diff options
Diffstat (limited to 'src/game/AggressorAI.cpp')
-rw-r--r-- | src/game/AggressorAI.cpp | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/src/game/AggressorAI.cpp b/src/game/AggressorAI.cpp new file mode 100644 index 00000000000..494acbb9a51 --- /dev/null +++ b/src/game/AggressorAI.cpp @@ -0,0 +1,155 @@ +/* + * 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); + } +} |