[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / GuardAI.cpp
blob255930f5b33942144a7dbcb5e8677a875a4ecfa8
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 "GuardAI.h"
20 #include "Errors.h"
21 #include "Creature.h"
22 #include "Player.h"
23 #include "ObjectAccessor.h"
24 #include "World.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) : i_creature(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 ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
42 return;
44 if( !i_creature.getVictim() && u->isTargetableForAttack() &&
45 ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
46 u->isInAccessablePlaceFor(&i_creature))
48 float attackRadius = i_creature.GetAttackDistance(u);
49 if(i_creature.IsWithinDistInMap(u,attackRadius))
51 //Need add code to let guard support player
52 AttackStart(u);
53 u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
58 void GuardAI::EnterEvadeMode()
60 if( !i_creature.isAlive() )
62 DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
63 i_creature.StopMoving();
64 i_creature.GetMotionMaster()->MoveIdle();
66 i_state = STATE_NORMAL;
68 i_victimGuid = 0;
69 i_creature.CombatStop();
70 i_creature.DeleteThreatList();
71 return;
74 Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
76 if( !victim )
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 because victim is dead [guid=%u]", i_creature.GetGUIDLow());
84 else if( victim ->HasStealthAura() )
86 DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
88 else if( victim ->isInFlight() )
90 DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
92 else
94 DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
97 i_creature.RemoveAllAuras();
98 i_creature.DeleteThreatList();
99 i_victimGuid = 0;
100 i_creature.CombatStop();
101 i_state = STATE_NORMAL;
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 void GuardAI::UpdateAI(const uint32 /*diff*/)
110 // update i_victimGuid if i_creature.getVictim() !=0 and changed
111 if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
112 return;
114 i_victimGuid = i_creature.getVictim()->GetGUID();
116 if( i_creature.isAttackReady() )
118 if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
120 i_creature.AttackerStateUpdate(i_creature.getVictim());
121 i_creature.resetAttackTimer();
126 bool GuardAI::IsVisible(Unit *pl) const
128 return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
129 && pl->isVisibleForOrDetect(&i_creature,true);
132 void GuardAI::AttackStart(Unit *u)
134 if( !u )
135 return;
137 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
138 if(i_creature.Attack(u,true))
140 i_creature.SetInCombatWith(u);
141 u->SetInCombatWith(&i_creature);
143 i_creature.AddThreat(u, 0.0f);
144 i_victimGuid = u->GetGUID();
145 i_creature.GetMotionMaster()->MoveChase(u);
149 void GuardAI::JustDied(Unit *killer)
151 if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
152 i_creature.SendZoneUnderAttackMessage(pkiller);