/* * Copyright (C) 2012-2019 CypherCore * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 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 . */ using Framework.Constants; using Game.Entities; using System.Collections.Generic; namespace Game.AI { public class PassiveAI : CreatureAI { public PassiveAI(Creature c) : base(c) { me.SetReactState(ReactStates.Passive); } public override void UpdateAI(uint diff) { if (me.IsInCombat() && me.GetAttackers().Empty()) EnterEvadeMode(EvadeReason.NoHostiles); } public override void AttackStart(Unit victim) { } public override void MoveInLineOfSight(Unit who) { } } public class PossessedAI : CreatureAI { public PossessedAI(Creature c) : base(c) { me.SetReactState(ReactStates.Passive); } public override void AttackStart(Unit target) { me.Attack(target, true); } public override void UpdateAI(uint diff) { if (me.GetVictim() != null) { if (!me.IsValidAttackTarget(me.GetVictim())) me.AttackStop(); else DoMeleeAttackIfReady(); } } public override void JustDied(Unit unit) { // We died while possessed, disable our loot me.RemoveDynamicFlag(UnitDynFlags.Lootable); } public override void KilledUnit(Unit victim) { // We killed a creature, disable victim's loot if (victim.IsTypeId(TypeId.Unit)) me.RemoveDynamicFlag(UnitDynFlags.Lootable); } public override void OnCharmed(bool apply) { me.NeedChangeAI = true; me.IsAIEnabled = false; } public override void MoveInLineOfSight(Unit who) { } public override void EnterEvadeMode(EvadeReason why) { } } public class NullCreatureAI : CreatureAI { public NullCreatureAI(Creature c) : base(c) { me.SetReactState(ReactStates.Passive); } public override void MoveInLineOfSight(Unit unit) { } public override void AttackStart(Unit unit) { } public override void UpdateAI(uint diff) { } public override void EnterEvadeMode(EvadeReason why) { } public override void OnCharmed(bool apply) { } } public class CritterAI : PassiveAI { public CritterAI(Creature c) : base(c) { me.SetReactState(ReactStates.Passive); } public override void DamageTaken(Unit done_by, ref uint damage) { if (!me.HasUnitState(UnitState.Fleeing)) me.SetControlled(true, UnitState.Fleeing); } public override void EnterEvadeMode(EvadeReason why) { if (me.HasUnitState(UnitState.Fleeing)) me.SetControlled(false, UnitState.Fleeing); base.EnterEvadeMode(why); } } public class TriggerAI : NullCreatureAI { public TriggerAI(Creature c) : base(c) { } public override void IsSummonedBy(Unit summoner) { if (me.m_spells[0] != 0) me.CastSpell(me, me.m_spells[0], false, null, null, summoner.GetGUID()); } } }