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author | mik1893 <michele.roscelli@gmail.com> | 2015-07-15 18:43:19 +0200 |
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committer | mik1893 <michele.roscelli@gmail.com> | 2015-07-15 18:43:19 +0200 |
commit | 90fcfb3f2d71e15d162cb52b915b53a11bc42212 (patch) | |
tree | 2958e0ce9236b0f9041193c58359253baff2545d /src/server/game/AI/CreatureAI.cpp | |
parent | 35f0d8e9c1e89c3095c82e0dd89d9f8f08f288a3 (diff) | |
parent | 1e0213bc57922719d4f7e8897cb7e8871c138fdc (diff) |
Merge pull request #14974 from pete318/stealth_work
Stealth changes (Player stealthed vs NPCs) - 3.3.5
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index 96a25588120..d76d106e81a 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -140,6 +140,30 @@ void CreatureAI::MoveInLineOfSight(Unit* who) // me->GetMotionMaster()->MoveChase(who->GetVictim()); } +// Distract creature, if player gets too close while stealthed/prowling +void CreatureAI::TriggerAlert(Unit const* who) const +{ + // If there's no target, or target isn't a player do nothing + if (!who || who->GetTypeId() != TYPEID_PLAYER) + return; + + // If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing + if (me->GetTypeId() != TYPEID_UNIT || me->IsInCombat() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED)) + return; + + // Only alert for hostiles! + if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who)) + return; + + // Send alert sound (if any) for this creature + me->SendAIReaction(AI_REACTION_ALERT); + + // Face the unit (stealthed player) and set distracted state for 5 seconds + me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY())); + me->StopMoving(); + me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS); +} + void CreatureAI::EnterEvadeMode() { if (!_EnterEvadeMode()) |