/*
 * 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);
    me->ResetDamageByPlayers();
    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());
}