diff options
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r-- | src/game/GuardAI.cpp | 308 |
1 files changed, 154 insertions, 154 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp index 32598e8a3d3..be5616205a2 100644 --- a/src/game/GuardAI.cpp +++ b/src/game/GuardAI.cpp @@ -1,154 +1,154 @@ -/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "GuardAI.h"
-#include "Errors.h"
-#include "Creature.h"
-#include "Player.h"
-#include "ObjectAccessor.h"
-#include "World.h"
-
-int GuardAI::Permissible(const Creature *creature)
-{
- if( creature->isGuard())
- return PERMIT_BASE_SPECIAL;
-
- return PERMIT_BASE_NO;
-}
-
-GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
-{
-}
-
-void GuardAI::MoveInLineOfSight(Unit *u)
-{
- // Ignore Z for flying creatures
- if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
- return;
-
- if( !i_creature.getVictim() && u->isTargetableForAttack() &&
- ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
- u->isInAccessablePlaceFor(&i_creature))
- {
- float attackRadius = i_creature.GetAttackDistance(u);
- if(i_creature.IsWithinDistInMap(u,attackRadius))
- {
- //Need add code to let guard support player
- AttackStart(u);
- u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
- }
- }
-}
-
-void GuardAI::EnterEvadeMode()
-{
- if( !i_creature.isAlive() )
- {
- DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
- i_creature.StopMoving();
- i_creature.GetMotionMaster()->MoveIdle();
-
- i_state = STATE_NORMAL;
-
- i_victimGuid = 0;
- i_creature.CombatStop();
- i_creature.DeleteThreatList();
- return;
- }
-
- Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
-
- if( !victim )
- {
- DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( !victim ->isAlive() )
- {
- DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( victim ->HasStealthAura() )
- {
- DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
- }
- else if( victim ->isInFlight() )
- {
- DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
- }
- else
- {
- DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
- }
-
- i_creature.RemoveAllAuras();
- i_creature.DeleteThreatList();
- i_victimGuid = 0;
- i_creature.CombatStop();
- i_state = STATE_NORMAL;
-
- // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
- if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
- i_creature.GetMotionMaster()->MoveTargetedHome();
-}
-
-void GuardAI::UpdateAI(const uint32 /*diff*/)
-{
- // update i_victimGuid if i_creature.getVictim() !=0 and changed
- if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
- return;
-
- i_victimGuid = i_creature.getVictim()->GetGUID();
-
- if( i_creature.isAttackReady() )
- {
- if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
- {
- i_creature.AttackerStateUpdate(i_creature.getVictim());
- i_creature.resetAttackTimer();
- }
- }
-}
-
-bool GuardAI::IsVisible(Unit *pl) const
-{
- return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
- && pl->isVisibleForOrDetect(&i_creature,true);
-}
-
-void GuardAI::AttackStart(Unit *u)
-{
- if( !u )
- return;
-
- // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
- if(i_creature.Attack(u,true))
- {
- i_creature.SetInCombatWith(u);
- u->SetInCombatWith(&i_creature);
-
- i_creature.AddThreat(u, 0.0f);
- i_victimGuid = u->GetGUID();
- i_creature.GetMotionMaster()->MoveChase(u);
- }
-}
-
-void GuardAI::JustDied(Unit *killer)
-{
- if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
- i_creature.SendZoneUnderAttackMessage(pkiller);
-}
-
+/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "GuardAI.h" +#include "Errors.h" +#include "Creature.h" +#include "Player.h" +#include "ObjectAccessor.h" +#include "World.h" + +int GuardAI::Permissible(const Creature *creature) +{ + if( creature->isGuard()) + return PERMIT_BASE_SPECIAL; + + return PERMIT_BASE_NO; +} + +GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) +{ +} + +void GuardAI::MoveInLineOfSight(Unit *u) +{ + // Ignore Z for flying creatures + if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE ) + return; + + if( !i_creature.getVictim() && u->isTargetableForAttack() && + ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) && + u->isInAccessablePlaceFor(&i_creature)) + { + float attackRadius = i_creature.GetAttackDistance(u); + if(i_creature.IsWithinDistInMap(u,attackRadius)) + { + //Need add code to let guard support player + AttackStart(u); + u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); + } + } +} + +void GuardAI::EnterEvadeMode() +{ + if( !i_creature.isAlive() ) + { + DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow()); + i_creature.StopMoving(); + i_creature.GetMotionMaster()->MoveIdle(); + + i_state = STATE_NORMAL; + + i_victimGuid = 0; + i_creature.CombatStop(); + i_creature.DeleteThreatList(); + return; + } + + Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid ); + + if( !victim ) + { + DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow()); + } + else if( !victim ->isAlive() ) + { + DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow()); + } + else if( victim ->HasStealthAura() ) + { + DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow()); + } + else if( victim ->isInFlight() ) + { + DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow()); + } + else + { + DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow()); + } + + i_creature.RemoveAllAuras(); + i_creature.DeleteThreatList(); + i_victimGuid = 0; + i_creature.CombatStop(); + i_state = STATE_NORMAL; + + // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead + if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) + i_creature.GetMotionMaster()->MoveTargetedHome(); +} + +void GuardAI::UpdateAI(const uint32 /*diff*/) +{ + // update i_victimGuid if i_creature.getVictim() !=0 and changed + if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) + return; + + i_victimGuid = i_creature.getVictim()->GetGUID(); + + if( i_creature.isAttackReady() ) + { + if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) + { + i_creature.AttackerStateUpdate(i_creature.getVictim()); + i_creature.resetAttackTimer(); + } + } +} + +bool GuardAI::IsVisible(Unit *pl) const +{ + return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER) + && pl->isVisibleForOrDetect(&i_creature,true); +} + +void GuardAI::AttackStart(Unit *u) +{ + if( !u ) + return; + + // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); + if(i_creature.Attack(u,true)) + { + i_creature.SetInCombatWith(u); + u->SetInCombatWith(&i_creature); + + i_creature.AddThreat(u, 0.0f); + i_victimGuid = u->GetGUID(); + i_creature.GetMotionMaster()->MoveChase(u); + } +} + +void GuardAI::JustDied(Unit *killer) +{ + if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) + i_creature.SendZoneUnderAttackMessage(pkiller); +} + |