d3bce6a75c
Port From (https://github.com/TrinityCore/TrinityCore/commit/ad008c43b75080ec59aa973f1e2e4424332c34a4)
654 lines
26 KiB
C#
654 lines
26 KiB
C#
/*
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* Copyright (C) 2012-2019 CypherCore <http://github.com/CypherCore>
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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 3 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, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.Entities;
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using Game.Groups;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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namespace Game.AI
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{
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public class PetAI : CreatureAI
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{
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public PetAI(Creature c) : base(c)
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{
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i_tracker = new TimeTracker(5000);
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UpdateAllies();
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}
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bool _needToStop()
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{
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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if (me.IsCharmed() && me.GetVictim() == me.GetCharmer())
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return true;
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// dont allow pets to follow targets far away from owner
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Unit owner = me.GetCharmerOrOwner();
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if (owner)
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if (owner.GetExactDist(me) >= (owner.GetVisibilityRange() - 10.0f))
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return true;
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return !me.IsValidAttackTarget(me.GetVictim());
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}
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void _stopAttack()
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{
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if (!me.IsAlive())
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{
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Log.outDebug(LogFilter.Server, "Creature stoped attacking cuz his dead [{0}]", me.GetGUID().ToString());
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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me.CombatStop();
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me.getHostileRefManager().deleteReferences();
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return;
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}
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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me.GetCharmInfo().SetIsCommandAttack(false);
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ClearCharmInfoFlags();
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HandleReturnMovement();
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}
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public override void UpdateAI(uint diff)
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{
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if (!me.IsAlive() || me.GetCharmInfo() == null)
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return;
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Unit owner = me.GetCharmerOrOwner();
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if (m_updateAlliesTimer <= diff)
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// UpdateAllies self set update timer
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UpdateAllies();
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else
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m_updateAlliesTimer -= diff;
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if (me.GetVictim() && me.GetVictim().IsAlive())
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{
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// is only necessary to stop casting, the pet must not exit combat
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if (!me.GetCurrentSpell(CurrentSpellTypes.Channeled) && // ignore channeled spells (Pin, Seduction)
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(me.GetVictim() && me.GetVictim().HasBreakableByDamageCrowdControlAura(me)))
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{
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me.InterruptNonMeleeSpells(false);
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return;
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}
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if (_needToStop())
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{
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Log.outDebug(LogFilter.Server, "Pet AI stopped attacking [{0}]", me.GetGUID().ToString());
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_stopAttack();
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return;
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}
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// Check before attacking to prevent pets from leaving stay position
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if (me.GetCharmInfo().HasCommandState(CommandStates.Stay))
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{
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if (me.GetCharmInfo().IsCommandAttack() || (me.GetCharmInfo().IsAtStay() && me.IsWithinMeleeRange(me.GetVictim())))
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DoMeleeAttackIfReady();
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}
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else
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DoMeleeAttackIfReady();
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}
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else
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{
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if (me.HasReactState(ReactStates.Aggressive) || me.GetCharmInfo().IsAtStay())
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{
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// Every update we need to check targets only in certain cases
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// Aggressive - Allow auto select if owner or pet don't have a target
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// Stay - Only pick from pet or owner targets / attackers so targets won't run by
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// while chasing our owner. Don't do auto select.
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// All other cases (ie: defensive) - Targets are assigned by AttackedBy(), OwnerAttackedBy(), OwnerAttacked(), etc.
