mangos/src/game/Object/AggressorAI.cpp
brotalnia 5808fc6d25
Implement the creature spell lists system. (#123)
* Implement creature spells system.

* Fix remaining issues.

* Don't let mobs cast without enough mana.

* Update revsiion.
2020-12-10 15:12:43 +00:00

171 lines
5.3 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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 "AggressorAI.h"
#include "Errors.h"
#include "Creature.h"
#include "World.h"
#include "DBCStores.h"
#include "Map.h"
#include "Log.h"
int AggressorAI::Permissible(const Creature* creature)
{
// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
if (!(creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_AGGRO) && !creature->IsNeutralToAll())
{
return PERMIT_BASE_PROACTIVE;
}
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature* c) : CreatureAI(c), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void AggressorAI::MoveInLineOfSight(Unit* u)
{
// Ignore Z for flying creatures
if (!m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
{
return;
}
if (m_creature->CanInitiateAttack() && u->IsTargetableForAttack() &&
m_creature->IsHostileTo(u) && u->isInAccessablePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if (m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->IsWithinLOSInMap(u))
{
if (!m_creature->getVictim())
{
AttackStart(u);
}
else if (sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
{
m_creature->AddThreat(u);
u->SetInCombatWith(m_creature);
}
}
}
}
void AggressorAI::EnterEvadeMode()
{
if (!m_creature->IsAlive())
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
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());
// i_state = STATE_LOOK_AT_VICTIM;
// i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if (!m_creature->IsCharmed())
{
m_creature->RemoveAllAurasOnEvade();
// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
m_creature->GetMotionMaster()->MoveTargetedHome();
}
}
m_creature->DeleteThreatList();
i_victimGuid.Clear();
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
// Reset back to default spells template. This also resets timers.
SetSpellsList(m_creature->GetCreatureInfo()->SpellListId);
}
void AggressorAI::UpdateAI(const uint32 diff)
{
// update i_victimGuid if m_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 AggressorAI::IsVisible(Unit* pl) const
{
return m_creature->IsWithinDist(pl, sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
&& pl->IsVisibleForOrDetect(m_creature, m_creature, true);
}
void AggressorAI::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);
}
}