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-rw-r--r--src/game/CombatAI.cpp211
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diff --git a/src/game/CombatAI.cpp b/src/game/CombatAI.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.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 "CombatAI.h"
+#include "SpellMgr.h"
+
+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;
+}
+
+void AggressorAI::UpdateAI(const uint32 /*diff*/)
+{
+ if(!UpdateVictim())
+ return;
+
+ DoMeleeAttackIfReady();
+}
+
+int CombatAI::Permissible(const Creature *creature)
+{
+ return PERMIT_BASE_NO;
+}
+
+void CombatAI::InitializeAI()
+{
+ for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ if(me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
+ spells.push_back(me->m_spells[i]);
+
+ CreatureAI::InitializeAI();
+}
+
+void CombatAI::Reset()
+{
+ events.Reset();
+}
+
+void CombatAI::JustDied(Unit *killer)
+{
+ for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
+ if(AISpellInfo[*i].condition == AICOND_DIE)
+ me->CastSpell(killer, *i, true);
+}
+
+void CombatAI::EnterCombat(Unit *who)
+{
+ for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
+ {
+ if(AISpellInfo[*i].condition == AICOND_AGGRO)
+ me->CastSpell(who, *i, false);
+ else if(AISpellInfo[*i].condition == AICOND_COMBAT)
+ events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
+ }
+}
+
+void CombatAI::UpdateAI(const uint32 diff)
+{
+ if(!UpdateVictim())
+ return;
+
+ events.Update(diff);
+
+ if(me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ if(uint32 spellId = events.ExecuteEvent())
+ {
+ DoCast(spellId);
+ events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
+ }
+ else
+ DoMeleeAttackIfReady();
+}
+
+
+/////////////////
+//CasterAI
+/////////////////
+
+void CasterAI::InitializeAI()
+{
+ CombatAI::InitializeAI();
+
+ float m_attackDist = 30.0f;
+ for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
+ if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
+ m_attackDist = GetAISpellInfo(*itr)->maxRange;
+ if (m_attackDist == 30.0f)
+ m_attackDist = MELEE_RANGE;
+}
+
+void CasterAI::EnterCombat(Unit *who)
+{
+ if (spells.empty())
+ return;
+
+ uint32 spell = rand()%spells.size();
+ uint32 count = 0;
+ for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
+ {
+ if(AISpellInfo[*itr].condition == AICOND_AGGRO)
+ me->CastSpell(who, *itr, false);
+ else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
+ {
+ uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
+ if (count == spell)
+ {
+ DoCast(spells[spell]);
+ cooldown += me->GetCurrentSpellCastTime(*itr);
+ }
+ events.ScheduleEvent(*itr, cooldown);
+ }
+ }
+}
+
+void CasterAI::UpdateAI(const uint32 diff)
+{
+ if(!UpdateVictim())
+ return;
+
+ events.Update(diff);
+
+ if(me->hasUnitState(UNIT_STAT_CASTING))
+ return;
+
+ if(uint32 spellId = events.ExecuteEvent())
+ {
+ DoCast(spellId);
+ uint32 casttime = me->GetCurrentSpellCastTime(spellId);
+ events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
+ }
+}
+
+
+//////////////
+//ArchorAI
+//////////////
+
+ArchorAI::ArchorAI(Creature *c) : CreatureAI(c), m_canMelee(true)
+{
+ assert(me->m_spells[0]);
+ m_minRange = GetSpellMinRange(me->m_spells[0], false);
+ m_maxRange = GetSpellMaxRange(me->m_spells[0], false);
+ if(!m_minRange)
+ m_minRange = MELEE_RANGE;
+}
+
+void ArchorAI::MoveInLineOfSight(Unit *who)
+{
+ if(!me->getVictim() && me->canAttack(who)
+ && me->IsWithinCombatRange(who, m_maxRange)
+ && me->IsWithinLOSInMap(who))
+ AttackStart(who);
+}
+
+void ArchorAI::AttackStart(Unit *who)
+{
+ if(who->IsFlying() || !me->IsWithinCombatRange(who, m_minRange))
+ {
+ if(me->Attack(who, false))
+ me->GetMotionMaster()->MoveIdle();
+ }
+ else if(m_canMelee)
+ {
+ if(me->Attack(who, true))
+ me->GetMotionMaster()->MoveChase(who);
+ }
+}
+
+void ArchorAI::UpdateAI(const uint32 diff)
+{
+ if(!UpdateVictim())
+ return;
+
+ if(me->getVictim()->IsFlying() || !me->IsWithinCombatRange(me->getVictim(), m_minRange))
+ {
+ if(!DoSpellAttackIfReady(me->m_spells[0]))
+ {
+ if(HostilReference *ref = me->getThreatManager().getCurrentVictim())
+ ref->removeReference();
+ else // i do not know when this could happen
+ EnterEvadeMode();
+ }
+ }
+ else if(m_canMelee)
+ DoMeleeAttackIfReady();
+ else if(HostilReference *ref = me->getThreatManager().getCurrentVictim())
+ ref->removeReference();
+}