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authormik1893 <michele.roscelli@gmail.com>2015-07-15 18:43:19 +0200
committerDDuarte <dnpd.dd@gmail.com>2015-07-19 01:43:05 +0100
commitfa0e5289a87fea15fac2ab0c2ace26ee06288174 (patch)
tree911637b91b6eb8560c9df986c5480fcfb6039598 /src/server/game/AI
parent0ea0e9ee01383d8a74357000e854dc0777669d6d (diff)
Merge pull request #14974 from pete318/stealth_work
Stealth changes (Player stealthed vs NPCs) - 3.3.5 (cherry picked from commit 90fcfb3f2d71e15d162cb52b915b53a11bc42212) Conflicts: src/server/game/Entities/Object/Object.h src/server/game/Entities/Unit/Unit.cpp
Diffstat (limited to 'src/server/game/AI')
-rw-r--r--src/server/game/AI/CreatureAI.cpp24
-rw-r--r--src/server/game/AI/CreatureAI.h3
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp8
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp8
5 files changed, 48 insertions, 3 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())
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; }
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 66164730219..7ea77341567 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -120,7 +120,13 @@ void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (!me->GetVictim())
{
- who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
+ // Clear distracted state on combat
+ if (me->HasUnitState(UNIT_STATE_DISTRACTED))
+ {
+ me->ClearUnitState(UNIT_STATE_DISTRACTED);
+ me->GetMotionMaster()->Clear();
+ }
+
AttackStart(who);
}
else if (me->GetMap()->IsDungeon())
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index ab91b0b5b27..856ca1d9e16 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -117,7 +117,13 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (!me->GetVictim())
{
- who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
+ // Clear distracted state on combat
+ if (me->HasUnitState(UNIT_STATE_DISTRACTED))
+ {
+ me->ClearUnitState(UNIT_STATE_DISTRACTED);
+ me->GetMotionMaster()->Clear();
+ }
+
AttackStart(who);
}
else if (me->GetMap()->IsDungeon())
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index 4203e796aa5..3157ea4ecd4 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -473,7 +473,13 @@ void SmartAI::MoveInLineOfSight(Unit* who)
{
if (!me->GetVictim())
{
- who->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
+ // Clear distracted state on combat
+ if (me->HasUnitState(UNIT_STATE_DISTRACTED))
+ {
+ me->ClearUnitState(UNIT_STATE_DISTRACTED);
+ me->GetMotionMaster()->Clear();
+ }
+
AttackStart(who);
}
else/* if (me->GetMap()->IsDungeon())*/