/* * 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 "OutdoorPvPObjectiveAI.h" #include "Creature.h" #include "Player.h" #include "Unit.h" #include "OutdoorPvPMgr.h" #include "World.h" #define MAX_OUTDOOR_PVP_DISTANCE 200 // the max value in capture point type go data0 is 100 currently, so use twice that much to handle leaving as well OutdoorPvPObjectiveAI::OutdoorPvPObjectiveAI(Creature *c) : NullCreatureAI(c) { sLog.outDebug("OutdoorPvP objective AI assigned to creature guid %u", me->GetGUIDLow()); me->SetReactState(REACT_AGGRESSIVE); } void OutdoorPvPObjectiveAI::MoveInLineOfSight(Unit *u) { // IsVisible only passes for players in range, so no need to check again // leaving/entering distance will be checked based on go range data if((u->GetTypeId() == TYPEID_PLAYER) && me->IsWithinDistInMap(u, MAX_OUTDOOR_PVP_DISTANCE)) sOutdoorPvPMgr.HandleCaptureCreaturePlayerMoveInLos(((Player*)u), me); } int OutdoorPvPObjectiveAI::Permissible(const Creature * c) { // only assigned through AI name, never by permissibility check return PERMIT_BASE_NO; }