/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "CellImpl.h" #include "Creature.h" #include "DBCStores.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "ObjectAccessor.h" #include "SpellMgr.h" #include "Totem.h" #include "TotemAI.h" int TotemAI::Permissible(Creature const* creature) { if (creature->IsTotem()) return PERMIT_BASE_PROACTIVE; return PERMIT_BASE_NO; } TotemAI::TotemAI(Creature* c) : CreatureAI(c) { ASSERT(c->IsTotem()); } void TotemAI::SpellHit(Unit* /*caster*/, const SpellInfo* /*spellInfo*/) { } void TotemAI::DoAction(int32 /*param*/) { } void TotemAI::MoveInLineOfSight(Unit* /*who*/) { } void TotemAI::EnterEvadeMode() { me->CombatStop(true); } void TotemAI::UpdateAI(uint32 /*diff*/) { if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE) return; if (!me->IsAlive() || me->IsNonMeleeSpellCast(false)) return; // Search spell SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->ToTotem()->GetSpell()); if (!spellInfo) return; // Get spell range float max_range = spellInfo->GetMaxRange(false); // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems // pointer to appropriate target if found any Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : nullptr; // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end) if (!victim || !victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) || me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim)) { victim = nullptr; Acore::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range); Acore::UnitLastSearcher checker(me, victim, u_check); Cell::VisitAllObjects(me, checker, max_range); } if (!victim && me->GetCharmerOrOwnerOrSelf()->IsInCombat()) { victim = me->GetCharmerOrOwnerOrSelf()->getAttackerForHelper(); } // If have target if (victim) { // remember i_victimGuid = victim->GetGUID(); // attack me->SetInFront(victim); // client change orientation by self me->CastSpell(victim, me->ToTotem()->GetSpell(), false); } else i_victimGuid.Clear(); } void TotemAI::AttackStart(Unit* /*victim*/) { // Sentry totem sends ping on attack if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER) { WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4)); data << me->GetGUID(); data << me->GetPositionX(); data << me->GetPositionY(); me->GetOwner()->ToPlayer()->GetSession()->SendPacket(&data); } }