2 * Copyright (C) 2005-2013 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"
22 #include "SharedDefines.h"
23 #include "VMapFactory.h"
25 #include "DBCStores.h"
31 AggressorAI::Permissible(const Creature
* creature
)
33 // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
34 if (!creature
->IsCivilian() && !creature
->IsNeutralToAll())
35 return PERMIT_BASE_PROACTIVE
;
37 return PERMIT_BASE_NO
;
40 AggressorAI::AggressorAI(Creature
* c
) : CreatureAI(c
), i_state(STATE_NORMAL
), i_tracker(TIME_INTERVAL_LOOK
)
45 AggressorAI::MoveInLineOfSight(Unit
* u
)
47 // Ignore Z for flying creatures
48 if (!m_creature
->CanFly() && m_creature
->GetDistanceZ(u
) > CREATURE_Z_ATTACK_RANGE
)
51 if (m_creature
->CanInitiateAttack() && u
->isTargetableForAttack() &&
52 m_creature
->IsHostileTo(u
) && 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())
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_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "Creature stopped attacking, he is dead [guid=%u]", m_creature
->GetGUIDLow());
77 m_creature
->CombatStop(true);
78 m_creature
->DeleteThreatList();
82 Unit
* victim
= m_creature
->GetMap()->GetUnit(i_victimGuid
);
86 DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "Creature stopped attacking, no victim [guid=%u]", m_creature
->GetGUIDLow());
88 else if (!victim
->isAlive())
90 DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "Creature stopped attacking, victim is dead [guid=%u]", m_creature
->GetGUIDLow());
92 else if (victim
->HasStealthAura())
94 DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature
->GetGUIDLow());
96 else if (victim
->IsTaxiFlying())
98 DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature
->GetGUIDLow());
102 DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS
, "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
.Clear();
118 m_creature
->CombatStop(true);
119 m_creature
->SetLootRecipient(NULL
);
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())
129 i_victimGuid
= m_creature
->getVictim()->GetObjectGuid();
131 DoMeleeAttackIfReady();
135 AggressorAI::IsVisible(Unit
* pl
) const
137 return m_creature
->IsWithinDist(pl
, sWorld
.getConfig(CONFIG_FLOAT_SIGHT_MONSTER
))
138 && pl
->isVisibleForOrDetect(m_creature
, m_creature
, true);
142 AggressorAI::AttackStart(Unit
* u
)
147 if (m_creature
->Attack(u
, true))
149 i_victimGuid
= u
->GetObjectGuid();
151 m_creature
->AddThreat(u
);
152 m_creature
->SetInCombatWith(u
);
153 u
->SetInCombatWith(m_creature
);
155 m_creature
->GetMotionMaster()->MoveChase(u
);