/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "GuardAI.h" #include "Creature.h" #include "Player.h" #include "World.h" int GuardAI::Permissible(const Creature* creature) { if (creature->IsGuard()) { return PERMIT_BASE_SPECIAL; } return PERMIT_BASE_NO; } GuardAI::GuardAI(Creature* c) : CreatureAI(c), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) { } void GuardAI::MoveInLineOfSight(Unit* u) { // Ignore Z for flying creatures if (!m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE) { return; } if (!m_creature->getVictim() && u->IsTargetableForAttack() && (u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) && u->isInAccessablePlaceFor(m_creature)) { float attackRadius = m_creature->GetAttackDistance(u); if (m_creature->IsWithinDistInMap(u, attackRadius)) { // Need add code to let guard support player AttackStart(u); } } } void GuardAI::EnterEvadeMode() { if (!m_creature->IsAlive()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow()); m_creature->StopMoving(); m_creature->GetMotionMaster()->MoveIdle(); i_state = STATE_NORMAL; i_victimGuid.Clear(); m_creature->CombatStop(true); m_creature->DeleteThreatList(); return; } Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid); if (!victim) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow()); } else if (!victim->IsAlive()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow()); } else if (victim->HasStealthAura()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow()); } else if (victim->IsTaxiFlying()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow()); } else { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow()); } m_creature->RemoveAllAurasOnEvade(); m_creature->DeleteThreatList(); i_victimGuid.Clear(); m_creature->CombatStop(true); i_state = STATE_NORMAL; // Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE) { m_creature->GetMotionMaster()->MoveTargetedHome(); } // Reset back to default spells template. This also resets timers. SetSpellsList(m_creature->GetCreatureInfo()->SpellListId); } void GuardAI::UpdateAI(const uint32 diff) { // update i_victimGuid if i_creature.getVictim() !=0 and changed if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) { return; } i_victimGuid = m_creature->getVictim()->GetObjectGuid(); if (!m_CreatureSpells.empty()) UpdateSpellsList(diff); DoMeleeAttackIfReady(); } bool GuardAI::IsVisible(Unit* pl) const { return m_creature->IsWithinDist(pl, sWorld.getConfig(CONFIG_FLOAT_SIGHT_GUARDER)) && pl->IsVisibleForOrDetect(m_creature, m_creature, true); } void GuardAI::AttackStart(Unit* u) { if (!u) { return; } if (m_creature->Attack(u, true)) { i_victimGuid = u->GetObjectGuid(); m_creature->AddThreat(u); m_creature->SetInCombatWith(u); u->SetInCombatWith(m_creature); HandleMovementOnAttackStart(u); } } void GuardAI::JustDied(Unit* killer) { if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) { m_creature->SendZoneUnderAttackMessage(pkiller); } }