/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 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 "GuardAI.h" #include "Errors.h" #include "Player.h" #include "ObjectAccessor.h" #include "World.h" #include "CreatureAIImpl.h" int GuardAI::Permissible(const Creature *creature) { if (creature->isGuard()) return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) { } void GuardAI::MoveInLineOfSight(Unit *u) { // Ignore Z for flying creatures if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE) return; if (!me->getVictim() && me->canAttack(u) && (u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) && u->isInAccessiblePlaceFor(me)) { float attackRadius = me->GetAttackDistance(u); if (me->IsWithinDistInMap(u,attackRadius)) { //Need add code to let guard support player AttackStart(u); //u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); } } } void GuardAI::EnterEvadeMode() { if (!me->isAlive()) { DEBUG_LOG("Creature stopped attacking because he is dead [guid=%u]", me->GetGUIDLow()); me->GetMotionMaster()->MoveIdle(); i_state = STATE_NORMAL; i_victimGuid = 0; me->CombatStop(true); me->DeleteThreatList(); return; } Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid); if (!victim) { DEBUG_LOG("Creature stopped attacking because victim does not exist [guid=%u]", me->GetGUIDLow()); } else if (!victim ->isAlive()) { DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow()); } else if (victim ->HasStealthAura()) { DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow()); } else if (victim ->isInFlight()) { DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow()); } else { DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow()); } me->RemoveAllAuras(); me->DeleteThreatList(); i_victimGuid = 0; me->CombatStop(true); i_state = STATE_NORMAL; // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE) me->GetMotionMaster()->MoveTargetedHome(); } void GuardAI::UpdateAI(const uint32 /*diff*/) { // update i_victimGuid if me->getVictim() !=0 and changed if (!UpdateVictim()) return; i_victimGuid = me->getVictim()->GetGUID(); if (me->isAttackReady()) { if (me->IsWithinMeleeRange(me->getVictim())) { me->AttackerStateUpdate(me->getVictim()); me->resetAttackTimer(); } } } bool GuardAI::IsVisible(Unit *pl) const { return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER)) && pl->isVisibleForOrDetect(me,true); } void GuardAI::JustDied(Unit *killer) { if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) me->SendZoneUnderAttackMessage(pkiller); }