server/src/game/AggressorAI.cpp
DasBlub 61102e3b16 [10610] Renamed some functions from the Creature class
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
2010-10-14 22:07:04 +02:00

163 lines
5.1 KiB
C++

/*
* Copyright (C) 2005-2010 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 "AggressorAI.h"
#include "Errors.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "ObjectAccessor.h"
#include "VMapFactory.h"
#include "World.h"
#include <list>
int
AggressorAI::Permissible(const Creature *creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if( !creature->IsCivilian() && !creature->IsNeutralToAll() )
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void
AggressorAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if( !m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
if (m_creature->CanInitiateAttack() && u->isTargetableForAttack() &&
m_creature->IsHostileTo(u) && u->isInAccessablePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if(m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->IsWithinLOSInMap(u) )
{
if(!m_creature->getVictim())
{
AttackStart(u);
u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
else if(sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
{
m_creature->AddThreat(u);
u->SetInCombatWith(m_creature);
}
}
}
}
void AggressorAI::EnterEvadeMode()
{
if (!m_creature->isAlive())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
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());
//i_state = STATE_LOOK_AT_VICTIM;
//i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if (!m_creature->isCharmed())
{
m_creature->RemoveAllAuras();
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
}
m_creature->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
}
void
AggressorAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!m_creature->SelectHostileTarget() || !m_creature->getVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
if( m_creature->isAttackReady() )
{
if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
bool
AggressorAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
void
AggressorAI::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);
}
}