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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 "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 ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
        return;
    if( !m_creature->getVictim() && m_creature->canAttack(u) &&
        ( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
        u->isInAccessiblePlaceFor(m_creature))
    {
        float attackRadius = m_creature->GetAttackDistance(u);
        if(m_creature->IsWithinDistInMap(u,attackRadius))
        {
            //Need add code to let guard support player
            AttackStart(u);
            //u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
        }
    }
}
void GuardAI::EnterEvadeMode()
{
    if( !m_creature->isAlive() )
    {
        DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
        m_creature->GetMotionMaster()->MoveIdle();
        i_state = STATE_NORMAL;
        i_victimGuid = 0;
        m_creature->CombatStop(true);
        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 because victim is dead [guid=%u]", m_creature->GetGUIDLow());
    }
    else if( victim ->HasStealthAura() )
    {
        DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
    }
    else if( victim ->isInFlight() )
    {
        DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
    }
    else
    {
        DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
    }
    m_creature->RemoveAllAuras();
    m_creature->DeleteThreatList();
    i_victimGuid = 0;
    m_creature->CombatStop(true);
    i_state = STATE_NORMAL;
    // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
    if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
        m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::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();
        }
    }
}
bool GuardAI::IsVisible(Unit *pl) const
{
    return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
        && pl->isVisibleForOrDetect(m_creature,true);
}
void GuardAI::JustDied(Unit *killer)
{
    if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
        m_creature->SendZoneUnderAttackMessage(pkiller);
}