/*
* 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);
}*/