/*
* 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);
}
}