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authorQAston <none@none>2009-05-15 18:00:50 +0200
committerQAston <none@none>2009-05-15 18:00:50 +0200
commita796012723dd2410a150264a4f32f00bc570ef76 (patch)
treed55cada7db3c9c752815c79d9d164069acd99edc /src/game/UnitAI.cpp
parentae461a4158d6376e28e7bc53d3f7ad5690a5064e (diff)
parentad92f5e210b7a2c0584cdabd30560fe723d160be (diff)
*Merge some fixes from tc1
--HG-- branch : trunk
Diffstat (limited to 'src/game/UnitAI.cpp')
-rw-r--r--src/game/UnitAI.cpp89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
new file mode 100644
index 00000000000..12dc20692c6
--- /dev/null
+++ b/src/game/UnitAI.cpp
@@ -0,0 +1,89 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "UnitAI.h"
+#include "Player.h"
+#include "Creature.h"
+#include "SpellAuras.h"
+
+void UnitAI::AttackStart(Unit *victim)
+{
+ if(!victim)
+ return;
+
+ if(me->Attack(victim, true))
+ {
+ //DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
+ me->GetMotionMaster()->MoveChase(victim);
+ }
+}
+
+void UnitAI::DoMeleeAttackIfReady()
+{
+ if(me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ //Make sure our attack is ready and we aren't currently casting before checking distance
+ if (me->isAttackReady())
+ {
+ //If we are within range melee the target
+ if (me->IsWithinMeleeRange(me->getVictim()))
+ {
+ me->AttackerStateUpdate(me->getVictim());
+ me->resetAttackTimer();
+ }
+ }
+ if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
+ {
+ //If we are within range melee the target
+ if (me->IsWithinMeleeRange(me->getVictim()))
+ {
+ me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
+ me->resetAttackTimer(OFF_ATTACK);
+ }
+ }
+}
+
+//Enable PlayerAI when charmed
+void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
+
+void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
+{
+ Creature *charmer = (Creature*)me->GetCharmer();
+
+ //kill self if charm aura has infinite duration
+ if(charmer->IsInEvadeMode())
+ {
+ Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
+ for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
+ if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
+ {
+ charmer->Kill(me);
+ return;
+ }
+ }
+
+ if(!charmer->isInCombat())
+ me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ Unit *target = me->getVictim();
+ if(!target || !charmer->canAttack(target))
+ AttackStart(charmer->SelectNearestTarget());
+}