/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 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 "CreatureAIImpl.h"
#include "Creature.h"
#include "World.h"
#include "SpellMgr.h"
#include "Vehicle.h"
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool apply)
{
//me->IsAIEnabled = !apply;*/
me->NeedChangeAI = true;
me->IsAIEnabled = false;
}
AISpellInfoType * UnitAI::AISpellInfo;
TRINITY_DLL_SPEC AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
void CreatureAI::DoZoneInCombat(Creature* creature)
{
if (!creature)
creature = me;
if(!creature->CanHaveThreatList())
return;
Map *map = creature->GetMap();
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? ((Creature*)creature)->GetEntry() : 0);
return;
}
if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
if(Unit *target = creature->SelectNearestTarget(50))
creature->AI()->AttackStart(target);
else if(creature->isSummon())
{
if(Unit *summoner = ((TempSummon*)creature)->GetSummoner())
{
Unit *target = summoner->getAttackerForHelper();
if(!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
target = summoner->getThreatManager().getHostilTarget();
if(target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
creature->AI()->AttackStart(target);
}
}
}
if(!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
return;
}
Map::PlayerList const &PlList = map->GetPlayers();
if(PlList.isEmpty())
return;
for(Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
{
if(Player* pPlayer = i->getSource())
{
if(pPlayer->isGameMaster())
continue;
if(pPlayer->isAlive())
{
creature->SetInCombatWith(pPlayer);
pPlayer->SetInCombatWith(creature);
creature->AddThreat(pPlayer, 0.0f);
}
for(Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
}
}
}
}
void CreatureAI::MoveInLineOfSight(Unit *who)
{
if(me->getVictim())
return;
if(me->canStartAttack(who, false))
AttackStart(who);
//else if(who->getVictim() && me->IsFriendlyTo(who)
// && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
}
void CreatureAI::SelectNearestTarget(Unit *who)
{
if(me->getVictim() && me->GetDistanceOrder(who, me->getVictim()) && me->canAttack(who))
{
me->getThreatManager().modifyThreatPercent(me->getVictim(), -100);
me->AddThreat(who, 1000000.0f);
}
}
bool CreatureAI::UpdateCombatState()
{
if(!me->isInCombat())
return false;
if(!me->HasReactState(REACT_PASSIVE))
{
if(Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
else if(me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
return false;
}
return true;
}
void CreatureAI::EnterEvadeMode()
{
if(!_EnterEvadeMode())
return;
sLog.outDebug("Creature %u enters evade mode.", me->GetEntry());
if(!me->GetVehicle()) // otherwise me will be in evade mode forever
{
if(Unit *owner = me->GetCharmerOrOwner())
{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE);
}
else
me->GetMotionMaster()->MoveTargetedHome();
}
Reset();
if(me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset();
}
/*void CreatureAI::AttackedBy( Unit* attacker )
{
if(!m_creature->getVictim())
AttackStart(attacker);
}*/