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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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157
src/game/AggressorAI.cpp
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157
src/game/AggressorAI.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "AggressorAI.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "Player.h"
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#include "ObjectAccessor.h"
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#include "VMapFactory.h"
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#include "World.h"
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#include <list>
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int
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AggressorAI::Permissible(const Creature *creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if( !creature->isCivilian() && !creature->IsNeutralToAll() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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AggressorAI::AggressorAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void
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AggressorAI::MoveInLineOfSight(Unit *u)
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{
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// Ignore Z for flying creatures
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if( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
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return;
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if( !i_creature.getVictim() && !i_creature.hasUnitState(UNIT_STAT_STUNNED) && u->isTargetableForAttack() &&
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( i_creature.IsHostileTo( u ) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
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u->isInAccessablePlaceFor(&i_creature) )
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{
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float attackRadius = i_creature.GetAttackDistance(u);
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if(i_creature.IsWithinDistInMap(u, attackRadius) && i_creature.IsWithinLOSInMap(u) )
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{
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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}
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}
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void AggressorAI::EnterEvadeMode()
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{
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if( !i_creature.isAlive() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
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i_victimGuid = 0;
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i_creature.CombatStop();
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i_creature.DeleteThreatList();
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
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if( !victim )
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{
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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
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}
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else if( !victim->isAlive() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
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}
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else if( victim->HasStealthAura() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
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}
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else if( victim->isInFlight() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
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}
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else
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{
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DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
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//i_state = STATE_LOOK_AT_VICTIM;
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//i_tracker.Reset(TIME_INTERVAL_LOOK);
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}
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if(!i_creature.isCharmed())
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{
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i_creature.RemoveAllAuras();
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
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i_creature.GetMotionMaster()->MoveTargetedHome();
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}
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i_creature.DeleteThreatList();
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i_victimGuid = 0;
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i_creature.CombatStop();
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i_creature.SetLootRecipient(NULL);
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}
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void
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AggressorAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if i_creature.getVictim() !=0 and changed
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if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
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return;
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i_victimGuid = i_creature.getVictim()->GetGUID();
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if( i_creature.isAttackReady() )
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{
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if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
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{
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i_creature.AttackerStateUpdate(i_creature.getVictim());
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i_creature.resetAttackTimer();
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}
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}
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}
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bool
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AggressorAI::IsVisible(Unit *pl) const
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{
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return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
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&& pl->isVisibleForOrDetect(&i_creature,true);
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}
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void
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AggressorAI::AttackStart(Unit *u)
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{
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if( !u )
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return;
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if(i_creature.Attack(u,true))
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{
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i_creature.SetInCombatWith(u);
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u->SetInCombatWith(&i_creature);
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i_creature.AddThreat(u, 0.0f);
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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
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i_victimGuid = u->GetGUID();
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i_creature.GetMotionMaster()->MoveChase(u);
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}
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}
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