2 * Copyright (C) 2005-2008 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"
23 #include "ObjectAccessor.h"
24 #include "VMapFactory.h"
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
) : i_creature(c
), i_victimGuid(0), i_state(STATE_NORMAL
), i_tracker(TIME_INTERVAL_LOOK
)
44 AggressorAI::MoveInLineOfSight(Unit
*u
)
46 // Ignore Z for flying creatures
47 if( !i_creature
.canFly() && i_creature
.GetDistanceZ(u
) > CREATURE_Z_ATTACK_RANGE
)
50 if( !i_creature
.getVictim() && !i_creature
.hasUnitState(UNIT_STAT_STUNNED
) && u
->isTargetableForAttack() &&
51 ( i_creature
.IsHostileTo( u
) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
52 u
->isInAccessablePlaceFor(&i_creature
) )
54 float attackRadius
= i_creature
.GetAttackDistance(u
);
55 if(i_creature
.IsWithinDistInMap(u
, attackRadius
) && i_creature
.IsWithinLOSInMap(u
) )
58 u
->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
63 void AggressorAI::EnterEvadeMode()
65 if( !i_creature
.isAlive() )
67 DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature
.GetGUIDLow());
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 cuz his victim is dead [guid=%u]", i_creature
.GetGUIDLow());
84 else if( victim
->HasStealthAura() )
86 DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature
.GetGUIDLow());
88 else if( victim
->isInFlight() )
90 DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature
.GetGUIDLow());
94 DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature
.GetGUIDLow());
95 //i_state = STATE_LOOK_AT_VICTIM;
96 //i_tracker.Reset(TIME_INTERVAL_LOOK);
99 if(!i_creature
.isCharmed())
101 i_creature
.RemoveAllAuras();
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 i_creature
.DeleteThreatList();
110 i_creature
.CombatStop();
111 i_creature
.SetLootRecipient(NULL
);
115 AggressorAI::UpdateAI(const uint32
/*diff*/)
117 // update i_victimGuid if i_creature.getVictim() !=0 and changed
118 if(!i_creature
.SelectHostilTarget() || !i_creature
.getVictim())
121 i_victimGuid
= i_creature
.getVictim()->GetGUID();
123 if( i_creature
.isAttackReady() )
125 if( i_creature
.IsWithinDistInMap(i_creature
.getVictim(), ATTACK_DISTANCE
))
127 i_creature
.AttackerStateUpdate(i_creature
.getVictim());
128 i_creature
.resetAttackTimer();
134 AggressorAI::IsVisible(Unit
*pl
) const
136 return i_creature
.GetDistance(pl
) < sWorld
.getConfig(CONFIG_SIGHT_MONSTER
)
137 && pl
->isVisibleForOrDetect(&i_creature
,true);
141 AggressorAI::AttackStart(Unit
*u
)
146 if(i_creature
.Attack(u
,true))
148 i_creature
.SetInCombatWith(u
);
149 u
->SetInCombatWith(&i_creature
);
151 i_creature
.AddThreat(u
, 0.0f
);
152 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
153 i_victimGuid
= u
->GetGUID();
155 i_creature
.GetMotionMaster()->MoveChase(u
);