EverWrath/src/server/game/AI/CoreAI/PassiveAI.cpp

118 lines
3.2 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "PassiveAI.h"
#include "Creature.h"
#include "TemporarySummon.h"
PassiveAI::PassiveAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
PossessedAI::PossessedAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
int32 NullCreatureAI::Permissible(Creature const* creature)
{
if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
return PERMIT_BASE_PROACTIVE + 50;
if (creature->IsTrigger())
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_IDLE;
}
void PassiveAI::UpdateAI(uint32)
{
if (me->IsInCombat() && me->getAttackers().empty())
EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
}
void PossessedAI::AttackStart(Unit* target)
{
me->Attack(target, true);
}
void PossessedAI::UpdateAI(uint32 /*diff*/)
{
if (me->GetVictim())
{
if (!me->IsValidAttackTarget(me->GetVictim()))
me->AttackStop();
else
DoMeleeAttackIfReady();
}
}
void PossessedAI::JustDied(Unit* /*u*/)
{
// We died while possessed, disable our loot
me->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
}
void PossessedAI::KilledUnit(Unit* /*victim*/)
{
// We killed a creature, disable victim's loot
//if (victim->GetTypeId() == TYPEID_UNIT)
// victim->RemoveDynamicFlag(UNIT_DYNFLAG_LOOTABLE);
}
void CritterAI::EnterCombat(Unit* who)
{
if (!me->HasUnitState(UNIT_STATE_FLEEING))
{
me->SetControlled(true, UNIT_STATE_FLEEING, who);
}
}
void CritterAI::MovementInform(uint32 type, uint32 /*id*/)
{
if (type == TIMED_FLEEING_MOTION_TYPE)
{
EnterEvadeMode(EVADE_REASON_OTHER);
}
}
void CritterAI::EnterEvadeMode(EvadeReason why)
{
if (me->HasUnitState(UNIT_STATE_FLEEING))
{
me->SetControlled(false, UNIT_STATE_FLEEING);
}
CreatureAI::EnterEvadeMode(why);
}
int32 CritterAI::Permissible(Creature const* creature)
{
if (creature->IsCritter() && !creature->HasUnitTypeMask(UNIT_MASK_GUARDIAN))
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
void TriggerAI::IsSummonedBy(Unit* summoner)
{
if (me->m_spells[0])
me->CastSpell(me, me->m_spells[0], false, 0, 0, summoner ? summoner->GetGUID() : ObjectGuid::Empty);
}
int32 TriggerAI::Permissible(Creature const* creature)
{
if (creature->IsTrigger() && creature->m_spells[0])
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}