2 * Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
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 "TargetedMovementGenerator.h"
24 #include "Database/DBCStores.h"
25 #include "ObjectAccessor.h"
27 #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
->IsNeutralToAll() && !creature
->isCivilian() )
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 if( !i_creature
.getVictim() && !i_creature
.hasUnitState(UNIT_STAT_STUNDED
) && u
->isTargetableForAttack() &&
47 ( i_creature
.IsHostileTo( u
) /*|| u->getVictim() && i_creature.IsFriendlyTo( u->getVictim() )*/ ) &&
48 u
->isInAccessablePlaceFor(&i_creature
) )
50 float attackRadius
= i_creature
.GetAttackDistance(u
);
51 if(i_creature
.IsWithinDistInMap(u
, attackRadius
) && i_creature
.GetDistanceZ(u
) <= CREATURE_Z_ATTACK_RANGE
)
53 if(!i_creature
.IsWithinLOSInMap(u
)) return;
55 if(u
->HasStealthAura())
56 u
->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
62 AggressorAI::_needToStop() const
64 if( !i_creature
.isAlive() || !i_creature
.getVictim())
67 //if(!i_creature.getVictim()->isTargetableForAttack() || !i_creature.getVictim()->isInAccessablePlaceFor(&i_creature))
69 //no need for this checks because mob changes its victim only when
70 //1) victim is dead (check is in SelectHostilTarget() func)
71 //2) victim is out of threat radius
73 // chaise only at same map
74 if(!i_creature
.IsInMap(i_creature
.getVictim()))
77 // instance not have threat radius for stop
78 Map
* map
= MapManager::Instance().GetMap(i_creature
.GetMapId(),&i_creature
);
79 if(map
->Instanceable())
83 i_creature
.GetRespawnCoord(rx
, ry
, rz
);
84 float length
= i_creature
.getVictim()->GetDistanceSq(rx
,ry
,rz
);
85 return ( length
> CREATURE_THREAT_RADIUS
);
88 void AggressorAI::_stopAttack()
90 DEBUG_LOG("What we do HERE ?");
94 void AggressorAI::EnterEvadeMode()
96 if( !i_creature
.isAlive() )
98 DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature
.GetGUIDLow());
100 i_creature
.CombatStop(true);
101 i_creature
.DeleteThreatList();
105 Unit
* victim
= ObjectAccessor::Instance().GetUnit(i_creature
, i_victimGuid
);
109 DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature
.GetGUIDLow());
111 else if( !victim
->isAlive() )
113 DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature
.GetGUIDLow());
115 else if( victim
->HasStealthAura() )
117 DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature
.GetGUIDLow());
119 else if( victim
->isInFlight() )
121 DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature
.GetGUIDLow());
125 DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature
.GetGUIDLow());
126 //i_state = STATE_LOOK_AT_VICTIM;
127 //i_tracker.Reset(TIME_INTERVAL_LOOK);
130 i_creature
.RemoveAllAuras();
131 i_creature
.DeleteThreatList();
133 i_creature
.CombatStop(true);
135 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
136 if( i_creature
->top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE
)
137 i_creature
->TargetedHome();
141 AggressorAI::UpdateAI(const uint32 diff
)
143 // update i_victimGuid if i_creature.getVictim() !=0 and changed
144 if(!i_creature
.SelectHostilTarget() || !i_creature
.getVictim())
147 i_victimGuid
= i_creature
.getVictim()->GetGUID();
149 // i_creature.getVictim() can't be used for check in case stop fighting, i_creature.getVictim() clearóâ at Unit death etc.
154 DEBUG_LOG("Aggressor AI stoped attacking [guid=%u]", i_creature
.GetGUIDLow());
155 EnterEvadeMode(); // i_victimGuid == 0 && i_creature.getVictim() == NULL now
159 assert((i_victimGuid
!= 0) == (i_creature
.getVictim() != NULL
) && "i_victimGuid and i_creature.getVictim() not synchronized.");
161 if( i_creature
.IsWithinDistInMap(i_creature
.getVictim(), ATTACK_DISTANCE
))
163 if( i_creature
.isAttackReady() )
165 i_creature
.AttackerStateUpdate(i_creature
.getVictim());
166 i_creature
.resetAttackTimer();
173 AggressorAI::IsVisible(Unit
*pl
) const
175 return i_creature
.GetDistanceSq(pl
) < sWorld
.getConfig(CONFIG_SIGHT_MONSTER
)
176 && pl
->isVisibleForOrDetect(&i_creature
,true);
180 AggressorAI::AttackStart(Unit
*u
)
185 sLog
.outDetail("Start to attack");
186 if(i_creature
.Attack(u
))
188 i_creature
.AddThreat(u
, 0.0f
);
189 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
190 i_victimGuid
= u
->GetGUID();
192 i_creature
.resetAttackTimer();
193 i_creature
->Mutate(new TargetedMovementGenerator(*u
));
194 if (u
->GetTypeId() == TYPEID_PLAYER
)
195 i_creature
.SetLootRecipient((Player
*)u
);