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Unit nextTarget = SelectNextTarget(me.HasReactState(ReactStates.Aggressive));
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if (nextTarget)
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AttackStart(nextTarget);
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else
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HandleReturnMovement();
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}
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else
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HandleReturnMovement();
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}
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// Autocast (casted only in combat or persistent spells in any state)
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if (!me.HasUnitState(UnitState.Casting))
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{
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List<Tuple<Unit, Spell>> targetSpellStore = new List<Tuple<Unit, Spell>>();
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for (byte i = 0; i < me.GetPetAutoSpellSize(); ++i)
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{
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uint spellID = me.GetPetAutoSpellOnPos(i);
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if (spellID == 0)
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continue;
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spellID);
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if (spellInfo == null)
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continue;
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if (me.GetCharmInfo() != null && me.GetSpellHistory().HasGlobalCooldown(spellInfo))
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continue;
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// check spell cooldown
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if (!me.GetSpellHistory().IsReady(spellInfo))
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continue;
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if (spellInfo.IsPositive())
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{
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if (spellInfo.CanBeUsedInCombat())
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{
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// Check if we're in combat or commanded to attack
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if (!me.IsInCombat() && !me.GetCharmInfo().IsCommandAttack())
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continue;
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}
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Spell spell = new Spell(me, spellInfo, TriggerCastFlags.None);
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bool spellUsed = false;
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// Some spells can target enemy or friendly (DK Ghoul's Leap)
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// Check for enemy first (pet then owner)
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Unit target = me.getAttackerForHelper();
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if (!target && owner)
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target = owner.getAttackerForHelper();
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if (target)
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{
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if (CanAIAttack(target) && spell.CanAutoCast(target))
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{
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targetSpellStore.Add(Tuple.Create(target, spell));
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spellUsed = true;
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}
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}
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if (spellInfo.HasEffect(SpellEffectName.JumpDest))
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{
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if (!spellUsed)
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spell.Dispose();
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continue; // Pets must only jump to target
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}
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// No enemy, check friendly
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if (!spellUsed)
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{
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foreach (var tar in m_AllySet)
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{
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Unit ally = Global.ObjAccessor.GetUnit(me, tar);
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//only buff targets that are in combat, unless the spell can only be cast while out of combat
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if (!ally)
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continue;
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if (spell.CanAutoCast(ally))
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{
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targetSpellStore.Add(Tuple.Create(ally, spell));
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spellUsed = true;
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break;
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}
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}
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}
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// No valid targets at all
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if (!spellUsed)
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spell.Dispose();
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}
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else if (me.GetVictim() && CanAIAttack(me.GetVictim()) && spellInfo.CanBeUsedInCombat())
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{
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Spell spell = new Spell(me, spellInfo, TriggerCastFlags.None);
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if (spell.CanAutoCast(me.GetVictim()))
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targetSpellStore.Add(Tuple.Create(me.GetVictim(), spell));
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else
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spell.Dispose();
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}
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}
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//found units to cast on to
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if (!targetSpellStore.Empty())
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{
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int index = RandomHelper.IRand(0, targetSpellStore.Count - 1);
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var tss = targetSpellStore[index];
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(Unit target, Spell spell) = tss;
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targetSpellStore.RemoveAt(index);
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SpellCastTargets targets = new SpellCastTargets();
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targets.SetUnitTarget(target);
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spell.prepare(targets);
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}
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// deleted cached Spell objects
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foreach (var pair in targetSpellStore)
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pair.Item2.Dispose();
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}
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// Update speed as needed to prevent dropping too far behind and despawning
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me.UpdateSpeed(UnitMoveType.Run);
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me.UpdateSpeed(UnitMoveType.Walk);
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me.UpdateSpeed(UnitMoveType.Flight);
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}
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void UpdateAllies()
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{
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m_updateAlliesTimer = 10 * Time.InMilliseconds; // update friendly targets every 10 seconds, lesser checks increase performance
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Unit owner = me.GetCharmerOrOwner();
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if (!owner)
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return;
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Group group = null;
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Player player = owner.ToPlayer();
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if (player)
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group = player.GetGroup();
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//only pet and owner/not in group.ok
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if (m_AllySet.Count == 2 && !group)
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return;
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//owner is in group; group members filled in already (no raid . subgroupcount = whole count)
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if (group && !group.isRaidGroup() && m_AllySet.Count == (group.GetMembersCount() + 2))
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return;
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m_AllySet.Clear();
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m_AllySet.Add(me.GetGUID());
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if (group) //add group
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{
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for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.next())
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{
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Player target = refe.GetSource();
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if (!target || !target.IsInMap(owner) || !group.SameSubGroup(owner.ToPlayer(), target))
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continue;
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if (target.GetGUID() == owner.GetGUID())
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continue;
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m_AllySet.Add(target.GetGUID());
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}
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}
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else //remove group
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m_AllySet.Add(owner.GetGUID());
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}
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public override void KilledUnit(Unit victim)
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{
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// Called from Unit.Kill() in case where pet or owner kills something
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// if owner killed this victim, pet may still be attacking something else
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if (me.GetVictim() && me.GetVictim() != victim)
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return;
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// Clear target just in case. May help problem where health / focus / mana
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// regen gets stuck. Also resets attack command.
