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Diffstat (limited to 'src/game/OutdoorPvPObjectiveAI.cpp')
-rw-r--r-- | src/game/OutdoorPvPObjectiveAI.cpp | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/game/OutdoorPvPObjectiveAI.cpp b/src/game/OutdoorPvPObjectiveAI.cpp new file mode 100644 index 00000000000..51e53d964cf --- /dev/null +++ b/src/game/OutdoorPvPObjectiveAI.cpp @@ -0,0 +1,66 @@ +/* + * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> + * + * Thanks to the original authors: 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 "OutdoorPvPObjectiveAI.h" +#include "Creature.h" +#include "Player.h" +#include "Unit.h" +#include "OutdoorPvPMgr.h" +#include "World.h" + +#define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well + +OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature &c) : i_creature(c) +{ + sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", c.GetGUIDLow()); +} + +void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u) +{ + // IsVisible only passes for players in range, so no need to check again + // leaving/entering distance will be checked based on go range data + sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u),&i_creature); +} + +int OutdoorPvPObjectiveAI::Permissible(const Creature * c) +{ + // only assigned through AI name, never by permissibility check + return PERMIT_BASE_NO; +} + +bool OutdoorPvPObjectiveAI::IsVisible(Unit *pl) const +{ + return (pl->GetTypeId() == TYPEID_PLAYER) && (i_creature.GetDistance(pl) < MAX_OUTDOOR_PVP_DISTANCE); +} + +void OutdoorPvPObjectiveAI::AttackStart(Unit *) +{ + EnterEvadeMode(); +} + +void OutdoorPvPObjectiveAI::EnterEvadeMode() +{ + i_creature.DeleteThreatList(); + i_creature.CombatStop(); +} + +void OutdoorPvPObjectiveAI::UpdateAI(const uint32 diff) +{ +} |