/* * This file is part of the AzerothCore 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 . */ #include "TotemAI.h" #include "CellImpl.h" #include "Creature.h" #include "DBCStores.h" #include "GridNotifiers.h" #include "ObjectAccessor.h" #include "SpellMgr.h" #include "Totem.h" /// @todo: this import is not necessary for compilation and marked as unused by the IDE // however, for some reasons removing it would cause a damn linking issue // there is probably some underlying problem with imports which should properly addressed // see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766 #include "GridNotifiersImpl.h" int32 TotemAI::Permissible(Creature const* creature) { if (creature->IsTotem()) return PERMIT_BASE_PROACTIVE; return PERMIT_BASE_NO; } TotemAI::TotemAI(Creature* c) : CreatureAI(c) { ASSERT(c->IsTotem()); } void TotemAI::SpellHit(Unit* /*caster*/, SpellInfo const* /*spellInfo*/) { } void TotemAI::DoAction(int32 /*param*/) { } void TotemAI::MoveInLineOfSight(Unit* /*who*/) { } void TotemAI::EnterEvadeMode(EvadeReason /*why*/) { me->CombatStop(true); } void TotemAI::UpdateAI(uint32 /*diff*/) { if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE) return; if (!me->IsAlive()) { return; } if (me->IsNonMeleeSpellCast(false)) { if (Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid)) { if (!victim || !victim->IsAlive()) { me->InterruptNonMeleeSpells(false); } } return; } // Search spell SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->ToTotem()->GetSpell()); if (!spellInfo) return; // Get spell range float max_range = spellInfo->GetMaxRange(false); // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems // pointer to appropriate target if found any Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : nullptr; // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end) if (!victim || !victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) || me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim)) { victim = nullptr; Acore::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range); Acore::UnitLastSearcher checker(me, victim, u_check); Cell::VisitObjects(me, checker, max_range); } if (!victim && me->GetCharmerOrOwnerOrSelf()->IsInCombat()) { victim = me->GetCharmerOrOwnerOrSelf()->getAttackerForHelper(); } // If have target if (victim) { // remember i_victimGuid = victim->GetGUID(); // attack me->SetInFront(victim); // client change orientation by self me->CastSpell(victim, me->ToTotem()->GetSpell(), false); } else i_victimGuid.Clear(); } void TotemAI::AttackStart(Unit* /*victim*/) { // Sentry totem sends ping on attack if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->IsPlayer()) { WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4)); data << me->GetGUID(); data << me->GetPositionX(); data << me->GetPositionY(); me->GetOwner()->ToPlayer()->SendDirectMessage(&data); } }