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*r983: Add additional checks for zoneInCombat-function. *r984: Remove two useless functions, cleanup some code. - The most part of the patch skipped. *r985: Clean up some code and prevent Spark from doing certain actions if in certain areas *r986: Remove most EventAI code - Skip this patch *r987: Correct and remove now obsolete documentation. - Skip: delete EventAI.txt --HG-- branch : trunk
200 lines
5.5 KiB
C++
200 lines
5.5 KiB
C++
/*
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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 "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool apply)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType * UnitAI::AISpellInfo;
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TRINITY_DLL_SPEC AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
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void CreatureAI::DoZoneInCombat(Creature* creature)
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{
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if (!creature)
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creature = me;
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if(!creature->CanHaveThreatList())
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return;
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Map *map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
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return;
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}
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if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
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{
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if(Unit *target = creature->SelectNearestTarget(50))
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creature->AI()->AttackStart(target);
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else if(creature->isSummon())
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{
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if(Unit *summoner = ((TempSummon*)creature)->GetSummoner())
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{
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Unit *target = summoner->getAttackerForHelper();
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if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
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target = summoner->getThreatManager().getHostilTarget();
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if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
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creature->AI()->AttackStart(target);
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}
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}
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}
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if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
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{
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sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
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return;
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}
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Map::PlayerList const &PlList = map->GetPlayers();
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if(PlList.isEmpty())
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return;
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for(Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
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{
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if(Player* pPlayer = i->getSource())
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{
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if(pPlayer->isGameMaster())
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continue;
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if(pPlayer->isAlive())
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{
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creature->SetInCombatWith(pPlayer);
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pPlayer->SetInCombatWith(creature);
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creature->AddThreat(pPlayer, 0.0f);
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}
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}
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}
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}
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void CreatureAI::MoveInLineOfSight(Unit *who)
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{
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if(me->getVictim())
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return;
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if(me->canStartAttack(who))
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AttackStart(who);
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else if(who->getVictim() && me->IsFriendlyTo(who)
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&& me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
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&& me->canAttack(who->getVictim()))
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AttackStart(who->getVictim());
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}
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void CreatureAI::SelectNearestTarget(Unit *who)
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{
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if(me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
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{
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me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
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me->AddThreat(who, 1000000.0f);
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}
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}
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void CreatureAI::SetGazeOn(Unit *target)
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{
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if(me->canAttack(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if(!me->isInCombat())
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return false;
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if(me->HasReactState(REACT_PASSIVE))
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{
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if(me->getVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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bool CreatureAI::UpdateVictim()
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{
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if(!me->isInCombat())
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return false;
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if(!me->HasReactState(REACT_PASSIVE))
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{
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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else if(me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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bool CreatureAI::_EnterEvadeMode()
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{
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if(me->IsInEvadeMode() || !me->isAlive())
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return false;
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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me->ResetDamageByPlayers();
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return true;
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}
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void CreatureAI::EnterEvadeMode()
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{
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if(!_EnterEvadeMode())
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return;
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if(Unit *owner = me->GetCharmerOrOwner())
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_IDLE);
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else
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me->GetMotionMaster()->MoveTargetedHome();
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Reset();
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}
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/*void CreatureAI::AttackedBy( Unit* attacker )
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{
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if(!m_creature->getVictim())
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AttackStart(attacker);
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}*/
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