[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / AggressorAI.cpp
blob52f7dbf49eb55e2a5925a1eebbda1d9b00eaea99
1 /*
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"
20 #include "Errors.h"
21 #include "Creature.h"
22 #include "Player.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) : i_creature(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( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
48 return;
50 if( !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) )
57 if(!i_creature.getVictim())
59 AttackStart(u);
60 u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
62 else if(sMapStore.LookupEntry(i_creature.GetMapId())->IsDungeon())
64 u->SetInCombatWith(&i_creature);
65 i_creature.AddThreat(u, 0.0f);
71 void AggressorAI::EnterEvadeMode()
73 if( !i_creature.isAlive() )
75 DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
76 i_victimGuid = 0;
77 i_creature.CombatStop();
78 i_creature.DeleteThreatList();
79 return;
82 Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
84 if( !victim )
86 DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
88 else if( !victim->isAlive() )
90 DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
92 else if( victim->HasStealthAura() )
94 DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
96 else if( victim->isInFlight() )
98 DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
100 else
102 DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
103 //i_state = STATE_LOOK_AT_VICTIM;
104 //i_tracker.Reset(TIME_INTERVAL_LOOK);
107 if(!i_creature.isCharmed())
109 i_creature.RemoveAllAuras();
111 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
112 if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
113 i_creature.GetMotionMaster()->MoveTargetedHome();
116 i_creature.DeleteThreatList();
117 i_victimGuid = 0;
118 i_creature.CombatStop();
119 i_creature.SetLootRecipient(NULL);
122 void
123 AggressorAI::UpdateAI(const uint32 /*diff*/)
125 // update i_victimGuid if i_creature.getVictim() !=0 and changed
126 if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
127 return;
129 i_victimGuid = i_creature.getVictim()->GetGUID();
131 if( i_creature.isAttackReady() )
133 if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
135 i_creature.AttackerStateUpdate(i_creature.getVictim());
136 i_creature.resetAttackTimer();
141 bool
142 AggressorAI::IsVisible(Unit *pl) const
144 return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
145 && pl->isVisibleForOrDetect(&i_creature,true);
148 void
149 AggressorAI::AttackStart(Unit *u)
151 if( !u )
152 return;
154 if(i_creature.Attack(u,true))
156 i_creature.SetInCombatWith(u);
157 u->SetInCombatWith(&i_creature);
159 i_creature.AddThreat(u, 0.0f);
160 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
161 i_victimGuid = u->GetGUID();
163 i_creature.GetMotionMaster()->MoveChase(u);