mirror of
https://github.com/TrinityCore/TrinityCore.git
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163 lines
5.5 KiB
C++
163 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) 2008-2010 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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#include "Vehicle.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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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->ToCreature()->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 = creature->ToTempSummon()->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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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
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{
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creature->SetInCombatWith(*itr);
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(*itr)->SetInCombatWith(creature);
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creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit *who)
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{
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if (m_MoveInLineOfSight_locked == true)
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return;
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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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->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
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return;
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if (me->canStartAttack(who, false))
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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->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
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// me->GetMotionMaster()->MoveChase(who->getVictim());
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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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sLog.outDebug("Creature %u enters evade mode.", me->GetEntry());
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit *owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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me->GetMotionMaster()->MoveTargetedHome();
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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me->GetVehicleKit()->Reset();
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!me->getVictim())
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AttackStart(attacker);
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}*/
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