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use an extra function for setfeigndeath() like it's done with setfeared already.. allow to apply feigndeath on creatures too avoid moving of creatures with feign death applied and start attacking last victim when feigndeath disappears
164 lines
5.1 KiB
C++
164 lines
5.1 KiB
C++
/*
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* Copyright (C) 2005-2009 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 "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) : CreatureAI(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( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
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return;
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if( !m_creature->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && u->isTargetableForAttack() &&
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( 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) && m_creature->IsWithinLOSInMap(u) )
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{
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if(!m_creature->getVictim())
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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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else if(sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
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{
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m_creature->AddThreat(u, 0.0f);
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u->SetInCombatWith(m_creature);
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}
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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( !m_creature->isAlive() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
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i_victimGuid = 0;
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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 = ObjectAccessor::GetUnit(*m_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]", m_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]", m_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]", m_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]", m_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]", m_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(!m_creature->isCharmed())
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{
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m_creature->RemoveAllAuras();
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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m_creature->DeleteThreatList();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_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 m_creature->getVictim() !=0 and changed
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if(!m_creature->SelectHostilTarget() || !m_creature->getVictim())
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return;
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i_victimGuid = m_creature->getVictim()->GetGUID();
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if( m_creature->isAttackReady() )
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{
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_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 m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_MONSTER))
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&& pl->isVisibleForOrDetect(m_creature,m_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(m_creature->Attack(u,true))
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{
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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", m_creature->GetName(), u->GetGUIDLow());
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i_victimGuid = u->GetGUID();
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m_creature->AddThreat(u, 0.0f);
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m_creature->SetInCombatWith(u);
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u->SetInCombatWith(m_creature);
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m_creature->GetMotionMaster()->MoveChase(u);
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}
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}
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