135 lines
3.8 KiB
C++
135 lines
3.8 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "TotemAI.h"
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#include "CellImpl.h"
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#include "Creature.h"
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#include "DBCStores.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "ObjectAccessor.h"
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#include "SpellMgr.h"
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#include "Totem.h"
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int32 TotemAI::Permissible(Creature const* creature)
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{
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if (creature->IsTotem())
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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TotemAI::TotemAI(Creature* c) : CreatureAI(c)
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{
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ASSERT(c->IsTotem());
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}
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void TotemAI::SpellHit(Unit* /*caster*/, SpellInfo const* /*spellInfo*/)
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{
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}
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void TotemAI::DoAction(int32 /*param*/)
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{
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}
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void TotemAI::MoveInLineOfSight(Unit* /*who*/)
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{
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}
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void TotemAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->CombatStop(true);
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}
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void TotemAI::UpdateAI(uint32 /*diff*/)
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{
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if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
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return;
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if (!me->IsAlive())
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{
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return;
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}
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if (me->IsNonMeleeSpellCast(false))
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{
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if (Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid))
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{
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if (!victim || !victim->IsAlive())
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{
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me->InterruptNonMeleeSpells(false);
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}
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}
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return;
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}
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// Search spell
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(me->ToTotem()->GetSpell());
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if (!spellInfo)
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return;
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// Get spell range
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float max_range = spellInfo->GetMaxRange(false);
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// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
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// pointer to appropriate target if found any
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Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : nullptr;
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if (!victim ||
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!victim->isTargetableForAttack(true, me) || !me->IsWithinDistInMap(victim, max_range) ||
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me->IsFriendlyTo(victim) || !me->CanSeeOrDetect(victim))
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{
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victim = nullptr;
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Acore::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range);
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Acore::UnitLastSearcher<Acore::NearestAttackableUnitInObjectRangeCheck> checker(me, victim, u_check);
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Cell::VisitAllObjects(me, checker, max_range);
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}
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if (!victim && me->GetCharmerOrOwnerOrSelf()->IsInCombat())
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{
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victim = me->GetCharmerOrOwnerOrSelf()->getAttackerForHelper();
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}
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// If have target
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if (victim)
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{
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// remember
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i_victimGuid = victim->GetGUID();
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// attack
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me->SetInFront(victim); // client change orientation by self
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me->CastSpell(victim, me->ToTotem()->GetSpell(), false);
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}
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else
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i_victimGuid.Clear();
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}
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void TotemAI::AttackStart(Unit* /*victim*/)
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{
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// Sentry totem sends ping on attack
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if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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{
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WorldPacket data(MSG_MINIMAP_PING, (8 + 4 + 4));
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data << me->GetGUID();
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data << me->GetPositionX();
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data << me->GetPositionY();
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me->GetOwner()->ToPlayer()->GetSession()->SendPacket(&data);
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}
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}
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