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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "Creature.h"
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#include "World.h"
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#include "SpellMgr.h"
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#include "Vehicle.h"
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//Disable CreatureAI when charmed
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void CreatureAI :: OnCharmed ( bool apply )
{
//me->IsAIEnabled = !apply;*/
me -> NeedChangeAI = true ;
me -> IsAIEnabled = false ;
}
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AISpellInfoType * UnitAI :: AISpellInfo ;
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AISpellInfoType * GetAISpellInfo ( uint32 i ) { return & CreatureAI :: AISpellInfo [ i ]; }
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void CreatureAI :: DoZoneInCombat ( Creature * creature )
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{
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if ( ! creature )
creature = me ;
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if ( ! creature -> CanHaveThreatList ())
return ;
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Map * map = creature -> GetMap ();
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if ( ! map -> IsDungeon ()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
{
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sLog . outError ( "DoZoneInCombat call for map that isn't an instance (creature entry = %d)" , creature -> GetTypeId () == TYPEID_UNIT ? creature -> ToCreature () -> GetEntry () : 0 );
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return ;
}
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if ( ! creature -> HasReactState ( REACT_PASSIVE ) && ! creature -> getVictim ())
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{
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if ( Unit * target = creature -> SelectNearestTarget ( 50 ))
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creature -> AI () -> AttackStart ( target );
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else if ( creature -> isSummon ())
{
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if ( Unit * summoner = creature -> ToTempSummon () -> GetSummoner ())
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{
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Unit * target = summoner -> getAttackerForHelper ();
if ( ! target && summoner -> CanHaveThreatList () && ! summoner -> getThreatManager (). isThreatListEmpty ())
target = summoner -> getThreatManager (). getHostilTarget ();
if ( target && ( creature -> IsFriendlyTo ( summoner ) || creature -> IsHostileTo ( target )))
creature -> AI () -> AttackStart ( target );
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}
}
}
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if ( ! creature -> HasReactState ( REACT_PASSIVE ) && ! creature -> getVictim ())
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{
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sLog . outError ( "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)" , creature -> GetEntry ());
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return ;
}
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Map :: PlayerList const & PlList = map -> GetPlayers ();
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if ( PlList . isEmpty ())
return ;
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for ( Map :: PlayerList :: const_iterator i = PlList . begin (); i != PlList . end (); ++ i )
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{
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if ( Player * pPlayer = i -> getSource ())
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{
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if ( pPlayer -> isGameMaster ())
continue ;
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if ( pPlayer -> isAlive ())
{
creature -> SetInCombatWith ( pPlayer );
pPlayer -> SetInCombatWith ( creature );
creature -> AddThreat ( pPlayer , 0.0f );
}
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/* Causes certain things to never leave the threat list (Priest Lightwell, etc):
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for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr)
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{
creature->SetInCombatWith(*itr);
(*itr)->SetInCombatWith(creature);
creature->AddThreat(*itr, 0.0f);
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}*/
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}
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}
}
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// scripts does not take care about MoveInLineOfSight loops
// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
void CreatureAI :: MoveInLineOfSight_Safe ( Unit * who )
{
if ( m_MoveInLineOfSight_locked == true )
return ;
m_MoveInLineOfSight_locked = true ;
MoveInLineOfSight ( who );
m_MoveInLineOfSight_locked = false ;
}
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void CreatureAI :: MoveInLineOfSight ( Unit * who )
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{
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if ( me -> getVictim ())
return ;
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if ( me -> GetCreatureType () == CREATURE_TYPE_NON_COMBAT_PET ) // non-combat pets should just stand there and look good;)
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return ;
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if ( me -> canStartAttack ( who , false ))
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AttackStart ( who );
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//else if(who->getVictim() && me->IsFriendlyTo(who)
// && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
// && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives
// me->GetMotionMaster()->MoveChase(who->getVictim());
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}
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void CreatureAI :: SelectNearestTarget ( Unit * who )
{
if ( me -> getVictim () && me -> GetDistanceOrder ( who , me -> getVictim ()) && me -> canAttack ( who ))
{
me -> getThreatManager (). modifyThreatPercent ( me -> getVictim (), - 100 );
me -> AddThreat ( who , 1000000.0f );
}
}
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void CreatureAI :: EnterEvadeMode ()
{
if ( ! _EnterEvadeMode ())
return ;
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sLog . outDebug ( "Creature %u enters evade mode." , me -> GetEntry ());
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if ( ! me -> GetVehicle ()) // otherwise me will be in evade mode forever
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{
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if ( Unit * owner = me -> GetCharmerOrOwner ())
{
me -> GetMotionMaster () -> Clear ( false );
me -> GetMotionMaster () -> MoveFollow ( owner , PET_FOLLOW_DIST , m_creature -> GetFollowAngle (), MOTION_SLOT_ACTIVE );
}
else
me -> GetMotionMaster () -> MoveTargetedHome ();
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}
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Reset ();
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if ( me -> IsVehicle ()) // use the same sequence of addtoworld, aireset may remove all summons!
me -> GetVehicleKit () -> Reset ();
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}
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/*void CreatureAI::AttackedBy( Unit* attacker )
{
if(!m_creature->getVictim())
AttackStart(attacker);
}*/