/* * Copyright (C) 2008-2011 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 "CreatureAI.h" #include "CreatureAIImpl.h" #include "Creature.h" #include "World.h" #include "SpellMgr.h" #include "Vehicle.h" #include "Log.h" #include "MapReference.h" #include "Player.h" //Disable CreatureAI when charmed void CreatureAI::OnCharmed(bool /*apply*/) { //me->IsAIEnabled = !apply;*/ me->NeedChangeAI = true; me->IsAIEnabled = false; } AISpellInfoType* UnitAI::AISpellInfo; AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } void CreatureAI::Talk(uint8 id, uint64 WhisperGuid) { sCreatureTextMgr->SendChat(me, id, WhisperGuid); } void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/) { if (!creature) creature = me; if (!creature->CanHaveThreatList()) return; Map* map = creature->GetMap(); if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated { sLog->outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0); return; } if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) { if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget)) creature->AI()->AttackStart(nearTarget); else if (creature->isSummon()) { if (Unit* summoner = creature->ToTempSummon()->GetSummoner()) { Unit* target = summoner->getAttackerForHelper(); if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty()) target = summoner->getThreatManager().getHostilTarget(); if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target))) creature->AI()->AttackStart(target); } } } if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) { sLog->outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry()); return; } Map::PlayerList const& playerList = map->GetPlayers(); if (playerList.isEmpty()) return; for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr) { if (Player* player = itr->getSource()) { if (player->isGameMaster()) continue; if (player->isAlive()) { creature->SetInCombatWith(player); player->SetInCombatWith(creature); creature->AddThreat(player, 0.0f); } /* Causes certain things to never leave the threat list (Priest Lightwell, etc): for (Unit::ControlList::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr) { creature->SetInCombatWith(*itr); (*itr)->SetInCombatWith(creature); creature->AddThreat(*itr, 0.0f); }*/ } } } // scripts does not take care about MoveInLineOfSight loops // MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow void CreatureAI::MoveInLineOfSight_Safe(Unit* who) { if (m_MoveInLineOfSight_locked == true) return; m_MoveInLineOfSight_locked = true; MoveInLineOfSight(who); m_MoveInLineOfSight_locked = false; } void CreatureAI::MoveInLineOfSight(Unit* who) { if (me->getVictim()) return; if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;) return; if (me->canStartAttack(who, false)) AttackStart(who); //else if (who->getVictim() && me->IsFriendlyTo(who) // && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)) // && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives // me->GetMotionMaster()->MoveChase(who->getVictim()); } void CreatureAI::EnterEvadeMode() { if (!_EnterEvadeMode()) return; sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry()); if (!me->GetVehicle()) // otherwise me will be in evade mode forever { if (Unit* owner = me->GetCharmerOrOwner()) { me->GetMotionMaster()->Clear(false); me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); } else me->GetMotionMaster()->MoveTargetedHome(); } Reset(); if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons! me->GetVehicleKit()->Reset(true); } /*void CreatureAI::AttackedBy(Unit* attacker) { if (!me->getVictim()) AttackStart(attacker); }*/