/* * 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 "UnitAI.h" #include "Player.h" #include "Creature.h" #include "SpellAuras.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() { if(me->hasUnitState(UNIT_STAT_CASTING)) return; //Make sure our attack is ready and we aren't currently casting before checking distance if (me->isAttackReady()) { //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)) { //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; } void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/) { Creature *charmer = (Creature*)me->GetCharmer(); //kill self if charm aura has infinite duration if(charmer->IsInEvadeMode()) { Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM); for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->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()); }