root/trunk/src/game/ReactorAI.cpp @ 252

Revision 156, 3.7 kB (checked in by yumileroy, 17 years ago)

[svn] Use IsWithinCombatDist? for all AI. This should fix the bug that pet and guard does not attack target. (Note: some scriptedAI may need to update)

Original author: megamage
Date: 2008-11-03 14:11:09-06:00

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