aboutsummaryrefslogtreecommitdiff
path: root/src/game/AggressorAI.cpp
blob: 3ede976a229c2a983e254833d377270cb0cefe9e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
/*
 * 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 "SpellMgr.h"

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;
}

void AggressorAI::UpdateAI(const uint32 /*diff*/)
{
    if(!UpdateVictim())
        return;

    DoMeleeAttackIfReady();
}

int SpellAI::Permissible(const Creature *creature)
{
    return PERMIT_BASE_NO;
}

void SpellAI::InitializeAI()
{
    for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
        if(me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
            spells.push_back(me->m_spells[i]);

    CreatureAI::InitializeAI();
}

void SpellAI::Reset()
{
    events.Reset();
}

void SpellAI::JustDied(Unit *killer)
{
    for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
        if(AISpellInfo[*i].condition == AICOND_DIE)
            me->CastSpell(killer, *i, true);
}

void SpellAI::EnterCombat(Unit *who)
{
    for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
    {
        if(AISpellInfo[*i].condition == AICOND_AGGRO)
            me->CastSpell(who, *i, false);
        else if(AISpellInfo[*i].condition == AICOND_COMBAT)
            events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
    }
}

void SpellAI::UpdateAI(const uint32 diff)
{
    if(!UpdateVictim())
        return;

    events.Update(diff);

    if(me->hasUnitState(UNIT_STAT_CASTING))
        return;

    if(uint32 spellId = events.ExecuteEvent())
    {
        DoCast(spellId);
        events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
    }
    else
        DoMeleeAttackIfReady();
}

void SpellCasterAI::InitializeAI()
{
    SpellAI::InitializeAI();
    float m_attackDist = 30.0f;
    for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr)
    {
        if (AISpellInfo[*itr].condition == AICOND_COMBAT && m_attackDist > GetAISpellInfo(*itr)->maxRange)
            m_attackDist = GetAISpellInfo(*itr)->maxRange;
    }
    if (m_attackDist == 30.0f)
        m_attackDist = MELEE_RANGE;
}

void SpellCasterAI::EnterCombat(Unit *who)
{
    if (spells.empty())
        return;

    uint32 spell = rand() % spells.size();
    uint32 count = 0;
    for(SpellVct::iterator itr = spells.begin(); itr != spells.end(); ++itr, ++count)
    {
        if(AISpellInfo[*itr].condition == AICOND_AGGRO)
            me->CastSpell(who, *itr, false);
        else if (AISpellInfo[*itr].condition == AICOND_COMBAT)
        {
            uint32 cooldown = GetAISpellInfo(*itr)->realCooldown;
            if (count == spell)
            {
                DoCast(spells[spell]);
                cooldown += me->GetCurrentSpellCastTime(*itr);
            }
            events.ScheduleEvent(*itr, cooldown);
        }
    }
}

void SpellCasterAI::UpdateAI(const uint32 diff)
{
    if(!UpdateVictim())
        return;

    events.Update(diff);

    if(me->hasUnitState(UNIT_STAT_CASTING))
        return;

    if(uint32 spellId = events.ExecuteEvent())
    {
        DoCast(spellId);
        uint32 casttime = me->GetCurrentSpellCastTime(spellId);
        events.ScheduleEvent(spellId, (casttime ? casttime : 500) + GetAISpellInfo(spellId)->realCooldown);
    }
}