diff options
Diffstat (limited to 'src/game/UnitAI.cpp')
-rw-r--r-- | src/game/UnitAI.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/src/game/UnitAI.cpp b/src/game/UnitAI.cpp new file mode 100644 index 00000000000..4914bd36b7c --- /dev/null +++ b/src/game/UnitAI.cpp @@ -0,0 +1,84 @@ +/* + * 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 "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() +{ + //Make sure our attack is ready and we aren't currently casting before checking distance + if (me->isAttackReady() && !me->hasUnitState(UNIT_STAT_CASTING)) + { + //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) && !me->hasUnitState(UNIT_STAT_CASTING)) + { + //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()); +} |