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path: root/src/server/game/AI/CoreAI/PassiveAI.cpp
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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 "PassiveAI.h"
#include "Creature.h"
#include "World.h"

PassiveAI::PassiveAI(Creature* c, uint32 scriptId) noexcept : CreatureAI(c, scriptId)
{
    me->SetReactState(REACT_PASSIVE);
    me->SetCanMelee(false);
}

PossessedAI::PossessedAI(Creature* c, uint32 scriptId) noexcept : CreatureAI(c, scriptId)
{
    me->SetReactState(REACT_PASSIVE);
}

NullCreatureAI::NullCreatureAI(Creature* c, uint32 scriptId) noexcept : CreatureAI(c, scriptId)
{
    me->SetReactState(REACT_PASSIVE);
    me->SetCanMelee(false);
}

int32 NullCreatureAI::Permissible(Creature const* creature)
{
    if (creature->HasNpcFlag(UNIT_NPC_FLAG_SPELLCLICK))
        return PERMIT_BASE_PROACTIVE + 50;

    if (creature->IsTrigger())
        return PERMIT_BASE_PROACTIVE;

    return PERMIT_BASE_IDLE;
}

void PassiveAI::UpdateAI(uint32)
{
    if (me->IsEngaged() && !me->IsInCombat())
        EnterEvadeMode(EvadeReason::NoHostiles);
}

void PossessedAI::AttackStart(Unit* target)
{
    me->Attack(target, true);
}

void PossessedAI::UpdateAI(uint32 /*diff*/)
{
    if (me->GetVictim())
    {
        if (!me->IsValidAttackTarget(me->GetVictim()))
            me->AttackStop();
    }
}

void PossessedAI::JustDied(Unit* /*u*/)
{
    // We died while possessed, disable our loot
    me->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
}

CritterAI::CritterAI(Creature* creature, uint32 scriptId) noexcept : PassiveAI(creature, scriptId)
{
    me->SetCanMelee(false, true);
}

void CritterAI::JustEngagedWith(Unit* who)
{
    me->StartDefaultCombatMovement(who);
    _evadeTimer.Reset(Milliseconds(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY)));
}

void CritterAI::UpdateAI(uint32 diff)
{
    if (me->IsEngaged())
    {
        if (!me->IsInCombat())
        {
            EnterEvadeMode(EvadeReason::NoHostiles);
            return;
        }

        _evadeTimer.Update(diff);
        if (_evadeTimer.Passed())
            EnterEvadeMode(EvadeReason::Other);
    }
}

int32 CritterAI::Permissible(Creature const* creature)
{
    if (creature->IsCritter() && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
        return PERMIT_BASE_PROACTIVE;

    return PERMIT_BASE_NO;
}

void TriggerAI::IsSummonedBy(WorldObject* summoner)
{
    if (me->m_spells[0])
    {
        CastSpellExtraArgs extra;
        extra.OriginalCaster = summoner->GetGUID();
        me->CastSpell(me, me->m_spells[0], extra);
    }
}

int32 TriggerAI::Permissible(Creature const* creature)
{
    if (creature->IsTrigger() && creature->m_spells[0])
        return PERMIT_BASE_SPECIAL;

    return PERMIT_BASE_NO;
}