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https://github.com/TrinityCore/TrinityCore.git
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*Move some AI functions to core. No real change.
--HG-- branch : trunk
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84
src/game/UnitAI.cpp
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84
src/game/UnitAI.cpp
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "UnitAI.h"
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#include "SpellAuras.h"
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void UnitAI::AttackStart(Unit *victim)
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{
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if(!victim)
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return;
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if(me->Attack(victim, true))
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{
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//DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
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me->GetMotionMaster()->MoveChase(victim);
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}
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}
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void UnitAI::DoMeleeAttackIfReady()
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{
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK) && !me->hasUnitState(UNIT_STAT_CASTING))
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{
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
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me->resetAttackTimer(OFF_ATTACK);
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}
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}
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}
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//Enable PlayerAI when charmed
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void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = (Creature*)me->GetCharmer();
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//kill self if charm aura has infinite duration
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if(charmer->IsInEvadeMode())
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{
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Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
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for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
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if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
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{
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charmer->Kill(me);
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return;
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}
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}
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if(!charmer->isInCombat())
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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Unit *target = me->getVictim();
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if(!target || !charmer->canAttack(target))
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AttackStart(charmer->SelectNearestTarget());
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}
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