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-rw-r--r--src/game/UnitAI.cpp40
1 files changed, 0 insertions, 40 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp
index 728e6f36916..a295d2d29b7 100644
--- a/src/game/UnitAI.cpp
+++ b/src/game/UnitAI.cpp
@@ -17,31 +17,26 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
#include "UnitAI.h"
#include "Player.h"
#include "Creature.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
-
void UnitAI::AttackStart(Unit *victim)
{
if(victim && me->Attack(victim, true))
me->GetMotionMaster()->MoveChase(victim);
}
-
void UnitAI::AttackStartCaster(Unit *victim, float dist)
{
if(victim && me->Attack(victim, false))
me->GetMotionMaster()->MoveChase(victim, dist);
}
-
void UnitAI::DoMeleeAttackIfReady()
{
if(me->hasUnitState(UNIT_STAT_CASTING))
return;
-
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady())
{
@@ -62,12 +57,10 @@ void UnitAI::DoMeleeAttackIfReady()
}
}
}
-
bool UnitAI::DoSpellAttackIfReady(uint32 spell)
{
if(me->hasUnitState(UNIT_STAT_CASTING))
return true;
-
if(me->isAttackReady())
{
if(me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false)))
@@ -80,15 +73,12 @@ bool UnitAI::DoSpellAttackIfReady(uint32 spell)
}
return true;
}
-
inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura)
{
if(playerOnly && (!target || target->GetTypeId() != TYPEID_PLAYER))
return false;
-
if(dist && (!me || !target || !me->IsWithinCombatRange(target, dist)))
return false;
-
if(aura)
{
if(aura > 0)
@@ -102,10 +92,8 @@ inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool
return false;
}
}
-
return true;
}
-
struct TargetDistanceOrder : public std::binary_function<const Unit *, const Unit *, bool>
{
const Unit * me;
@@ -116,7 +104,6 @@ struct TargetDistanceOrder : public std::binary_function<const Unit *, const Uni
return (me->GetExactDistSq(_Left) < me->GetExactDistSq(_Right));
}
};
-
Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
{
if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
@@ -124,17 +111,13 @@ Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float
std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
if(position >= m_threatlist.size())
return NULL;
-
std::list<Unit*> targetList;
for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
targetList.push_back((*itr)->getTarget());
-
if(position >= targetList.size())
return NULL;
-
targetList.sort(TargetDistanceOrder(me));
-
if(targetType == SELECT_TARGET_NEAREST)
{
std::list<Unit*>::iterator i = targetList.begin();
@@ -176,17 +159,14 @@ Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float
}
}
}
-
if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
return (*i)->getTarget();
else
m_threatlist.erase(i);
}
}
-
return NULL;
}
-
void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
{
if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
@@ -194,11 +174,9 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
if(m_threatlist.empty())
return;
-
for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
targetList.push_back((*itr)->getTarget());
-
targetList.sort(TargetDistanceOrder(me));
targetList.resize(num);
if(targetType == SELECT_TARGET_FARTHEST)
@@ -221,7 +199,6 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
if(targetType == SELECT_TARGET_RANDOM)
advance(i, rand()%m_threatlist.size());
}
-
if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
{
targetList.push_back((*i)->getTarget());
@@ -231,12 +208,10 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
}
}
}
-
float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
{
return GetSpellMaxRange(spellId, positive);
}
-
void UnitAI::DoCast(uint32 spellId)
{
Unit *target = NULL;
@@ -270,36 +245,28 @@ void UnitAI::DoCast(uint32 spellId)
break;
}
}
-
if(target)
me->CastSpell(target, spellId, false);
}
-
#define UPDATE_TARGET(a) {if(AIInfo->target<a) AIInfo->target=a;}
-
void UnitAI::FillAISpellInfo()
{
AISpellInfo = new AISpellInfoType[GetSpellStore()->GetNumRows()];
-
AISpellInfoType *AIInfo = AISpellInfo;
const SpellEntry * spellInfo;
-
for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i, ++AIInfo)
{
spellInfo = GetSpellStore()->LookupEntry(i);
if(!spellInfo)
continue;
-
if(spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
AIInfo->condition = AICOND_DIE;
else if(IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
AIInfo->condition = AICOND_AGGRO;
else
AIInfo->condition = AICOND_COMBAT;
-
if(AIInfo->cooldown < spellInfo->RecoveryTime)
AIInfo->cooldown = spellInfo->RecoveryTime;
-
if(!GetSpellMaxRange(spellInfo, false))
UPDATE_TARGET(AITARGET_SELF)
else
@@ -307,13 +274,11 @@ void UnitAI::FillAISpellInfo()
for(uint32 j = 0; j < 3; ++j)
{
uint32 targetType = spellInfo->EffectImplicitTargetA[j];
-
if(targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if(targetType == TARGET_UNIT_AREA_ENEMY_DST)
UPDATE_TARGET(AITARGET_ENEMY)
-
if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
{
if(targetType == TARGET_UNIT_TARGET_ENEMY)
@@ -329,14 +294,11 @@ void UnitAI::FillAISpellInfo()
AIInfo->maxRange = srange->maxRangeHostile * 3 / 4;
}
}
-
//Enable PlayerAI when charmed
void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
-
void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
{
Creature *charmer = (Creature*)me->GetCharmer();
-
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
@@ -348,10 +310,8 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
return;
}
}
-
if(!charmer->isInCombat())
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
-
Unit *target = me->getVictim();
if(!target || !charmer->canAttack(target))
AttackStart(charmer->SelectNearestTarget());