Files
CypherCore/Source/Game/AI/CoreAI/TotemAI.cs
T
2018-05-16 19:57:48 -04:00

83 lines
2.8 KiB
C#

/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/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 <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Entities;
using Game.Maps;
namespace Game.AI
{
public class TotemAI : CreatureAI
{
public TotemAI(Creature c) : base(c)
{
i_victimGuid = ObjectGuid.Empty;
}
public override void EnterEvadeMode(EvadeReason why)
{
me.CombatStop(true);
}
public override void UpdateAI(uint diff)
{
if (me.ToTotem().GetTotemType() != TotemType.Active)
return;
if (!me.IsAlive() || me.IsNonMeleeSpellCast(false))
return;
// Search spell
var spellInfo = Global.SpellMgr.GetSpellInfo(me.ToTotem().GetSpell());
if (spellInfo == null)
return;
// Get spell range
float max_range = spellInfo.GetMaxRange(false);
// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
Unit victim = !i_victimGuid.IsEmpty() ? Global.ObjAccessor.GetUnit(me, i_victimGuid) : null;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if (victim == null || !victim.isTargetableForAttack() || !me.IsWithinDistInMap(victim, max_range) ||
me.IsFriendlyTo(victim) || !me.CanSeeOrDetect(victim))
{
var u_check = new NearestAttackableUnitInObjectRangeCheck(me, me.GetCharmerOrOwnerOrSelf(), max_range);
var checker = new UnitLastSearcher(me, u_check);
Cell.VisitAllObjects(me, checker, max_range);
victim = checker.GetTarget();
}
// If have target
if (victim != null)
{
// remember
i_victimGuid = victim.GetGUID();
// attack
me.SetInFront(victim); // client change orientation by self
me.CastSpell(victim, me.ToTotem().GetSpell(), false);
}
else
i_victimGuid.Clear();
}
ObjectGuid i_victimGuid;
}
}