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) { } void GuardAI::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() && u->isTargetableForAttack() && ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) && u->isInAccessablePlaceFor(&i_creature)) { float attackRadius = i_creature.GetAttackDistance(u); if(i_creature.IsWithinDistInMap(u,attackRadius)) { //Need add code to let guard support player AttackStart(u); u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); } } } void GuardAI::EnterEvadeMode() { if( !i_creature.isAlive() ) { DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow()); i_creature.StopMoving(); i_creature.GetMotionMaster()->MoveIdle(); i_state = STATE_NORMAL; 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 because victim is dead [guid=%u]", i_creature.GetGUIDLow()); } else if( victim ->HasStealthAura() ) { DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow()); } else if( victim ->isInFlight() ) { DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow()); } else { DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow()); } i_creature.RemoveAllAuras(); i_creature.DeleteThreatList(); i_victimGuid = 0; i_creature.CombatStop(); i_state = STATE_NORMAL; // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) i_creature.GetMotionMaster()->MoveTargetedHome(); } void GuardAI::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 GuardAI::IsVisible(Unit *pl) const { return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER) && pl->isVisibleForOrDetect(&i_creature,true); } void GuardAI::AttackStart(Unit *u) { if( !u ) return; // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); if(i_creature.Attack(u,true)) { i_creature.SetInCombatWith(u); u->SetInCombatWith(&i_creature); i_creature.AddThreat(u, 0.0f); i_victimGuid = u->GetGUID(); i_creature.GetMotionMaster()->MoveChase(u); } } void GuardAI::JustDied(Unit *killer) { if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) i_creature.SendZoneUnderAttackMessage(pkiller); }