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
|
/*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: MaNGOS <http://www.mangosproject.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 "PossessedAI.h"
#include "Creature.h"
#include "World.h"
void PossessedAI::AttackStart(Unit *u)
{
if( !u || i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
return;
if (i_pet.getVictim() && u != i_pet.getVictim())
i_pet.AttackStop();
if(i_pet.Attack(u, true))
i_victimGuid = u->GetGUID();
// Do not autochase our target, and also make sure our current movement generator
// is removed since the motion master is reset before this function is called
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
}
bool PossessedAI::_needToStop() const
{
if(!i_pet.getVictim() || !i_pet.isAlive())
return true;
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(i_pet.getVictim() == i_pet.GetCharmer())
return true;
return !i_pet.canAttack(i_pet.getVictim());
}
void PossessedAI::_stopAttack()
{
if( !i_victimGuid )
return;
Unit* victim = Unit::GetUnit(i_pet, i_victimGuid );
if ( !victim )
return;
assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
if( !i_pet.isAlive() )
{
i_pet.StopMoving();
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_pet.CombatStop();
i_pet.getHostilRefManager().deleteReferences();
return;
}
i_pet.GetMotionMaster()->Clear(false);
i_pet.GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_pet.AttackStop();
}
void PossessedAI::UpdateAI(const uint32 diff)
{
// update i_victimGuid if i_pet.getVictim() !=0 and changed
if(i_pet.getVictim())
i_victimGuid = i_pet.getVictim()->GetGUID();
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if( i_victimGuid )
{
if( _needToStop() )
{
_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
return;
}
else if(i_pet.IsWithinMeleeRange(i_pet.getVictim()) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
{
i_pet.AttackerStateUpdate(i_pet.getVictim());
i_pet.resetAttackTimer();
if( _needToStop() )
_stopAttack();
}
}
}
void PossessedAI::JustDied(Unit *u)
{
// We died while possessed, disable our loot
i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void PossessedAI::KilledUnit(Unit* victim)
{
// We killed a creature, disable victim's loot
if (victim->GetTypeId() == TYPEID_UNIT)
victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
|