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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 "UnitAI.h"
#include "Player.h"
#include "Creature.h"
#include "SpellAuras.h"

void UnitAI::AttackStart(Unit *victim)
{
    if(!victim)
        return;

    if(me->Attack(victim, true))
    {
        //DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", me->GetName(), victim->GetGUIDLow());
        me->GetMotionMaster()->MoveChase(victim);
    }
}

void UnitAI::DoMeleeAttackIfReady()
{
    if(me->hasUnitState(UNIT_STAT_CASTING))
        return;

    //Make sure our attack is ready and we aren't currently casting before checking distance
    if (me->isAttackReady())
    {
        //If we are within range melee the target
        if (me->IsWithinMeleeRange(me->getVictim()))
        {
            me->AttackerStateUpdate(me->getVictim());
            me->resetAttackTimer();
        }
    }
    if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
    {
        //If we are within range melee the target
        if (me->IsWithinMeleeRange(me->getVictim()))
        {
            me->AttackerStateUpdate(me->getVictim(), OFF_ATTACK);
            me->resetAttackTimer(OFF_ATTACK);
        }
    }
}

//Enable PlayerAI when charmed
void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }

void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
{
    Creature *charmer = (Creature*)me->GetCharmer();

    //kill self if charm aura has infinite duration
    if(charmer->IsInEvadeMode())
    {
        Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
        for(Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
            if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
            {
                charmer->Kill(me);
                return;
            }
    }

    if(!charmer->isInCombat())
        me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);

    Unit *target = me->getVictim();
    if(!target || !charmer->canAttack(target))
        AttackStart(charmer->SelectNearestTarget());
}