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// Can't use _stopAttack() because that activates movement handlers and ignores
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// next target selection
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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// Before returning to owner, see if there are more things to attack
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Unit nextTarget = SelectNextTarget(false);
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if (nextTarget)
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AttackStart(nextTarget);
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else
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HandleReturnMovement(); // Return
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}
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public override void AttackStart(Unit victim)
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{
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// Overrides Unit.AttackStart to correctly evaluate Pet states
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// Check all pet states to decide if we can attack this target
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if (!CanAIAttack(victim))
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return;
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// Only chase if not commanded to stay or if stay but commanded to attack
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DoAttack(victim, (!me.GetCharmInfo().HasCommandState(CommandStates.Stay) || me.GetCharmInfo().IsCommandAttack()));
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}
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public override void OwnerAttackedBy(Unit attacker)
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{
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// Called when owner takes damage. This function helps keep pets from running off
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// simply due to owner gaining aggro.
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if (!attacker)
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return;
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// Passive pets don't do anything
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if (me.HasReactState(ReactStates.Passive))
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return;
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// Prevent pet from disengaging from current target
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if (me.GetVictim() && me.GetVictim().IsAlive())
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return;
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// Continue to evaluate and attack if necessary
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AttackStart(attacker);
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}
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public override void OwnerAttacked(Unit target)
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{
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// Called when owner attacks something. Allows defensive pets to know
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// that they need to assist
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// Target might be null if called from spell with invalid cast targets
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if (!target)
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return;
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// Passive pets don't do anything
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if (me.HasReactState(ReactStates.Passive))
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return;
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// Prevent pet from disengaging from current target
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if (me.GetVictim() && me.GetVictim().IsAlive())
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return;
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// Continue to evaluate and attack if necessary
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AttackStart(target);
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}
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Unit SelectNextTarget(bool allowAutoSelect)
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{
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// Provides next target selection after current target death.
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// This function should only be called internally by the AI
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// Targets are not evaluated here for being valid targets, that is done in _CanAttack()
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// The parameter: allowAutoSelect lets us disable aggressive pet auto targeting for certain situations
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// Passive pets don't do next target selection
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if (me.HasReactState(ReactStates.Passive))
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return null;
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// Check pet attackers first so we don't drag a bunch of targets to the owner
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Unit myAttacker = me.getAttackerForHelper();
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if (myAttacker)
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if (!myAttacker.HasBreakableByDamageCrowdControlAura())
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return myAttacker;
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// Not sure why we wouldn't have an owner but just in case...
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if (!me.GetCharmerOrOwner())
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return null;
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// Check owner attackers
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Unit ownerAttacker = me.GetCharmerOrOwner().getAttackerForHelper();
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if (ownerAttacker)
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if (!ownerAttacker.HasBreakableByDamageCrowdControlAura())
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return ownerAttacker;
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// Check owner victim
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// 3.0.2 - Pets now start attacking their owners victim in defensive mode as soon as the hunter does
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Unit ownerVictim = me.GetCharmerOrOwner().GetVictim();
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if (ownerVictim)
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return ownerVictim;
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// Neither pet or owner had a target and aggressive pets can pick any target
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// To prevent aggressive pets from chain selecting targets and running off, we
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// only select a random target if certain conditions are met.
