diff options
Diffstat (limited to 'src/game/UnitAI.cpp')
| -rw-r--r-- | src/game/UnitAI.cpp | 89 | 
1 files changed, 89 insertions, 0 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp new file mode 100644 index 00000000000..12dc20692c6 --- /dev/null +++ b/src/game/UnitAI.cpp @@ -0,0 +1,89 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.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 "UnitAI.h" +#include "Player.h" +#include "Creature.h" +#include "SpellAuras.h" + +void UnitAI::AttackStart(Unit *victim) +{ +    if(!victim) +        return; + +    if(me->Attack(victim, true)) +    { +        //DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow()); +        me->GetMotionMaster()->MoveChase(victim); +    } +} + +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()) +    { +        //If we are within range melee the target +        if (me->IsWithinMeleeRange(me->getVictim())) +        { +            me->AttackerStateUpdate(me->getVictim()); +            me->resetAttackTimer(); +        } +    } +    if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK)) +    { +        //If we are within range melee the target +        if (me->IsWithinMeleeRange(me->getVictim())) +        { +            me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK); +            me->resetAttackTimer(OFF_ATTACK); +        } +    } +} + +//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()) +    { +        Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM); +        for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) +            if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent()) +            { +                charmer->Kill(me); +                return; +            } +    } + +    if(!charmer->isInCombat()) +        me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + +    Unit *target = me->getVictim(); +    if(!target || !charmer->canAttack(target)) +        AttackStart(charmer->SelectNearestTarget()); +}  | 
