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Diffstat (limited to 'src/game/OutdoorPvPObjectiveAI.cpp')
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+/*
+ * 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)
+{
+}