/* * 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 "GuardAI.h" #include "Errors.h" #include "Creature.h" #include "Player.h" #include "ObjectAccessor.h" #include "World.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); }