2 * Copyright (C) 2005,2006 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 "Utilities.h"
24 #include "TargetedMovementGenerator.h"
25 #include "Database/DBCStores.h"
29 AggressorAI::Permissible(const Creature
*creature
)
31 // have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
32 if( !creature
->IsNeutralToAll() )
33 return PERMIT_BASE_PROACTIVE
;
35 return PERMIT_BASE_NO
;
38 AggressorAI::AggressorAI(Creature
&c
) : i_creature(c
), i_victimGuid(0), i_state(STATE_NORMAL
), i_tracker(TIME_INTERVAL_LOOK
)
43 AggressorAI::MoveInLineOfSight(Unit
*u
)
45 if( !i_creature
.getVictim() && u
->isTargetableForAttack() && IsVisible(u
) && u
->isInAccessablePlaceFor(&i_creature
))
47 float attackRadius
= i_creature
.GetAttackDistance(u
);
48 if(i_creature
.IsWithinDist(u
, attackRadius
) && i_creature
.GetDistanceZ(u
) <= CREATURE_Z_ATTACK_RANGE
)
50 if( i_creature
.IsHostileTo( u
) )
53 if(u
->HasStealthAura())
54 u
->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
61 AggressorAI::HealBy(Unit
*healer
, uint32 amount_healed
)
66 AggressorAI::DamageInflict(Unit
*healer
, uint32 amount_healed
)
71 AggressorAI::_needToStop() const
73 if( !i_creature
.isAlive() || !i_creature
.getVictim() || !i_creature
.getVictim()->isTargetableForAttack() )
76 if(!i_creature
.getVictim()->isInAccessablePlaceFor(&i_creature
))
80 i_creature
.GetRespawnCoord(rx
, ry
, rz
);
81 float spawndist
=i_creature
.GetDistanceSq(rx
,ry
,rz
);
82 float length
= i_creature
.GetDistanceSq(i_creature
.getVictim());
83 float hostillen
=i_creature
.GetHostilityDistance( i_creature
.getVictim()->GetGUID() );
84 return (( length
> (10.0f
+ hostillen
) * (10.0f
+ hostillen
) && spawndist
> 6400.0f
)
85 || ( length
> (20.0f
+ hostillen
) * (20.0f
+ hostillen
) && spawndist
> 2500.0f
)
86 || ( length
> (30.0f
+ hostillen
) * (30.0f
+ hostillen
) ));
89 void AggressorAI::AttackStop(Unit
*)
93 void AggressorAI::_stopAttack()
95 if( !i_creature
.isAlive() )
97 DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature
.GetGUIDLow());
99 i_creature
.CombatStop();
103 assert( i_victimGuid
);
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);
131 i_creature
.AttackStop();
133 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
134 if( i_creature
->top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE
)
135 i_creature
->TargetedHome();
139 AggressorAI::UpdateAI(const uint32 diff
)
141 // update i_victimGuid if i_creature.getVictim() !=0 and changed
142 if(i_creature
.getVictim())
143 i_victimGuid
= i_creature
.getVictim()->GetGUID();
145 // i_creature.getVictim() can't be used for check in case stop fighting, i_creature.getVictim() clearóâ at Unit death etc.
150 DEBUG_LOG("Aggressor AI stoped attacking [guid=%u]", i_creature
.GetGUIDLow());
151 _stopAttack(); // i_victimGuid == 0 && i_creature.getVictim() == NULL now
155 assert((i_victimGuid
!= 0) == (i_creature
.getVictim() != NULL
) && "i_victimGuid and i_creature.getVictim() not synchronized.");
159 /*case STATE_LOOK_AT_VICTIM:
161 if( IsVisible(i_pVictim) )
163 DEBUG_LOG("Victim %u re-enters creature's aggro radius fater stop attacking", i_pVictim->GetGUIDLow());
164 i_state = STATE_NORMAL;
165 i_creature->MovementExpired();
167 // back to the cat and mice game if you move back in range
170 i_tracker.Update(diff);
171 if( i_tracker.Passed() )
173 i_creature->MovementExpired();
174 DEBUG_LOG("Creature running back home [guid=%u]", i_creature.GetGUIDLow());
175 if( i_creature->top()->GetMovementGeneratorType() == MovementGenerator::TARGETED_MOTION_TYPE )
176 static_cast<TargetedMovementGenerator *>(i_creature->top())->TargetedHome(i_creature);
177 i_state = STATE_NORMAL;
183 float dx = i_pVictim->GetPositionX() - i_creature.GetPositionX();
184 float dy = i_pVictim->GetPositionY() - i_creature.GetPositionY();
185 float orientation = (float)atan2((double)dy, (double)dx);
186 i_creature.Relocate(i_pVictim->GetPositionX(), i_pVictim->GetPositionY(), i_pVictim->GetPositionZ(), orientation);
193 if( i_creature
.IsStopped() )
195 if( i_creature
.isAttackReady() )
197 Unit
* newtarget
= i_creature
.SelectHostilTarget();
199 AttackStart(newtarget
);
201 if(!i_creature
.canReachWithAttack(i_creature
.getVictim()))
203 i_creature
.AttackerStateUpdate(i_creature
.getVictim());
204 i_creature
.resetAttackTimer();
206 if ( !i_creature
.getVictim() )
222 AggressorAI::IsVisible(Unit
*pl
) const
224 bool seestealth
= true;
225 uint32 sight
= sWorld
.getConfig(CONFIG_SIGHT_MONSTER
);
226 float dist
= i_creature
.GetDistanceSq(pl
);
227 if(pl
->HasStealthAura())
230 int notfront
= i_creature
.isInFront(pl
, sight
) ? 0 : 1;
231 seevaluse
= 5 + i_creature
.getLevel() * 5 + i_creature
.m_detectStealth
- pl
->m_stealthvalue
- (uint32
)sqrt(dist
/100) - 50 * notfront
;
234 else if(seevaluse
>=int32(urand(0,30)))
236 else seestealth
= false;
239 return seestealth
&& (dist
* 1.0 <= sight
) ;
243 AggressorAI::AttackStart(Unit
*u
)
245 if( i_creature
.getVictim() || !u
)
247 // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
248 i_victimGuid
= u
->GetGUID();
249 i_creature
.Attack(u
);
250 i_creature
.resetAttackTimer();
251 i_creature
->Mutate(new TargetedMovementGenerator(*u
));
252 if (u
->GetTypeId() == TYPEID_PLAYER
)
253 i_creature
.SetLootRecipient((Player
*)u
);