aboutsummaryrefslogtreecommitdiff
path: root/src/game/AggressorAI.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/AggressorAI.cpp')
-rw-r--r--src/game/AggressorAI.cpp312
1 files changed, 157 insertions, 155 deletions
diff --git a/src/game/AggressorAI.cpp b/src/game/AggressorAI.cpp
index 494acbb9a51..a4ef9e39f47 100644
--- a/src/game/AggressorAI.cpp
+++ b/src/game/AggressorAI.cpp
@@ -1,155 +1,157 @@
-/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "AggressorAI.h"
-#include "Errors.h"
-#include "Creature.h"
-#include "Player.h"
-#include "ObjectAccessor.h"
-#include "VMapFactory.h"
-#include "World.h"
-
-#include <list>
-
-int
-AggressorAI::Permissible(const Creature *creature)
-{
- // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
- if( !creature->isCivilian() && !creature->IsNeutralToAll() )
- return PERMIT_BASE_PROACTIVE;
-
- return PERMIT_BASE_NO;
-}
-
-AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
-{
-}
-
-void
-AggressorAI::MoveInLineOfSight(Unit *u)
-{
- if( i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
- return;
- if( !i_creature.getVictim() && !i_creature.hasUnitState(UNIT_STAT_STUNDED) && u->isTargetableForAttack() &&
- ( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
- u->isInAccessablePlaceFor(&i_creature) )
- {
- float attackRadius = i_creature.GetAttackDistance(u);
- if(i_creature.IsWithinDistInMap(u, attackRadius) && i_creature.IsWithinLOSInMap(u) )
- {
- AttackStart(u);
- u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
- }
- }
-}
-
-void AggressorAI::EnterEvadeMode()
-{
- if( !i_creature.isAlive() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
- i_victimGuid = 0;
- i_creature.CombatStop();
- i_creature.DeleteThreatList();
- return;
- }
-
- Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
-
- if( !victim )
- {
- DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( !victim->isAlive() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( victim->HasStealthAura() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( victim->isInFlight() )
- {
- DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
- }
- else
- {
- DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
- //i_state = STATE_LOOK_AT_VICTIM;
- //i_tracker.Reset(TIME_INTERVAL_LOOK);
- }
-
- if(!i_creature.isCharmed())
- {
- i_creature.RemoveAllAuras();
-
- // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
- if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
- i_creature.GetMotionMaster()->MoveTargetedHome();
- }
-
- i_creature.DeleteThreatList();
- i_victimGuid = 0;
- i_creature.CombatStop();
- i_creature.SetLootRecipient(NULL);
-}
-
-void
-AggressorAI::UpdateAI(const uint32 /*diff*/)
-{
- // update i_victimGuid if i_creature.getVictim() !=0 and changed
- if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
- return;
-
- i_victimGuid = i_creature.getVictim()->GetGUID();
-
- if( i_creature.isAttackReady() )
- {
- if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
- {
- i_creature.AttackerStateUpdate(i_creature.getVictim());
- i_creature.resetAttackTimer();
- }
- }
-}
-
-bool
-AggressorAI::IsVisible(Unit *pl) const
-{
- return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
- && pl->isVisibleForOrDetect(&i_creature,true);
-}
-
-void
-AggressorAI::AttackStart(Unit *u)
-{
- if( !u )
- return;
-
- if(i_creature.Attack(u,true))
- {
- i_creature.SetInCombatWith(u);
- u->SetInCombatWith(&i_creature);
-
- i_creature.AddThreat(u, 0.0f);
- // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
- i_victimGuid = u->GetGUID();
-
- i_creature.GetMotionMaster()->MoveChase(u);
- }
-}
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "AggressorAI.h"
+#include "Errors.h"
+#include "Creature.h"
+#include "Player.h"
+#include "ObjectAccessor.h"
+#include "VMapFactory.h"
+#include "World.h"
+
+#include <list>
+
+int
+AggressorAI::Permissible(const Creature *creature)
+{
+ // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
+ if( !creature->isCivilian() && !creature->IsNeutralToAll() )
+ return PERMIT_BASE_PROACTIVE;
+
+ return PERMIT_BASE_NO;
+}
+
+AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
+{
+}
+
+void
+AggressorAI::MoveInLineOfSight(Unit *u)
+{
+ // Ignore Z for flying creatures
+ if( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
+ return;
+
+ if( !i_creature.getVictim() && !i_creature.hasUnitState(UNIT_STAT_STUNDED) && u->isTargetableForAttack() &&
+ ( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
+ u->isInAccessablePlaceFor(&i_creature) )
+ {
+ float attackRadius = i_creature.GetAttackDistance(u);
+ if(i_creature.IsWithinDistInMap(u, attackRadius) && i_creature.IsWithinLOSInMap(u) )
+ {
+ AttackStart(u);
+ u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+ }
+ }
+}
+
+void AggressorAI::EnterEvadeMode()
+{
+ if( !i_creature.isAlive() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_creature.DeleteThreatList();
+ return;
+ }
+
+ Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
+
+ if( !victim )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( !victim->isAlive() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim->HasStealthAura() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim->isInFlight() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else
+ {
+ DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
+ //i_state = STATE_LOOK_AT_VICTIM;
+ //i_tracker.Reset(TIME_INTERVAL_LOOK);
+ }
+
+ if(!i_creature.isCharmed())
+ {
+ i_creature.RemoveAllAuras();
+
+ // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
+ if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
+ i_creature.GetMotionMaster()->MoveTargetedHome();
+ }
+
+ i_creature.DeleteThreatList();
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_creature.SetLootRecipient(NULL);
+}
+
+void
+AggressorAI::UpdateAI(const uint32 /*diff*/)
+{
+ // update i_victimGuid if i_creature.getVictim() !=0 and changed
+ if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
+ return;
+
+ i_victimGuid = i_creature.getVictim()->GetGUID();
+
+ if( i_creature.isAttackReady() )
+ {
+ if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ {
+ i_creature.AttackerStateUpdate(i_creature.getVictim());
+ i_creature.resetAttackTimer();
+ }
+ }
+}
+
+bool
+AggressorAI::IsVisible(Unit *pl) const
+{
+ return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
+ && pl->isVisibleForOrDetect(&i_creature,true);
+}
+
+void
+AggressorAI::AttackStart(Unit *u)
+{
+ if( !u )
+ return;
+
+ if(i_creature.Attack(u,true))
+ {
+ i_creature.SetInCombatWith(u);
+ u->SetInCombatWith(&i_creature);
+
+ i_creature.AddThreat(u, 0.0f);
+ // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
+ i_victimGuid = u->GetGUID();
+
+ i_creature.GetMotionMaster()->MoveChase(u);
+ }
+}