Foereaper 6ee9bc9e9d Fix bot PCH
On unix builds, the PCH would collide with Games PCH
2015-04-04 11:38:55 +02:00

103 lines
2.3 KiB
C++

#include "botpch.h"
#include "../../playerbot.h"
#include "AttackAction.h"
#include "MovementGenerator.h"
#include "CreatureAI.h"
#include "../../LootObjectStack.h"
using namespace ai;
bool AttackAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return Attack(target);
}
bool AttackMyTargetAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
ObjectGuid guid = master->GetSelectionGuid();
if (!guid)
{
if (verbose) ai->TellMaster("You have no target");
return false;
}
return Attack(ai->GetUnit(guid));
}
bool AttackAction::Attack(Unit* target)
{
MotionMaster &mm = *bot->GetMotionMaster();
if (mm.GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE || bot->IsTaxiFlying())
{
if (verbose) ai->TellMaster("I cannot attack in flight");
return false;
}
if (!target)
{
if (verbose) ai->TellMaster("I have no target");
return false;
}
ostringstream msg;
msg << target->GetName();
if (bot->IsFriendlyTo(target))
{
msg << " is friendly to me";
if (verbose) ai->TellMaster(msg.str());
return false;
}
if (!bot->IsWithinLOSInMap(target))
{
msg << " is not on my sight";
if (verbose) ai->TellMaster(msg.str());
return false;
}
if (bot->IsMounted())
{
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
}
ObjectGuid guid = target->GetObjectGuid();
bot->SetSelectionGuid(target->GetObjectGuid());
Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
context->GetValue<Unit*>("old target")->Set(oldTarget);
context->GetValue<Unit*>("current target")->Set(target);
context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
Pet* pet = bot->GetPet();
if (pet)
{
CreatureAI* creatureAI = ((Creature*)pet)->AI();
if (creatureAI)
creatureAI->AttackStart(target);
}
bot->Attack(target, true);
ai->ChangeEngine(BOT_STATE_COMBAT);
return true;
}
bool AttackDuelOpponentAction::isUseful()
{
return AI_VALUE(Unit*, "duel target");
}
bool AttackDuelOpponentAction::Execute(Event event)
{
return Attack(AI_VALUE(Unit*, "duel target"));
}