/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 2 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "ByteBuffer.h" #include "ReactorAI.h" #include "Errors.h" #include "Creature.h" #include "Log.h" #include "ObjectAccessor.h" #define REACTOR_VISIBLE_RANGE (26.46f) int ReactorAI::Permissible(const Creature *creature) { if( creature->isCivilian() || creature->IsNeutralToAll() ) return PERMIT_BASE_REACTIVE; return PERMIT_BASE_NO; } void ReactorAI::MoveInLineOfSight(Unit *) { } void ReactorAI::AttackStart(Unit *p) { if(!p) return; if(i_creature.Attack(p,true)) { DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId()); i_creature.SetInCombatWith(p); p->SetInCombatWith(&i_creature); i_creature.AddThreat(p, 0.0f); i_victimGuid = p->GetGUID(); i_creature.GetMotionMaster()->MoveChase(p); } } bool ReactorAI::IsVisible(Unit *) const { return false; } void ReactorAI::UpdateAI(const uint32 /*time_diff*/) { // update i_victimGuid if i_creature.getVictim() !=0 and changed if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) return; i_victimGuid = i_creature.getVictim()->GetGUID(); if( i_creature.isAttackReady() ) { if( i_creature.IsWithinCombatDist(i_creature.getVictim(), ATTACK_DISTANCE)) { i_creature.AttackerStateUpdate(i_creature.getVictim()); i_creature.resetAttackTimer(); } } } void ReactorAI::EnterEvadeMode() { if( !i_creature.isAlive() ) { DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow()); i_creature.GetMotionMaster()->MovementExpired(); i_creature.GetMotionMaster()->MoveIdle(); i_victimGuid = 0; i_creature.CombatStop(); i_creature.DeleteThreatList(); return; } Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid ); if( !victim ) { DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow()); } else if( victim->HasStealthAura() ) { DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow()); } else if( victim->isInFlight() ) { DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow()); } else { DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", i_creature.GetGUIDLow()); } i_creature.RemoveAllAuras(); i_creature.DeleteThreatList(); i_victimGuid = 0; i_creature.CombatStop(); i_creature.SetLootRecipient(NULL); // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) i_creature.GetMotionMaster()->MoveTargetedHome(); }