rearranged core files
--HG-- branch : trunk
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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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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* 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.
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*
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* You should have received a copy of the GNU General Public License
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* 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 "GuardAI.h"
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#include "Errors.h"
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#include "Player.h"
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#include "ObjectAccessor.h"
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#include "World.h"
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#include "CreatureAIImpl.h"
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int GuardAI::Permissible(const Creature *creature)
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{
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if (creature->isGuard())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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}
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GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
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{
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}
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void GuardAI::MoveInLineOfSight(Unit *u)
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{
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// Ignore Z for flying creatures
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if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
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return;
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if (!me->getVictim() && me->canAttack(u) &&
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(u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
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u->isInAccessiblePlaceFor(me))
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{
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float attackRadius = me->GetAttackDistance(u);
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if (me->IsWithinDistInMap(u,attackRadius))
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{
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//Need add code to let guard support player
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AttackStart(u);
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//u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
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}
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}
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}
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void GuardAI::EnterEvadeMode()
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{
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if (!me->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking because he is dead [guid=%u]", me->GetGUIDLow());
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me->GetMotionMaster()->MoveIdle();
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i_state = STATE_NORMAL;
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i_victimGuid = 0;
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me->CombatStop(true);
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me->DeleteThreatList();
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid);
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if (!victim)
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{
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DEBUG_LOG("Creature stopped attacking because victim does not exist [guid=%u]", me->GetGUIDLow());
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}
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else if (!victim ->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow());
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}
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else if (victim ->HasStealthAura())
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{
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DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow());
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}
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else if (victim ->isInFlight())
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{
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DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow());
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}
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else
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{
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DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow());
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}
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me->RemoveAllAuras();
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me->DeleteThreatList();
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i_victimGuid = 0;
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me->CombatStop(true);
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i_state = STATE_NORMAL;
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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me->GetMotionMaster()->MoveTargetedHome();
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}
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void GuardAI::UpdateAI(const uint32 /*diff*/)
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{
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// update i_victimGuid if me->getVictim() !=0 and changed
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if (!UpdateVictim())
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return;
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i_victimGuid = me->getVictim()->GetGUID();
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if (me->isAttackReady())
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{
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if (me->IsWithinMeleeRange(me->getVictim()))
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{
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me->AttackerStateUpdate(me->getVictim());
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me->resetAttackTimer();
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}
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}
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}
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bool GuardAI::IsVisible(Unit *pl) const
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{
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return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
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&& pl->isVisibleForOrDetect(me,true);
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}
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void GuardAI::JustDied(Unit *killer)
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{
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if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
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me->SendZoneUnderAttackMessage(pkiller);
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}
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