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
19 #include "AggressorAI.h"
22 #include "ObjectAccessor.h"
23 #include "VMapFactory.h"
29 AggressorAI::Permissible(const Creature
*creature
)
31 // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
32 if( !creature
->isCivilian() && !creature
->IsNeutralToAll() )
33 return PERMIT_BASE_PROACTIVE
;
35 return PERMIT_BASE_NO
;
38 AggressorAI::AggressorAI(Creature
*c
) : CreatureAI(c
), i_victimGuid(0), i_state(STATE_NORMAL
), i_tracker(TIME_INTERVAL_LOOK
)
43 AggressorAI::MoveInLineOfSight(Unit
*u
)
45 // Ignore Z for flying creatures
46 if( !m_creature
->canFly() && m_creature
->GetDistanceZ(u
) > CREATURE_Z_ATTACK_RANGE
)
49 if( !m_creature
->hasUnitState(UNIT_STAT_STUNNED
) && u
->isTargetableForAttack() &&
50 ( m_creature
->IsHostileTo( u
) /*|| u->getVictim() && m_creature->IsFriendlyTo( u->getVictim() )*/ ) &&
51 u
->isInAccessablePlaceFor(m_creature
) )
53 float attackRadius
= m_creature
->GetAttackDistance(u
);
54 if(m_creature
->IsWithinDistInMap(u
, attackRadius
) && m_creature
->IsWithinLOSInMap(u
) )
56 if(!m_creature
->getVictim())
59 u
->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
61 else if(sMapStore
.LookupEntry(m_creature
->GetMapId())->IsDungeon())
63 m_creature
->AddThreat(u
, 0.0f
);
64 u
->SetInCombatWith(m_creature
);
70 void AggressorAI::EnterEvadeMode()
72 if( !m_creature
->isAlive() )
74 DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", m_creature
->GetGUIDLow());
76 m_creature
->CombatStop(true);
77 m_creature
->DeleteThreatList();
81 Unit
* victim
= ObjectAccessor::GetUnit(*m_creature
, i_victimGuid
);
85 DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature
->GetGUIDLow());
87 else if( !victim
->isAlive() )
89 DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", m_creature
->GetGUIDLow());
91 else if( victim
->HasStealthAura() )
93 DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature
->GetGUIDLow());
95 else if( victim
->isInFlight() )
97 DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature
->GetGUIDLow());
101 DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", m_creature
->GetGUIDLow());
102 //i_state = STATE_LOOK_AT_VICTIM;
103 //i_tracker.Reset(TIME_INTERVAL_LOOK);
106 if(!m_creature
->isCharmed())
108 m_creature
->RemoveAllAuras();
110 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
111 if( m_creature
->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE
)
112 m_creature
->GetMotionMaster()->MoveTargetedHome();
115 m_creature
->DeleteThreatList();
117 m_creature
->CombatStop(true);
118 m_creature
->SetLootRecipient(NULL
);
122 AggressorAI::UpdateAI(const uint32
/*diff*/)
124 // update i_victimGuid if m_creature->getVictim() !=0 and changed
125 if(!m_creature
->SelectHostilTarget() || !m_creature
->getVictim())
128 i_victimGuid
= m_creature
->getVictim()->GetGUID();
130 if( m_creature
->isAttackReady() )
132 if( m_creature
->IsWithinDistInMap(m_creature
->getVictim(), ATTACK_DISTANCE
))
134 m_creature
->AttackerStateUpdate(m_creature
->getVictim());
135 m_creature
->resetAttackTimer();
141 AggressorAI::IsVisible(Unit
*pl
) const
143 return m_creature
->IsWithinDist(pl
,sWorld
.getConfig(CONFIG_SIGHT_MONSTER
))
144 && pl
->isVisibleForOrDetect(m_creature
,true);
148 AggressorAI::AttackStart(Unit
*u
)
153 if(m_creature
->Attack(u
,true))
155 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", m_creature->GetName(), u->GetGUIDLow());
156 i_victimGuid
= u
->GetGUID();
158 m_creature
->AddThreat(u
, 0.0f
);
159 m_creature
->SetInCombatWith(u
);
160 u
->SetInCombatWith(m_creature
);
162 m_creature
->GetMotionMaster()->MoveChase(u
);