/*
* 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() && i_creature.canAttack(u) &&
( 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);
}