/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 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 "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 (!m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
return;
if (!m_creature->getVictim() && m_creature->canAttack(u) &&
(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if (m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
//u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
}
}
}
void GuardAI::EnterEvadeMode()
{
if (!m_creature->isAlive())
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid);
if (!victim)
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if (!victim ->isAlive())
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if (victim ->HasStealthAura())
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if (victim ->isInFlight())
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
}
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop(true);
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if (!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
if (m_creature->isAttackReady())
{
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(m_creature,true);
}
void GuardAI::JustDied(Unit *killer)
{
if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
}