109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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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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#include "TotemAI.h"
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int 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*/, const SpellInfo* /*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()
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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() || me->IsNonMeleeSpellCast(false))
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return;
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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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