/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 "CreatureAI.h" #include "Creature.h" #include "Player.h" #include "Pet.h" #include "SpellAuras.h" #include "World.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; } //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool apply) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } void CreatureAI::MoveInLineOfSight(Unit *who) { if(me->getVictim()) return; if(me->canStartAttack(who)) AttackStart(who); else if(who->getVictim() && me->IsFriendlyTo(who) && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)) && me->canAttack(who->getVictim())) AttackStart(who->getVictim()); } bool CreatureAI::UpdateVictim() { if(!me->isInCombat()) return false; if(Unit *victim = me->SelectVictim()) AttackStart(victim); return me->getVictim(); } void CreatureAI::EnterEvadeMode() { me->RemoveAllAuras(); me->DeleteThreatList(); me->CombatStop(); me->LoadCreaturesAddon(); me->SetLootRecipient(NULL); if(me->isAlive()) me->GetMotionMaster()->MoveTargetedHome(); } void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/) { Creature *charmer = (Creature*)me->GetCharmer(); //kill self if charm aura has infinite duration if(charmer->IsInEvadeMode()) { Unit::AuraList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM); for(Unit::AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->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()); }