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-rw-r--r--src/game/CreatureAI.cpp193
1 files changed, 135 insertions, 58 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp
index 3a7cb896e88..143dfec99d3 100644
--- a/src/game/CreatureAI.cpp
+++ b/src/game/CreatureAI.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * 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
@@ -19,56 +19,80 @@
*/
#include "CreatureAI.h"
+#include "CreatureAIImpl.h"
#include "Creature.h"
-#include "Player.h"
-#include "Pet.h"
-#include "SpellAuras.h"
#include "World.h"
+#include "SpellMgr.h"
-void UnitAI::AttackStart(Unit *victim)
+//Disable CreatureAI when charmed
+void CreatureAI::OnCharmed(bool apply)
{
- if(!victim)
+ //me->IsAIEnabled = !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;
- if(me->Attack(victim, true))
+ Map *map = creature->GetMap();
+ if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
- //DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
- me->GetMotionMaster()->MoveChase(victim);
+ sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
+ return;
}
-}
-void UnitAI::DoMeleeAttackIfReady()
-{
- //Make sure our attack is ready and we aren't currently casting before checking distance
- if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING))
+ if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- //If we are within range melee the target
- if (me->IsWithinMeleeRange(me->getVictim()))
+ if(Unit *target = creature->SelectNearestTarget(50))
+ creature->AI()->AttackStart(target);
+ else if(creature->isSummon())
{
- me->AttackerStateUpdate(me->getVictim());
- me->resetAttackTimer();
+ if(Unit *summoner = ((TempSummon*)creature)->GetSummoner())
+ {
+ Unit *target = summoner->getAttackerForHelper();
+ if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
+ target = summoner->getThreatManager().getHostilTarget();
+ if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
+ creature->AI()->AttackStart(target);
+ }
}
}
- if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK) && !me->hasUnitState(UNIT_STAT_CASTING))
+
+ if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
- //If we are within range melee the target
- if (me->IsWithinMeleeRange(me->getVictim()))
- {
- me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
- me->resetAttackTimer(OFF_ATTACK);
- }
+ sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
+ return;
}
-}
-//Enable PlayerAI when charmed
-void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
+ Map::PlayerList const &PlList = map->GetPlayers();
-//Disable CreatureAI when charmed
-void CreatureAI::OnCharmed(bool apply)
-{
- //me->IsAIEnabled = !apply;*/
- me->NeedChangeAI = true;
- me->IsAIEnabled = false;
+ 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);
+ }
+ }
+ }
}
void CreatureAI::MoveInLineOfSight(Unit *who)
@@ -84,49 +108,102 @@ void CreatureAI::MoveInLineOfSight(Unit *who)
AttackStart(who->getVictim());
}
+void CreatureAI::SelectNearestTarget(Unit *who)
+{
+ if(me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
+ {
+ me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
+ me->AddThreat(who, 1000000.0f);
+ }
+}
+
+void CreatureAI::SetGazeOn(Unit *target)
+{
+ if(me->canAttack(target))
+ {
+ AttackStart(target);
+ me->SetReactState(REACT_PASSIVE);
+ }
+}
+
+bool CreatureAI::UpdateVictimWithGaze()
+{
+ if(!me->isInCombat())
+ return false;
+
+ if(me->HasReactState(REACT_PASSIVE))
+ {
+ if(me->getVictim())
+ return true;
+ else
+ me->SetReactState(REACT_AGGRESSIVE);
+ }
+
+ if(Unit *victim = me->SelectVictim())
+ AttackStart(victim);
+ return me->getVictim();
+}
+
bool CreatureAI::UpdateVictim()
{
if(!me->isInCombat())
return false;
+
if(Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
-void CreatureAI::EnterEvadeMode()
+bool CreatureAI::UpdateCombatState()
{
+ if(!me->isInCombat())
+ return false;
+
+ if(!me->HasReactState(REACT_PASSIVE))
+ {
+ if(Unit *victim = me->SelectVictim())
+ AttackStart(victim);
+ return me->getVictim();
+ }
+ else if(me->getThreatManager().isThreatListEmpty())
+ {
+ EnterEvadeMode();
+ return false;
+ }
+
+ return true;
+}
+
+bool CreatureAI::_EnterEvadeMode()
+{
+ if(me->IsInEvadeMode() || !me->isAlive())
+ return false;
+
me->RemoveAllAuras();
me->DeleteThreatList();
- me->CombatStop();
+ me->CombatStop(true);
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetDamageByPlayers();
- if(me->isAlive())
- me->GetMotionMaster()->MoveTargetedHome();
+ return true;
}
-void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
+void CreatureAI::EnterEvadeMode()
{
- Creature *charmer = (Creature*)me->GetCharmer();
-
- //kill self if charm aura has infinite duration
- if(charmer->IsInEvadeMode())
- {
- Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
- for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
- if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->IsPermanent())
- {
- charmer->Kill(me);
- return;
- }
- }
+ if(!_EnterEvadeMode())
+ return;
- if(!charmer->isInCombat())
- me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+ if(Unit *owner = me->GetCharmerOrOwner())
+ me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_IDLE);
+ else
+ me->GetMotionMaster()->MoveTargetedHome();
- Unit *target = me->getVictim();
- if(!target || !charmer->canAttack(target))
- AttackStart(charmer->SelectNearestTarget());
+ Reset();
}
+/*void CreatureAI::AttackedBy( Unit* attacker )
+{
+ if(!m_creature->getVictim())
+ AttackStart(attacker);
+}*/