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authorpete318 <pete318@hotmail.com>2015-06-28 23:42:47 +0000
committerpete318 <pete318@hotmail.com>2015-07-02 23:11:20 +0000
commit1e0213bc57922719d4f7e8897cb7e8871c138fdc (patch)
tree14ae56957aa9e87eb366bdc28707ae548a2b584a /src/server/game/AI/CreatureAI.h
parent275bb9303438a3e6e21e90de514723fd4aba7b05 (diff)
The following stealth changes are implemented.
- Combat no longer removes stealth, only damage does - Creatures will pursue a stealthed unit they cannot see if they're already in combat with them - When a player is ~~3 yards~~ 8% + 1.5 yards away from the usual stealth detection distance, the creature will perform the "alerted" effect. - When sitting/sleeping creatures are distracted or alerted, they will stand up - Idle movement creatures will return to their original (spawn) orientation after distract/alert - When entering combat with a distracted/alerted creature, distract state is removed - NPC no longer have a limit to stealth visibility (granted by stealth modifier spells/buffs) - If alert visibility is greater than aggro range, no alert sent
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r--src/server/game/AI/CreatureAI.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index 2e862c37c0e..33616d076e7 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -89,6 +89,9 @@ class CreatureAI : public UnitAI
// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
+ // Trigger Creature "Alert" state (creature can see stealthed unit)
+ void TriggerAlert(Unit const* who) const;
+
// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
virtual bool CanRespawn() { return true; }