2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 #include "ObjectAccessor.h"
26 int GuardAI::Permissible(const Creature
*creature
)
28 if( creature
->isGuard())
29 return PERMIT_BASE_SPECIAL
;
31 return PERMIT_BASE_NO
;
34 GuardAI::GuardAI(Creature
&c
) : i_creature(c
), i_victimGuid(0), i_state(STATE_NORMAL
), i_tracker(TIME_INTERVAL_LOOK
)
38 void GuardAI::MoveInLineOfSight(Unit
*u
)
40 // Ignore Z for flying creatures
41 if ( !i_creature
.canFly() && i_creature
.GetDistanceZ(u
) > CREATURE_Z_ATTACK_RANGE
)
44 if( !i_creature
.getVictim() && u
->isTargetableForAttack() &&
45 ( u
->IsHostileToPlayers() || i_creature
.IsHostileTo(u
) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
46 u
->isInAccessablePlaceFor(&i_creature
))
48 float attackRadius
= i_creature
.GetAttackDistance(u
);
49 if(i_creature
.IsWithinDistInMap(u
,attackRadius
))
51 //Need add code to let guard support player
53 u
->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
58 void GuardAI::EnterEvadeMode()
60 if( !i_creature
.isAlive() )
62 DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature
.GetGUIDLow());
63 i_creature
.StopMoving();
64 i_creature
.GetMotionMaster()->MoveIdle();
66 i_state
= STATE_NORMAL
;
69 i_creature
.CombatStop();
70 i_creature
.DeleteThreatList();
74 Unit
* victim
= ObjectAccessor::GetUnit(i_creature
, i_victimGuid
);
78 DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature
.GetGUIDLow());
80 else if( !victim
->isAlive() )
82 DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature
.GetGUIDLow());
84 else if( victim
->HasStealthAura() )
86 DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature
.GetGUIDLow());
88 else if( victim
->isInFlight() )
90 DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature
.GetGUIDLow());
94 DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature
.GetGUIDLow());
97 i_creature
.RemoveAllAuras();
98 i_creature
.DeleteThreatList();
100 i_creature
.CombatStop();
101 i_state
= STATE_NORMAL
;
103 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
104 if( i_creature
.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE
)
105 i_creature
.GetMotionMaster()->MoveTargetedHome();
108 void GuardAI::UpdateAI(const uint32
/*diff*/)
110 // update i_victimGuid if i_creature.getVictim() !=0 and changed
111 if(!i_creature
.SelectHostilTarget() || !i_creature
.getVictim())
114 i_victimGuid
= i_creature
.getVictim()->GetGUID();
116 if( i_creature
.isAttackReady() )
118 if( i_creature
.IsWithinDistInMap(i_creature
.getVictim(), ATTACK_DISTANCE
))
120 i_creature
.AttackerStateUpdate(i_creature
.getVictim());
121 i_creature
.resetAttackTimer();
126 bool GuardAI::IsVisible(Unit
*pl
) const
128 return i_creature
.GetDistance(pl
) < sWorld
.getConfig(CONFIG_SIGHT_GUARDER
)
129 && pl
->isVisibleForOrDetect(&i_creature
,true);
132 void GuardAI::AttackStart(Unit
*u
)
137 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
138 if(i_creature
.Attack(u
,true))
140 i_creature
.SetInCombatWith(u
);
141 u
->SetInCombatWith(&i_creature
);
143 i_creature
.AddThreat(u
, 0.0f
);
144 i_victimGuid
= u
->GetGUID();
145 i_creature
.GetMotionMaster()->MoveChase(u
);
149 void GuardAI::JustDied(Unit
*killer
)
151 if(Player
* pkiller
= killer
->GetCharmerOrOwnerPlayerOrPlayerItself())
152 i_creature
.SendZoneUnderAttackMessage(pkiller
);