
* Implement creature spells system. * Fix remaining issues. * Don't let mobs cast without enough mana. * Update revsiion.
171 lines
5.3 KiB
C++
171 lines
5.3 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "AggressorAI.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "World.h"
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#include "DBCStores.h"
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#include "Map.h"
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#include "Log.h"
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int AggressorAI::Permissible(const Creature* creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if (!(creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_AGGRO) && !creature->IsNeutralToAll())
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{
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return PERMIT_BASE_PROACTIVE;
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}
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return PERMIT_BASE_NO;
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}
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AggressorAI::AggressorAI(Creature* c) : CreatureAI(c), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void AggressorAI::MoveInLineOfSight(Unit* u)
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{
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// Ignore Z for flying creatures
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if (!m_creature->CanFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
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{
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return;
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}
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if (m_creature->CanInitiateAttack() && u->IsTargetableForAttack() &&
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m_creature->IsHostileTo(u) && u->isInAccessablePlaceFor(m_creature))
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{
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float attackRadius = m_creature->GetAttackDistance(u);
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if (m_creature->IsWithinDistInMap(u, attackRadius) && m_creature->IsWithinLOSInMap(u))
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{
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if (!m_creature->getVictim())
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{
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AttackStart(u);
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}
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else if (sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
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{
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m_creature->AddThreat(u);
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u->SetInCombatWith(m_creature);
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}
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}
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}
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}
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void AggressorAI::EnterEvadeMode()
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{
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if (!m_creature->IsAlive())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
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i_victimGuid.Clear();
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m_creature->CombatStop(true);
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m_creature->DeleteThreatList();
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return;
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}
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Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid);
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if (!victim)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (!victim->IsAlive())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->HasStealthAura())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->IsTaxiFlying())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
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// i_state = STATE_LOOK_AT_VICTIM;
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// i_tracker.Reset(TIME_INTERVAL_LOOK);
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}
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if (!m_creature->IsCharmed())
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{
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m_creature->RemoveAllAurasOnEvade();
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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{
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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}
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m_creature->DeleteThreatList();
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i_victimGuid.Clear();
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m_creature->CombatStop(true);
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m_creature->SetLootRecipient(NULL);
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// Reset back to default spells template. This also resets timers.
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SetSpellsList(m_creature->GetCreatureInfo()->SpellListId);
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}
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void AggressorAI::UpdateAI(const uint32 diff)
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{
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// update i_victimGuid if m_creature->getVictim() !=0 and changed
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if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
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{
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return;
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}
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i_victimGuid = m_creature->getVictim()->GetObjectGuid();
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if (!m_CreatureSpells.empty())
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UpdateSpellsList(diff);
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DoMeleeAttackIfReady();
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}
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bool AggressorAI::IsVisible(Unit* pl) const
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{
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return m_creature->IsWithinDist(pl, sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
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&& pl->IsVisibleForOrDetect(m_creature, m_creature, true);
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}
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void AggressorAI::AttackStart(Unit* u)
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{
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if (!u)
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{
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return;
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}
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if (m_creature->Attack(u, true))
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{
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i_victimGuid = u->GetObjectGuid();
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m_creature->AddThreat(u);
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m_creature->SetInCombatWith(u);
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u->SetInCombatWith(m_creature);
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HandleMovementOnAttackStart(u);
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}
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}
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