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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!
152 lines
4.9 KiB
C++
152 lines
4.9 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "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 "ObjectAccessor.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_victimGuid(0), 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 = 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 = 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->RemoveAllAuras();
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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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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()->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 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->GetGUID();
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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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m_creature->GetMotionMaster()->MoveChase(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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