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* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
175 lines
5.4 KiB
C++
175 lines
5.4 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 "Creature.h"
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#include "Player.h"
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#include "Pet.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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//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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void CreatureAI::DoZoneInCombat(Unit* pUnit)
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{
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if (!pUnit)
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pUnit = me;
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Map *map = pUnit->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 (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
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return;
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}
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if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty())
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{
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sLog.outError("DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
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return;
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}
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Map::PlayerList const &PlayerList = map->GetPlayers();
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for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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{
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if (Player* i_pl = i->getSource())
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if (i_pl->isAlive())
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{
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pUnit->SetInCombatWith(i_pl);
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i_pl->SetInCombatWith(pUnit);
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pUnit->AddThreat(i_pl, 0.0f);
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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() && me->canStartAttack(who))
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AttackStart(who);
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if (who->isInCombat() && who->getVictim() && me->GetCreatureType()==CREATURE_TYPE_HUMANOID && me->IsFriendlyTo(who))
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{
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if (me->GetDistanceZ(who) <= 2 && me->IsWithinLOSInMap(who))
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{
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float attackRadius = (me->GetAttackDistance(who) *0.5);
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if (me->IsWithinDistInMap(who, attackRadius))
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{
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Unit* target = NULL;
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target = who->getVictim();
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AttackStart(target);
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}
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}
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}
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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(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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void CreatureAI::EnterEvadeMode()
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop();
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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if(me->isAlive())
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me->GetMotionMaster()->MoveTargetedHome();
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}
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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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/*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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