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-rw-r--r--src/game/CreatureAI.cpp23
1 files changed, 0 insertions, 23 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 27fe428efd1..6727575e920 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -17,14 +17,12 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "Creature.h"
#include "World.h"
#include "SpellMgr.h"
#include "Vehicle.h"
-
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool apply)
{
@@ -32,25 +30,20 @@ void CreatureAI::OnCharmed(bool apply)
me->NeedChangeAI = true;
me->IsAIEnabled = false;
}
-
AISpellInfoType * UnitAI::AISpellInfo;
TRINITY_DLL_SPEC AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
-
void CreatureAI::DoZoneInCombat(Creature* creature)
{
if (!creature)
creature = me;
-
if(!creature->CanHaveThreatList())
return;
-
Map *map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
return;
}
-
if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
if(Unit *target = creature->SelectNearestTarget(50))
@@ -67,32 +60,26 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
}
}
}
-
if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
}
-
Map::PlayerList const &PlList = map->GetPlayers();
-
if(PlList.isEmpty())
return;
-
for(Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
if(Player* pPlayer = i->getSource())
{
if(pPlayer->isGameMaster())
continue;
-
if(pPlayer->isAlive())
{
creature->SetInCombatWith(pPlayer);
pPlayer->SetInCombatWith(creature);
creature->AddThreat(pPlayer, 0.0f);
}
-
/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
for(Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
{
@@ -103,15 +90,12 @@ void CreatureAI::DoZoneInCombat(Creature* creature)
}
}
}
-
void CreatureAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
-
if (me->GetTypeId() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
return;
-
if(me->canStartAttack(who, false))
AttackStart(who);
//else if(who->getVictim() && me->IsFriendlyTo(who)
@@ -119,7 +103,6 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
}
-
void CreatureAI::SelectNearestTarget(Unit *who)
{
if(me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
@@ -128,14 +111,11 @@ void CreatureAI::SelectNearestTarget(Unit *who)
me->AddThreat(who, 1000000.0f);
}
}
-
void CreatureAI::EnterEvadeMode()
{
if(!_EnterEvadeMode())
return;
-
sLog.outDebug("Creature %u enters evade mode.", me->GetEntry());
-
if(!me->GetVehicle()) // otherwise me will be in evade mode forever
{
if(Unit *owner = me->GetCharmerOrOwner())
@@ -146,13 +126,10 @@ void CreatureAI::EnterEvadeMode()
else
me->GetMotionMaster()->MoveTargetedHome();
}
-
Reset();
-
if(me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset();
}
-
/*void CreatureAI::AttackedBy( Unit* attacker )
{
if(!m_creature->getVictim())