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-rw-r--r--src/game/CombatAI.cpp370
1 files changed, 0 insertions, 370 deletions
diff --git a/src/game/CombatAI.cpp b/src/game/CombatAI.cpp
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--- a/src/game/CombatAI.cpp
+++ /dev/null
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-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 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"
-#include "Vehicle.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();
-}
-
-// some day we will delete these useless things
-int CombatAI::Permissible(const Creature * /*creature*/)
-{
- return PERMIT_BASE_NO;
-}
-
-int ArchorAI::Permissible(const Creature * /*creature*/)
-{
- return PERMIT_BASE_NO;
-}
-
-int TurretAI::Permissible(const Creature * /*creature*/)
-{
- return PERMIT_BASE_NO;
-}
-
-int AOEAI::Permissible(const Creature * /*creature*/)
-{
- return PERMIT_BASE_NO;
-}
-
-int VehicleAI::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)
-{
- if (!me->m_spells[0])
- sLog.outError("ArchorAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
-
- m_minRange = GetSpellMinRange(me->m_spells[0], false);
- if (!m_minRange)
- m_minRange = MELEE_RANGE;
- me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
- me->m_SightDistance = me->m_CombatDistance;
-}
-
-void ArchorAI::AttackStart(Unit *who)
-{
- if (!who)
- return;
-
- if (me->IsWithinCombatRange(who, m_minRange))
- {
- if (me->Attack(who, true) && !who->IsFlying())
- me->GetMotionMaster()->MoveChase(who);
- }
- else
- {
- if (me->Attack(who, false) && !who->IsFlying())
- me->GetMotionMaster()->MoveChase(who, me->m_CombatDistance);
- }
-
- if (who->IsFlying())
- me->GetMotionMaster()->MoveIdle();
-}
-
-void ArchorAI::UpdateAI(const uint32 /*diff*/)
-{
- if (!UpdateVictim())
- return;
-
- if (!me->IsWithinCombatRange(me->getVictim(), m_minRange))
- DoSpellAttackIfReady(me->m_spells[0]);
- else
- DoMeleeAttackIfReady();
-}
-
-//////////////
-//TurretAI
-//////////////
-
-TurretAI::TurretAI(Creature *c) : CreatureAI(c)
-{
- if (!me->m_spells[0])
- sLog.outError("TurretAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
-
- m_minRange = GetSpellMinRange(me->m_spells[0], false);
- me->m_CombatDistance = GetSpellMaxRange(me->m_spells[0], false);
- me->m_SightDistance = me->m_CombatDistance;
-}
-
-bool TurretAI::CanAIAttack(const Unit * /*who*/) const
-{
- // TODO: use one function to replace it
- if (!me->IsWithinCombatRange(me->getVictim(), me->m_CombatDistance)
- || m_minRange && me->IsWithinCombatRange(me->getVictim(), m_minRange))
- return false;
- return true;
-}
-
-void TurretAI::AttackStart(Unit *who)
-{
- if (who)
- me->Attack(who, false);
-}
-
-void TurretAI::UpdateAI(const uint32 /*diff*/)
-{
- if (!UpdateVictim())
- return;
-
- DoSpellAttackIfReady(me->m_spells[0]);
-}
-
-//////////////
-//AOEAI
-//////////////
-
-AOEAI::AOEAI(Creature *c) : CreatureAI(c)
-{
- if (!me->m_spells[0])
- sLog.outError("AOEAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
-
- me->SetVisibility(VISIBILITY_ON);//visible to see all spell anims
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted
- me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged
- me->SetDisplayId(11686);//invisible model,around a size of a player
-}
-
-bool AOEAI::CanAIAttack(const Unit * /*who*/) const
-{
- return false;
-}
-
-void AOEAI::AttackStart(Unit * /*who*/)
-{
-}
-
-void AOEAI::UpdateAI(const uint32 /*diff*/)
-{
- if (!me->HasAura(me->m_spells[0]))
- me->CastSpell(me, me->m_spells[0],false);
-}
-
-//////////////
-//VehicleAI
-//////////////
-
-VehicleAI::VehicleAI(Creature *c) : CreatureAI(c), m_vehicle(c->GetVehicleKit()), m_IsVehicleInUse(false), m_ConditionsTimer(VEHICLE_CONDITION_CHECK_TIME)
-{
- LoadConditions();
- m_DoDismiss = false;
- m_DismissTimer = VEHICLE_DISMISS_TIME;
-}
-
-
-//NOTE: VehicleAI::UpdateAI runs even while the vehicle is mounted
-void VehicleAI::UpdateAI(const uint32 diff)
-{
- CheckConditions(diff);
-
- if (m_DoDismiss)
- {
- if (m_DismissTimer < diff)
- {
- m_DoDismiss = false;
- me->SetVisibility(VISIBILITY_OFF);
- me->ForcedDespawn();
- }else m_DismissTimer -= diff;
- }
-}
-
-void VehicleAI::Reset()
-{
- me->SetVisibility(VISIBILITY_ON);
-
- m_vehicle->Reset();
-}
-
-void VehicleAI::OnCharmed(bool apply)
-{
- if (m_IsVehicleInUse && !apply && !conditions.empty())//was used and has conditions
- {
- m_DoDismiss = true;//needs reset
- me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
- me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
- }
- else if (apply)
- m_DoDismiss = false;//in use again
- m_DismissTimer = VEHICLE_DISMISS_TIME;//reset timer
- m_IsVehicleInUse = apply;
-}
-
-void VehicleAI::LoadConditions()
-{
- conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry());
- if (!conditions.empty())
- {
- sLog.outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size()));
- }
-}
-
-void VehicleAI::CheckConditions(const uint32 diff)
-{
- if(m_ConditionsTimer < diff)
- {
- if (!conditions.empty())
- {
- for (SeatMap::iterator itr = m_vehicle->m_Seats.begin(); itr != m_vehicle->m_Seats.end(); ++itr)
- if (Unit *passenger = itr->second.passenger)
- {
- if (Player* plr = passenger->ToPlayer())
- {
- if (!sConditionMgr.IsPlayerMeetToConditions(plr, conditions))
- {
- plr->ExitVehicle();
- return;//check other pessanger in next tick
- }
- }
- }
- }
- m_ConditionsTimer = VEHICLE_CONDITION_CHECK_TIME;
- } else m_ConditionsTimer -= diff;
-} \ No newline at end of file