Esempio n. 1
0
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
    if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
    {
        if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
            return;

        if (!me->CanFly() && me->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
            return;

        if (me->IsHostileTo(who))
        {
            float fAttackRadius = me->GetAttackDistance(who);
            if (me->IsWithinDistInMap(who, fAttackRadius) && me->IsWithinLOSInMap(who))
            {
                if (!me->GetVictim())
                {
                    // Clear distracted state on combat
                    if (me->HasUnitState(UNIT_STATE_DISTRACTED))
                    {
                        me->ClearUnitState(UNIT_STATE_DISTRACTED);
                        me->GetMotionMaster()->Clear();
                    }

                    AttackStart(who);
                }
                else if (me->GetMap()->IsDungeon())
                {
                    who->SetInCombatWith(me);
                    me->AddThreat(who, 0.0f);
                }
            }
        }
    }
}
Esempio n. 2
0
void SmartAI::MoveInLineOfSight(Unit* who)
{
    if (!who)
        return;

    GetScript()->OnMoveInLineOfSight(who);

    if (!IsAIControlled())
        return;

    if (HasEscortState(SMART_ESCORT_ESCORTING) && AssistPlayerInCombatAgainst(who))
        return;

    CreatureAI::MoveInLineOfSight(who);
}
Esempio n. 3
0
void SmartAI::MoveInLineOfSight(Unit* who)
{
    if (!who)
        return;

    GetScript()->OnMoveInLineOfSight(who);

    if (!IsAIControlled())
        return;

    if (AssistPlayerInCombatAgainst(who))
        return;

    CreatureAI::MoveInLineOfSight(who);
}