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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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 "AggressorAI.h"
#include "Errors.h"
#include "Creature.h"
#include "ObjectAccessor.h"
#include "VMapFactory.h"
#include "World.h"
#include <list>
int
AggressorAI::Permissible(const Creature *creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if( !creature->isCivilian() && !creature->IsNeutralToAll() )
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void AggressorAI::EnterEvadeMode()
{
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
i_victimGuid = 0;
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", m_creature->GetGUIDLow());
//i_state = STATE_LOOK_AT_VICTIM;
//i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if(!m_creature->GetCharmerOrOwner())
{
m_creature->RemoveAllAuras();
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
else if (m_creature->GetOwner() && m_creature->GetOwner()->isAlive())
m_creature->GetMotionMaster()->MoveFollow(m_creature->GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
m_creature->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop();
m_creature->SetLootRecipient(NULL);
}
void
AggressorAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
if( m_creature->isAttackReady() )
{
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
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