server/src/game/AggressorAI.cpp
VladimirMangos fe6e2e1746 [9122] Updated copyright notice for new year.
Also fix some lost in past cases.
2010-01-08 00:02:21 +03:00

165 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->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && u->isTargetableForAttack() &&
( 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) && 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_LOG("Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim->isAlive() )
{
DEBUG_LOG("Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("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 TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_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_SIGHT_MONSTER))
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
void
AggressorAI::AttackStart(Unit *u)
{
if( !u )
return;
if(m_creature->Attack(u,true))
{
// DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", m_creature->GetName(), u->GetGUIDLow());
i_victimGuid = u->GetGUID();
m_creature->AddThreat(u);
m_creature->SetInCombatWith(u);
u->SetInCombatWith(m_creature);
m_creature->GetMotionMaster()->MoveChase(u);
}
}