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if (me.HasReactState(ReactStates.Aggressive) && allowAutoSelect)
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{
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if (!me.GetCharmInfo().IsReturning() || me.GetCharmInfo().IsFollowing() || me.GetCharmInfo().IsAtStay())
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{
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Unit nearTarget = me.SelectNearestHostileUnitInAggroRange(true);
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if (nearTarget)
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return nearTarget;
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}
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}
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// Default - no valid targets
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return null;
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}
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void HandleReturnMovement()
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{
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// Handles moving the pet back to stay or owner
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// Prevent activating movement when under control of spells
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// such as "Eyes of the Beast"
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if (me.IsCharmed())
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return;
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if (me.GetCharmInfo().HasCommandState(CommandStates.Stay))
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{
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if (!me.GetCharmInfo().IsAtStay() && !me.GetCharmInfo().IsReturning())
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{
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// Return to previous position where stay was clicked
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float x, y, z;
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me.GetCharmInfo().GetStayPosition(out x, out y, out z);
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsReturning(true);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MovePoint(me.GetGUID().GetCounter(), x, y, z);
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}
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}
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else // COMMAND_FOLLOW
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{
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if (!me.GetCharmInfo().IsFollowing() && !me.GetCharmInfo().IsReturning())
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{
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsReturning(true);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveFollow(me.GetCharmerOrOwner(), SharedConst.PetFollowDist, me.GetFollowAngle());
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}
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}
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me.ClearInPetCombat();
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}
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void DoAttack(Unit target, bool chase)
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{
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// Handles attack with or without chase and also resets flags
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// for next update / creature kill
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if (me.Attack(target, true))
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{
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// properly fix fake combat after pet is sent to attack
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Unit owner = me.GetOwner();
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if (owner != null)
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owner.AddUnitFlag(UnitFlags.PetInCombat);
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me.AddUnitFlag(UnitFlags.PetInCombat);
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// Play sound to let the player know the pet is attacking something it picked on its own
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if (me.HasReactState(ReactStates.Aggressive) && !me.GetCharmInfo().IsCommandAttack())
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me.SendPetAIReaction(me.GetGUID());
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if (chase)
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{
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bool oldCmdAttack = me.GetCharmInfo().IsCommandAttack(); // This needs to be reset after other flags are cleared
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveChase(target, me.GetPetChaseDistance());
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}
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else
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{
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsAtStay(true);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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}
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}
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}
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public override void MovementInform(MovementGeneratorType type, uint id)
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{
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// Receives notification when pet reaches stay or follow owner
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switch (type)
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{
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case MovementGeneratorType.Point:
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{
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// Pet is returning to where stay was clicked. data should be
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// pet's GUIDLow since we set that as the waypoint ID
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if (id == me.GetGUID().GetCounter() && me.GetCharmInfo().IsReturning())
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{
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsAtStay(true);
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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}
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break;
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}
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case MovementGeneratorType.Follow:
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{
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// If data is owner's GUIDLow then we've reached follow point,
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// otherwise we're probably chasing a creature
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if (me.GetCharmerOrOwner() && me.GetCharmInfo() != null && id == me.GetCharmerOrOwner().GetGUID().GetCounter() && me.GetCharmInfo().IsReturning())
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{
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ClearCharmInfoFlags();
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me.GetCharmInfo().SetIsFollowing(true);
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}
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break;
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}
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default:
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break;
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}
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}
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public override bool CanAIAttack(Unit victim)
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{
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// Evaluates wether a pet can attack a specific target based on CommandState, ReactState and other flags
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// IMPORTANT: The order in which things are checked is important, be careful if you add or remove checks
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// Hmmm...
