[7667] Add to CreatureAI field pointing to creature itself. Use it instead diff. fields in subclases. Author: VladimirMangos

Also send pointer to AI constructors ans mark constructors as explicit.

    This changes allow move now some generic often used AI code to CreatureAI helper functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-14 19:54:49 -05:00
parent 4f4c6aeaf5
commit 3a65800218
15 changed files with 289 additions and 294 deletions

View File

@@ -33,22 +33,22 @@ int GuardAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
GuardAI::GuardAI(Creature *c) : CreatureAI(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 )
if ( !m_creature->canFly() && m_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->isInAccessiblePlaceFor(&i_creature))
if( !m_creature->getVictim() && m_creature->canAttack(u) &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = i_creature.GetAttackDistance(u);
if(i_creature.IsWithinDistInMap(u,attackRadius))
float attackRadius = m_creature->GetAttackDistance(u);
if(m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,81 +59,81 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
i_creature.GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim ->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
}
i_creature.RemoveAllAuras();
i_creature.DeleteThreatList();
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
m_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();
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
i_victimGuid = m_creature->getVictim()->GetGUID();
if( i_creature.isAttackReady() )
if( m_creature->isAttackReady() )
{
if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
&& pl->isVisibleForOrDetect(&i_creature,true);
return m_creature->GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
&& pl->isVisibleForOrDetect(m_creature,true);
}
void GuardAI::JustDied(Unit *killer)
{
if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
i_creature.SendZoneUnderAttackMessage(pkiller);
m_creature->SendZoneUnderAttackMessage(pkiller);
}