/* * Copyright (C) 2005-2011 MaNGOS * Copyright (C) 2009-2011 MaNGOSZero * Copyright (C) 2011-2016 Nostalrius * Copyright (C) 2016-2017 Elysium Project * * 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 */ #include "GuardAI.h" #include "Creature.h" #include "Player.h" int GuardAI::Permissible(const Creature *creature) { if (creature->IsGuard()) return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } GuardAI::GuardAI(Creature *c) : CreatureAI(c) { } // Returns whether the Unit is currently attacking other players or friendly npcs. bool GuardAI::IsAttackingPlayerOrFriendly(const Unit* pWho) const { if (pWho->IsPvPContested()) return true; if (Unit* pVictim = pWho->getVictim()) { if (m_creature->IsFriendlyTo(pVictim) || pVictim->isTaxi()) return true; } return false; } void GuardAI::MoveInLineOfSight(Unit *pWho) { if (m_creature->getVictim()) return; // Ignore Z for flying creatures if (!m_creature->CanFly() && pWho->IsCreature() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE) return; float attackRadius = m_creature->GetAttackDistance(pWho); bool isAttackingFriend = false; if (pWho->IsPlayer() && !m_creature->IsFriendlyTo(pWho)) { // Assignment, not a typo. if (isAttackingFriend = IsAttackingPlayerOrFriendly(pWho)) if ((attackRadius < 30.0f)) attackRadius = 30.0f; } if (!m_creature->IsWithinDistInMap(pWho, attackRadius)) return; if (m_creature->CanInitiateAttack() && pWho->isTargetableForAttack() && (pWho->IsHostileToPlayers() || m_creature->IsHostileTo(pWho) || isAttackingFriend) && pWho->isInAccessablePlaceFor(m_creature) && m_creature->IsWithinLOSInMap(pWho)) { AttackStart(pWho); } } void GuardAI::EnterCombat(Unit *) { m_creature->CallForHelp(30.0f); } void GuardAI::UpdateAI(const uint32 uiDiff) { if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; if (!m_CreatureSpells.empty()) DoSpellsListCasts(uiDiff); DoMeleeAttackIfReady(); } void GuardAI::AttackStart(Unit *pWho) { if (!pWho) return; if (m_creature->Attack(pWho, m_bMeleeAttack)) { m_creature->AddThreat(pWho); m_creature->SetInCombatWith(pWho); pWho->SetInCombatWith(m_creature); if (m_bCombatMovement) m_creature->GetMotionMaster()->MoveChase(pWho); } } void GuardAI::JustDied(Unit *pKiller) { if (Player* pPlayerKiller = pKiller->GetCharmerOrOwnerPlayerOrPlayerItself()) m_creature->SendZoneUnderAttackMessage(pPlayerKiller); }