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142 lines
3.9 KiB
C#

// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
using Framework.Constants;
using Game.Entities;
using Game.Spells;
using System;
namespace Game.AI
{
public class PassiveAI : CreatureAI
{
public PassiveAI(Creature creature) : base(creature)
{
me.SetReactState(ReactStates.Passive);
me.SetCanMelee(false);
}
public override void UpdateAI(uint diff)
{
if (me.IsEngaged() && !me.IsInCombat())
EnterEvadeMode(EvadeReason.NoHostiles);
}
public override void AttackStart(Unit victim) { }
public override void MoveInLineOfSight(Unit who) { }
}
public class PossessedAI : CreatureAI
{
public PossessedAI(Creature creature) : base(creature)
{
creature.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();
}
}
public override void JustDied(Unit unit)
{
// We died while possessed, disable our loot
me.RemoveDynamicFlag(UnitDynFlags.Lootable);
}
public override void MoveInLineOfSight(Unit who) { }
public override void JustEnteredCombat(Unit who)
{
EngagementStart(who);
}
public override void JustExitedCombat()
{
EngagementOver();
}
public override void JustStartedThreateningMe(Unit who)
{
}
public override void EnterEvadeMode(EvadeReason why) { }
}
public class NullCreatureAI : CreatureAI
{
public NullCreatureAI(Creature creature) : base(creature)
{
creature.SetReactState(ReactStates.Passive);
}
public override void MoveInLineOfSight(Unit unit) { }
public override void AttackStart(Unit unit) { }
public override void JustStartedThreateningMe(Unit unit) { }
public override void JustEnteredCombat(Unit who) { }
public override void UpdateAI(uint diff) { }
public override void JustAppeared() { }
public override void EnterEvadeMode(EvadeReason why) { }
public override void OnCharmed(bool isNew) { }
}
public class CritterAI : PassiveAI
{
TimeTracker _evadeTimer;
public CritterAI(Creature creature) : base(creature)
{
_evadeTimer = new();
me.SetCanMelee(false, true);
}
public override void JustEngagedWith(Unit who)
{
me.StartDefaultCombatMovement(who);
_evadeTimer.Reset(TimeSpan.FromMilliseconds(WorldConfig.GetIntValue(WorldCfg.CreatureFamilyFleeDelay)));
}
public override void UpdateAI(uint diff)
{
if (me.IsEngaged())
{
if (!me.IsInCombat())
{
EnterEvadeMode(EvadeReason.NoHostiles);
return;
}
_evadeTimer.Update(diff);
if (_evadeTimer.Passed())
EnterEvadeMode(EvadeReason.Other);
}
}
}
public class TriggerAI : NullCreatureAI
{
public TriggerAI(Creature c) : base(c) { }
public override void IsSummonedBy(WorldObject summoner)
{
if (me.m_spells[0] != 0)
{
CastSpellExtraArgs extra = new();
extra.OriginalCaster = summoner.GetGUID();
me.CastSpell(me, me.m_spells[0], extra);
}
}
}
}