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https://github.com/mangosfour/server.git
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removed redundant check at MoveInLos this check is already done in istargetableForAttack thx to NoFantasy fixed in isVisibleForOrDetect that isInvisbleForAlive wasn't checked.. and therefore all spiritserviceprovider got visible thx to NetSky
153 lines
4.8 KiB
C++
153 lines
4.8 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 "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_LOG("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 = 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, 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_LOG("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_LOG("Creature stopped attacking, victim is in 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, 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_LOG("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 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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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_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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// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
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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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