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Initial project location adjustment
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src/game/Object/GuardAI.cpp
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150
src/game/Object/GuardAI.cpp
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "GuardAI.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 "World.h"
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int GuardAI::Permissible(const Creature* creature)
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{
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if (creature->IsGuard())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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GuardAI::GuardAI(Creature* c) : CreatureAI(c), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void GuardAI::MoveInLineOfSight(Unit* u)
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{
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// Ignore Z for flying creatures
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if (!m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (!m_creature->getVictim() && u->isTargetableForAttack() &&
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(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
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u->isInAccessablePlaceFor(m_creature))
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{
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float attackRadius = m_creature->GetAttackDistance(u);
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if (m_creature->IsWithinDistInMap(u, attackRadius))
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{
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// Need add code to let guard support player
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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 GuardAI::EnterEvadeMode()
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{
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if (!m_creature->isAlive())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
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m_creature->StopMoving();
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m_creature->GetMotionMaster()->MoveIdle();
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i_state = STATE_NORMAL;
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i_victimGuid.Clear();
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m_creature->CombatStop(true);
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m_creature->DeleteThreatList();
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return;
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}
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Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid);
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if (!victim)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (!victim->isAlive())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->HasStealthAura())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->IsTaxiFlying())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
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}
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m_creature->RemoveAllAurasOnEvade();
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m_creature->DeleteThreatList();
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i_victimGuid.Clear();
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m_creature->CombatStop(true);
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i_state = STATE_NORMAL;
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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void GuardAI::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 (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
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return;
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i_victimGuid = m_creature->getVictim()->GetObjectGuid();
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DoMeleeAttackIfReady();
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}
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bool GuardAI::IsVisible(Unit* pl) const
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{
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return m_creature->IsWithinDist(pl, sWorld.getConfig(CONFIG_FLOAT_SIGHT_GUARDER))
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&& pl->isVisibleForOrDetect(m_creature, m_creature, true);
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}
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void GuardAI::AttackStart(Unit* u)
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{
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if (!u)
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return;
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if (m_creature->Attack(u, true))
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{
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i_victimGuid = u->GetObjectGuid();
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m_creature->AddThreat(u);
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m_creature->SetInCombatWith(u);
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u->SetInCombatWith(m_creature);
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HandleMovementOnAttackStart(u);
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}
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}
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void GuardAI::JustDied(Unit* killer)
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{
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if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
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m_creature->SendZoneUnderAttackMessage(pkiller);
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}
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