server/src/game/GuardAI.cpp
VladimirMangos cf685da47a [11139] Use for Creature/GameObject local per-map guids
* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
  specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
  This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.

Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
2011-02-12 09:52:16 +03:00

144 lines
4.6 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "GuardAI.h"
#include "Errors.h"
#include "Creature.h"
#include "Player.h"
#include "World.h"
int GuardAI::Permissible(const Creature *creature)
{
if( creature->isGuard())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if (!m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
return;
if (!m_creature->getVictim() && u->isTargetableForAttack() &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessablePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if (m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
void GuardAI::EnterEvadeMode()
{
if (!m_creature->isAlive())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->StopMoving();
m_creature->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->DeleteThreatList();
return;
}
Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid);
if (!victim)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
}
else if (!victim->isAlive())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if (victim->HasStealthAura())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if (victim->IsTaxiFlying())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
}
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop(true);
i_state = STATE_NORMAL;
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
DoMeleeAttackIfReady();
}
bool GuardAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_FLOAT_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
void GuardAI::AttackStart(Unit *u)
{
if( !u )
return;
if(m_creature->Attack(u,true))
{
i_victimGuid = u->GetGUID();
m_creature->AddThreat(u);
m_creature->SetInCombatWith(u);
u->SetInCombatWith(m_creature);
m_creature->GetMotionMaster()->MoveChase(u);
}
}
void GuardAI::JustDied(Unit *killer)
{
if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
}