diff options
Diffstat (limited to 'src/server/game/AI/GuardAI.cpp')
-rw-r--r-- | src/server/game/AI/GuardAI.cpp | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/src/server/game/AI/GuardAI.cpp b/src/server/game/AI/GuardAI.cpp new file mode 100644 index 00000000000..19d5b5d8354 --- /dev/null +++ b/src/server/game/AI/GuardAI.cpp @@ -0,0 +1,137 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 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 "GuardAI.h" +#include "Errors.h" +#include "Player.h" +#include "ObjectAccessor.h" +#include "World.h" +#include "CreatureAIImpl.h" + +int GuardAI::Permissible(const Creature *creature) +{ + if (creature->isGuard()) + return PERMIT_BASE_SPECIAL; + + return PERMIT_BASE_NO; +} + +GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) +{ +} + +void GuardAI::MoveInLineOfSight(Unit *u) +{ + // Ignore Z for flying creatures + if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE) + return; + + if (!me->getVictim() && me->canAttack(u) && + (u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) && + u->isInAccessiblePlaceFor(me)) + { + float attackRadius = me->GetAttackDistance(u); + if (me->IsWithinDistInMap(u,attackRadius)) + { + //Need add code to let guard support player + AttackStart(u); + //u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); + } + } +} + +void GuardAI::EnterEvadeMode() +{ + if (!me->isAlive()) + { + DEBUG_LOG("Creature stopped attacking because he is dead [guid=%u]", me->GetGUIDLow()); + me->GetMotionMaster()->MoveIdle(); + + i_state = STATE_NORMAL; + + i_victimGuid = 0; + me->CombatStop(true); + me->DeleteThreatList(); + return; + } + + Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid); + + if (!victim) + { + DEBUG_LOG("Creature stopped attacking because victim does not exist [guid=%u]", me->GetGUIDLow()); + } + else if (!victim ->isAlive()) + { + DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow()); + } + else if (victim ->HasStealthAura()) + { + DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow()); + } + else if (victim ->isInFlight()) + { + DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow()); + } + else + { + DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow()); + } + + me->RemoveAllAuras(); + me->DeleteThreatList(); + i_victimGuid = 0; + me->CombatStop(true); + i_state = STATE_NORMAL; + + // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead + if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE) + me->GetMotionMaster()->MoveTargetedHome(); +} + +void GuardAI::UpdateAI(const uint32 /*diff*/) +{ + // update i_victimGuid if me->getVictim() !=0 and changed + if (!UpdateVictim()) + return; + + i_victimGuid = me->getVictim()->GetGUID(); + + if (me->isAttackReady()) + { + if (me->IsWithinMeleeRange(me->getVictim())) + { + me->AttackerStateUpdate(me->getVictim()); + me->resetAttackTimer(); + } + } +} + +bool GuardAI::IsVisible(Unit *pl) const +{ + return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER)) + && pl->isVisibleForOrDetect(me,true); +} + +void GuardAI::JustDied(Unit *killer) +{ + if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) + me->SendZoneUnderAttackMessage(pkiller); +} |