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-rw-r--r--src/server/game/GuardAI.cpp137
1 files changed, 137 insertions, 0 deletions
diff --git a/src/server/game/GuardAI.cpp b/src/server/game/GuardAI.cpp
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+/*
+ * 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);
+}