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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "GuardAI.h"
#include "Creature.h"
#include "Log.h"
#include "MotionMaster.h"
#include "Player.h"
int32 GuardAI::Permissible(Creature const* creature)
{
if (creature->IsGuard())
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
void GuardAI::UpdateAI(uint32 /*diff*/)
{
UpdateVictim();
}
bool GuardAI::CanSeeAlways(WorldObject const* obj)
{
if (Unit const* unit = obj->ToUnit())
if (unit->IsControlledByPlayer() && me->IsEngagedBy(unit))
return true;
return false;
}
void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
{
if (!me->IsAlive())
{
me->GetMotionMaster()->MoveIdle();
me->CombatStop(true);
EngagementOver();
return;
}
TC_LOG_TRACE("scripts.ai", "GuardAI::EnterEvadeMode: {} enters evade mode.", me->GetGUID().ToString());
me->RemoveAllAuras();
me->CombatStop(true);
EngagementOver();
me->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::JustDied(Unit* killer)
{
if (killer)
if (Player* player = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
me->SendZoneUnderAttackMessage(player);
}
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