1 | /* |
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2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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3 | * |
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4 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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5 | * |
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6 | * This program is free software; you can redistribute it and/or modify |
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7 | * it under the terms of the GNU General Public License as published by |
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8 | * the Free Software Foundation; either version 2 of the License, or |
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9 | * (at your option) any later version. |
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10 | * |
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11 | * This program is distributed in the hope that it will be useful, |
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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14 | * GNU General Public License for more details. |
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15 | * |
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16 | * You should have received a copy of the GNU General Public License |
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17 | * along with this program; if not, write to the Free Software |
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18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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19 | */ |
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20 | |
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21 | #include "ByteBuffer.h" |
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22 | #include "ReactorAI.h" |
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23 | #include "Errors.h" |
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24 | #include "Creature.h" |
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25 | #include "Log.h" |
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26 | #include "ObjectAccessor.h" |
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27 | |
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28 | #define REACTOR_VISIBLE_RANGE (26.46f) |
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29 | |
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30 | int |
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31 | ReactorAI::Permissible(const Creature *creature) |
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32 | { |
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33 | if( creature->isCivilian() || creature->IsNeutralToAll() ) |
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34 | return PERMIT_BASE_REACTIVE; |
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35 | |
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36 | return PERMIT_BASE_NO; |
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37 | } |
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38 | |
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39 | void |
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40 | ReactorAI::MoveInLineOfSight(Unit *) |
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41 | { |
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42 | } |
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43 | |
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44 | void |
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45 | ReactorAI::AttackStart(Unit *p) |
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46 | { |
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47 | if(!p) |
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48 | return; |
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49 | |
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50 | if(i_creature.Attack(p,true)) |
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51 | { |
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52 | DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId()); |
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53 | i_creature.SetInCombatWith(p); |
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54 | p->SetInCombatWith(&i_creature); |
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55 | |
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56 | i_creature.AddThreat(p, 0.0f); |
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57 | i_victimGuid = p->GetGUID(); |
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58 | i_creature.GetMotionMaster()->MoveChase(p); |
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59 | } |
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60 | } |
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61 | |
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62 | bool |
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63 | ReactorAI::IsVisible(Unit *) const |
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64 | { |
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65 | return false; |
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66 | } |
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67 | |
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68 | void |
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69 | ReactorAI::UpdateAI(const uint32 /*time_diff*/) |
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70 | { |
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71 | // update i_victimGuid if i_creature.getVictim() !=0 and changed |
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72 | if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) |
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73 | return; |
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74 | |
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75 | i_victimGuid = i_creature.getVictim()->GetGUID(); |
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76 | |
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77 | if( i_creature.isAttackReady() ) |
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78 | { |
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79 | if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) |
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80 | { |
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81 | i_creature.AttackerStateUpdate(i_creature.getVictim()); |
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82 | i_creature.resetAttackTimer(); |
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83 | } |
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84 | } |
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85 | } |
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86 | |
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87 | void |
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88 | ReactorAI::EnterEvadeMode() |
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89 | { |
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90 | if( !i_creature.isAlive() ) |
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91 | { |
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92 | DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow()); |
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93 | i_creature.GetMotionMaster()->MovementExpired(); |
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94 | i_creature.GetMotionMaster()->MoveIdle(); |
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95 | i_victimGuid = 0; |
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96 | i_creature.CombatStop(); |
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97 | i_creature.DeleteThreatList(); |
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98 | return; |
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99 | } |
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100 | |
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101 | Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid ); |
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102 | |
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103 | if( !victim ) |
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104 | { |
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105 | DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow()); |
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106 | } |
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107 | else if( victim->HasStealthAura() ) |
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108 | { |
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109 | DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow()); |
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110 | } |
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111 | else if( victim->isInFlight() ) |
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112 | { |
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113 | DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow()); |
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114 | } |
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115 | else |
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116 | { |
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117 | DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", i_creature.GetGUIDLow()); |
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118 | } |
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119 | |
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120 | i_creature.RemoveAllAuras(); |
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121 | i_creature.DeleteThreatList(); |
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122 | i_victimGuid = 0; |
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123 | i_creature.CombatStop(); |
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124 | i_creature.SetLootRecipient(NULL); |
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125 | |
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126 | // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead |
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127 | if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) |
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128 | i_creature.GetMotionMaster()->MoveTargetedHome(); |
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129 | } |
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