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-rw-r--r--src/game/GuardAI.cpp150
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diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
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+/*
+ * 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)
+{
+ 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) && i_creature.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE)
+ {
+ //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);
+}
+