Files
mod-playerbots/src/strategy/actions/AttackAction.cpp
2023-03-21 13:32:34 -06:00

132 lines
3.1 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "AttackAction.h"
#include "Event.h"
#include "LootObjectStack.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "CreatureAI.h"
bool AttackAction::Execute(Event event)
{
Unit* target = GetTarget();
if (!target)
return false;
return Attack(target);
}
bool AttackMyTargetAction::Execute(Event event)
{
Player* master = GetMaster();
if (!master)
return false;
ObjectGuid guid = master->GetTarget();
if (!guid)
{
if (verbose)
botAI->TellError("You have no target");
return false;
}
bool result = Attack(botAI->GetUnit(guid));
if (result)
context->GetValue<ObjectGuid>("pull target")->Set(guid);
return result;
}
bool AttackAction::Attack(Unit* target)
{
if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE || bot->HasUnitState(UNIT_STATE_IN_FLIGHT))
{
if (verbose)
botAI->TellError("I cannot attack in flight");
return false;
}
if (!target)
{
if (verbose)
botAI->TellError("I have no target");
return false;
}
std::ostringstream msg;
msg << target->GetName();
if (bot->IsFriendlyTo(target))
{
msg << " is friendly to me";
if (verbose)
botAI->TellError(msg.str());
return false;
}
if (!bot->IsWithinLOSInMap(target))
{
msg << " is not on my sight";
if (verbose)
botAI->TellError(msg.str());
}
if (target->isDead())
{
msg << " is dead";
if (verbose)
botAI->TellError(msg.str());
return false;
}
if (bot->IsMounted() && bot->IsWithinLOSInMap(target) && sServerFacade->GetDistance2d(bot, target) < 40.0f)
{
WorldPacket emptyPacket;
bot->GetSession()->HandleCancelMountAuraOpcode(emptyPacket);
}
ObjectGuid guid = target->GetGUID();
bot->SetTarget(target->GetGUID());
Unit* oldTarget = context->GetValue<Unit*>("current target")->Get();
context->GetValue<Unit*>("old target")->Set(oldTarget);
context->GetValue<Unit*>("current target")->Set(target);
context->GetValue<LootObjectStack*>("available loot")->Get()->Add(guid);
if (Pet* pet = bot->GetPet())
{
if (CreatureAI* creatureAI = ((Creature*)pet)->AI())
{
pet->SetReactState(REACT_PASSIVE);
pet->GetCharmInfo()->SetCommandState(COMMAND_ATTACK);
creatureAI->AttackStart(target);
}
}
if (IsMovingAllowed() && !bot->HasInArc(CAST_ANGLE_IN_FRONT, target))
bot->SetFacingToObject(target);
bool attacked = bot->Attack(target, !botAI->IsRanged(bot));
botAI->ChangeEngine(BOT_STATE_COMBAT);
return attacked;
}
bool AttackDuelOpponentAction::isUseful()
{
return AI_VALUE(Unit*, "duel target");
}
bool AttackDuelOpponentAction::Execute(Event event)
{
return Attack(AI_VALUE(Unit*, "duel target"));
}