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
) : CreatureAI(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 (!m_creature
->canFly() && m_creature
->GetDistanceZ(u
) > CREATURE_Z_ATTACK_RANGE
)
44 if (!m_creature
->getVictim() && u
->isTargetableForAttack() &&
45 ( u
->IsHostileToPlayers() || m_creature
->IsHostileTo(u
) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
46 u
->isInAccessablePlaceFor(m_creature
))
48 float attackRadius
= m_creature
->GetAttackDistance(u
);
49 if (m_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 (!m_creature
->isAlive())
62 DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature
->GetGUIDLow());
63 m_creature
->StopMoving();
64 m_creature
->GetMotionMaster()->MoveIdle();
66 i_state
= STATE_NORMAL
;
69 m_creature
->CombatStop(true);
70 m_creature
->DeleteThreatList();
74 Unit
* victim
= ObjectAccessor::GetUnit(*m_creature
, i_victimGuid
);
78 DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature
->GetGUIDLow());
80 else if (!victim
->isAlive())
82 DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature
->GetGUIDLow());
84 else if (victim
->HasStealthAura())
86 DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature
->GetGUIDLow());
88 else if (victim
->isInFlight())
90 DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature
->GetGUIDLow());
94 DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature
->GetGUIDLow());
97 m_creature
->RemoveAllAuras();
98 m_creature
->DeleteThreatList();
100 m_creature
->CombatStop(true);
101 i_state
= STATE_NORMAL
;
103 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
104 if (m_creature
->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE
)
105 m_creature
->GetMotionMaster()->MoveTargetedHome();
108 void GuardAI::UpdateAI(const uint32
/*diff*/)
110 // update i_victimGuid if i_creature.getVictim() !=0 and changed
111 if (!m_creature
->SelectHostilTarget() || !m_creature
->getVictim())
114 i_victimGuid
= m_creature
->getVictim()->GetGUID();
116 if (m_creature
->isAttackReady())
118 if (m_creature
->IsWithinDistInMap(m_creature
->getVictim(), ATTACK_DISTANCE
))
120 m_creature
->AttackerStateUpdate(m_creature
->getVictim());
121 m_creature
->resetAttackTimer();
126 bool GuardAI::IsVisible(Unit
*pl
) const
128 return m_creature
->IsWithinDist(pl
,sWorld
.getConfig(CONFIG_SIGHT_GUARDER
))
129 && pl
->isVisibleForOrDetect(m_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(m_creature
->Attack(u
,true))
140 i_victimGuid
= u
->GetGUID();
141 m_creature
->AddThreat(u
, 0.0f
);
142 m_creature
->SetInCombatWith(u
);
143 u
->SetInCombatWith(m_creature
);
145 m_creature
->GetMotionMaster()->MoveChase(u
);
149 void GuardAI::JustDied(Unit
*killer
)
151 if(Player
* pkiller
= killer
->GetCharmerOrOwnerPlayerOrPlayerItself())
152 m_creature
->SendZoneUnderAttackMessage(pkiller
);