[9529] Make Player::IsValidPos const
[getmangos.git] / src / game / AggressorAI.cpp
blob4ab9a7ab2b0ad2f63749da620708fdcaab3d89ed
1 /*
2 * Copyright (C) 2005-2010 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
19 #include "AggressorAI.h"
20 #include "Errors.h"
21 #include "Creature.h"
22 #include "SharedDefines.h"
23 #include "ObjectAccessor.h"
24 #include "VMapFactory.h"
25 #include "World.h"
27 #include <list>
29 int
30 AggressorAI::Permissible(const Creature *creature)
32 // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
33 if( !creature->isCivilian() && !creature->IsNeutralToAll() )
34 return PERMIT_BASE_PROACTIVE;
36 return PERMIT_BASE_NO;
39 AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
43 void
44 AggressorAI::MoveInLineOfSight(Unit *u)
46 // Ignore Z for flying creatures
47 if( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
48 return;
50 if (!m_creature->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && u->isTargetableForAttack() &&
51 ( m_creature->IsHostileTo( u ) /*|| u->getVictim() && m_creature->IsFriendlyTo( u->getVictim() )*/ ) &&
52 u->isInAccessablePlaceFor(m_creature))
54 float attackRadius = m_creature->GetAttackDistance(u);
55 if(m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->IsWithinLOSInMap(u) )
57 if(!m_creature->getVictim())
59 AttackStart(u);
60 u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
62 else if(sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
64 m_creature->AddThreat(u);
65 u->SetInCombatWith(m_creature);
71 void AggressorAI::EnterEvadeMode()
73 if (!m_creature->isAlive())
75 DEBUG_LOG("Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
76 i_victimGuid = 0;
77 m_creature->CombatStop(true);
78 m_creature->DeleteThreatList();
79 return;
82 Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
84 if (!victim)
86 DEBUG_LOG("Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
88 else if (!victim->isAlive())
90 DEBUG_LOG("Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
92 else if (victim->HasStealthAura())
94 DEBUG_LOG("Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
96 else if (victim->isInFlight())
98 DEBUG_LOG("Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
100 else
102 DEBUG_LOG("Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
103 //i_state = STATE_LOOK_AT_VICTIM;
104 //i_tracker.Reset(TIME_INTERVAL_LOOK);
107 if (!m_creature->isCharmed())
109 m_creature->RemoveAllAuras();
111 // Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
112 if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
113 m_creature->GetMotionMaster()->MoveTargetedHome();
116 m_creature->DeleteThreatList();
117 i_victimGuid = 0;
118 m_creature->CombatStop(true);
119 m_creature->SetLootRecipient(NULL);
122 void
123 AggressorAI::UpdateAI(const uint32 /*diff*/)
125 // update i_victimGuid if m_creature->getVictim() !=0 and changed
126 if(!m_creature->SelectHostileTarget() || !m_creature->getVictim())
127 return;
129 i_victimGuid = m_creature->getVictim()->GetGUID();
131 if( m_creature->isAttackReady() )
133 if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
135 m_creature->AttackerStateUpdate(m_creature->getVictim());
136 m_creature->resetAttackTimer();
141 bool
142 AggressorAI::IsVisible(Unit *pl) const
144 return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
145 && pl->isVisibleForOrDetect(m_creature,m_creature,true);
148 void
149 AggressorAI::AttackStart(Unit *u)
151 if( !u )
152 return;
154 if(m_creature->Attack(u,true))
156 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", m_creature->GetName(), u->GetGUIDLow());
157 i_victimGuid = u->GetGUID();
159 m_creature->AddThreat(u);
160 m_creature->SetInCombatWith(u);
161 u->SetInCombatWith(m_creature);
163 m_creature->GetMotionMaster()->MoveChase(u);