diff options
Diffstat (limited to 'src/game/CreatureAI.cpp')
-rw-r--r-- | src/game/CreatureAI.cpp | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp index 6727575e920..27fe428efd1 100644 --- a/src/game/CreatureAI.cpp +++ b/src/game/CreatureAI.cpp @@ -17,12 +17,14 @@ * 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) { @@ -30,20 +32,25 @@ 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)) @@ -60,26 +67,32 @@ 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) { @@ -90,12 +103,15 @@ 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) @@ -103,6 +119,7 @@ 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)) @@ -111,11 +128,14 @@ 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()) @@ -126,10 +146,13 @@ 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()) |