/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "GuardAI.h" #include "Creature.h" #include "Log.h" #include "MotionMaster.h" #include "Player.h" int32 GuardAI::Permissible(Creature const* creature) { if (creature->IsGuard()) return PERMIT_BASE_PROACTIVE; return PERMIT_BASE_NO; } void GuardAI::UpdateAI(uint32 /*diff*/) { UpdateVictim(); } bool GuardAI::CanSeeAlways(WorldObject const* obj) { if (Unit const* unit = obj->ToUnit()) if (unit->IsControlledByPlayer() && me->IsEngagedBy(unit)) return true; return false; } void GuardAI::EnterEvadeMode(EvadeReason /*why*/) { if (!me->IsAlive()) { me->GetMotionMaster()->MoveIdle(); me->CombatStop(true); EngagementOver(); return; } TC_LOG_TRACE("scripts.ai", "GuardAI::EnterEvadeMode: {} enters evade mode.", me->GetGUID().ToString()); me->RemoveAllAuras(); me->CombatStop(true); EngagementOver(); me->GetMotionMaster()->MoveTargetedHome(); } void GuardAI::JustDied(Unit* killer) { if (killer) if (Player* player = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) me->SendZoneUnderAttackMessage(player); }