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if (!victim)
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return false;
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if (!victim.IsAlive())
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{
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// if target is invalid, pet should evade automaticly
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// Clear target to prevent getting stuck on dead targets
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//me.AttackStop();
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//me.InterruptNonMeleeSpells(false);
|
|
return false;
|
|
}
|
|
|
|
// Passive - passive pets can attack if told to
|
|
if (me.HasReactState(ReactStates.Passive))
|
|
return me.GetCharmInfo().IsCommandAttack();
|
|
|
|
// CC - mobs under crowd control can be attacked if owner commanded
|
|
if (victim.HasBreakableByDamageCrowdControlAura())
|
|
return me.GetCharmInfo().IsCommandAttack();
|
|
|
|
// Returning - pets ignore attacks only if owner clicked follow
|
|
if (me.GetCharmInfo().IsReturning())
|
|
return !me.GetCharmInfo().IsCommandFollow();
|
|
|
|
// Stay - can attack if target is within range or commanded to
|
|
if (me.GetCharmInfo().HasCommandState(CommandStates.Stay))
|
|
return (me.IsWithinMeleeRange(victim) || me.GetCharmInfo().IsCommandAttack());
|
|
|
|
// Pets attacking something (or chasing) should only switch targets if owner tells them to
|
|
if (me.GetVictim() && me.GetVictim() != victim)
|
|
{
|
|
// Check if our owner selected this target and clicked "attack"
|
|
Unit ownerTarget;
|
|
Player owner = me.GetCharmerOrOwner().ToPlayer();
|
|
if (owner)
|
|
ownerTarget = owner.GetSelectedUnit();
|
|
else
|
|
ownerTarget = me.GetCharmerOrOwner().GetVictim();
|
|
|
|
if (ownerTarget && me.GetCharmInfo().IsCommandAttack())
|
|
return (victim.GetGUID() == ownerTarget.GetGUID());
|
|
}
|
|
|
|
// Follow
|
|
if (me.GetCharmInfo().HasCommandState(CommandStates.Follow))
|
|
return !me.GetCharmInfo().IsReturning();
|
|
|
|
// default, though we shouldn't ever get here
|
|
return false;
|
|
}
|
|
|
|
public override void ReceiveEmote(Player player, TextEmotes emoteId)
|
|
{
|
|
if (!me.GetOwnerGUID().IsEmpty() && me.GetOwnerGUID() == player.GetGUID())
|
|
switch (emoteId)
|
|
{
|
|
case TextEmotes.Cower:
|
|
if (me.IsPet() && me.ToPet().IsPetGhoul())
|
|
me.HandleEmoteCommand(Emote.OneshotOmnicastGhoul);
|
|
break;
|
|
case TextEmotes.Angry:
|
|
if (me.IsPet() && me.ToPet().IsPetGhoul())
|
|
me.HandleEmoteCommand(Emote.StateStun);
|
|
break;
|
|
case TextEmotes.Glare:
|
|
if (me.IsPet() && me.ToPet().IsPetGhoul())
|
|
me.HandleEmoteCommand(Emote.StateStun);
|
|
break;
|
|
case TextEmotes.Soothe:
|
|
if (me.IsPet() && me.ToPet().IsPetGhoul())
|
|
me.HandleEmoteCommand( Emote.OneshotOmnicastGhoul);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void OnCharmed(bool apply)
|
|
{
|
|
me.NeedChangeAI = true;
|
|
me.IsAIEnabled = false;
|
|
}
|
|
|
|
void ClearCharmInfoFlags()
|
|
{
|
|
// Quick access to set all flags to FALSE
|
|
|
|
CharmInfo ci = me.GetCharmInfo();
|
|
|
|
if (ci != null)
|
|
{
|
|
ci.SetIsAtStay(false);
|
|
ci.SetIsCommandAttack(false);
|
|
ci.SetIsCommandFollow(false);
|
|
ci.SetIsFollowing(false);
|
|
ci.SetIsReturning(false);
|
|
}
|
|
}
|
|
|
|
public override void AttackedBy(Unit attacker)
|
|
{
|
|
// Called when pet takes damage. This function helps keep pets from running off
|
|
// simply due to gaining aggro.
|
|
|
|
if (!attacker)
|
|
return;
|
|
|
|
// Passive pets don't do anything
|
|
if (me.HasReactState( ReactStates.Passive))
|
|
return;
|
|
|
|
// Prevent pet from disengaging from current target
|
|
if (me.GetVictim() && me.GetVictim().IsAlive())
|
|
return;
|
|
|
|
// Continue to evaluate and attack if necessary
|
|
AttackStart(attacker);
|
|
}
|
|
|
|
// The following aren't used by the PetAI but need to be defined to override
|
|
// default CreatureAI functions which interfere with the PetAI
|
|
public override void MoveInLineOfSight(Unit who) { }
|
|
public override void MoveInLineOfSight_Safe(Unit who) { }
|
|
public override void EnterEvadeMode(EvadeReason why) { }
|
|
|
|
TimeTracker i_tracker;
|
|
List<ObjectGuid> m_AllySet = new List<ObjectGuid>();
|
|
uint m_updateAlliesTimer;
|
|
}
|
|
}
|