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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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127
src/game/ReactorAI.cpp
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127
src/game/ReactorAI.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ByteBuffer.h"
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#include "ReactorAI.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "Log.h"
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#include "ObjectAccessor.h"
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#define REACTOR_VISIBLE_RANGE (26.46f)
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int
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ReactorAI::Permissible(const Creature *creature)
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{
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if( creature->isCivilian() || creature->IsNeutralToAll() )
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return PERMIT_BASE_REACTIVE;
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return PERMIT_BASE_NO;
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}
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void
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ReactorAI::MoveInLineOfSight(Unit *)
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{
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}
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void
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ReactorAI::AttackStart(Unit *p)
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{
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if(!p)
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return;
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if(i_creature.Attack(p,true))
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{
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DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
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i_creature.SetInCombatWith(p);
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p->SetInCombatWith(&i_creature);
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i_creature.AddThreat(p, 0.0f);
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i_victimGuid = p->GetGUID();
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i_creature.GetMotionMaster()->MoveChase(p);
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}
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}
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bool
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ReactorAI::IsVisible(Unit *) const
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{
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return false;
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}
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void
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ReactorAI::UpdateAI(const uint32 /*time_diff*/)
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{
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// update i_victimGuid if i_creature.getVictim() !=0 and changed
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if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
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return;
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i_victimGuid = i_creature.getVictim()->GetGUID();
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if( i_creature.isAttackReady() )
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{
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if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
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{
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i_creature.AttackerStateUpdate(i_creature.getVictim());
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i_creature.resetAttackTimer();
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}
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}
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}
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void
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ReactorAI::EnterEvadeMode()
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{
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if( !i_creature.isAlive() )
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{
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DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
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i_creature.GetMotionMaster()->MovementExpired();
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i_creature.GetMotionMaster()->MoveIdle();
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i_victimGuid = 0;
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i_creature.CombatStop();
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i_creature.DeleteThreatList();
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
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if( !victim )
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{
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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
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}
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else if( victim->HasStealthAura() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
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}
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else if( victim->isInFlight() )
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{
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DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
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}
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else
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{
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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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}
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i_creature.RemoveAllAuras();
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i_creature.DeleteThreatList();
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i_victimGuid = 0;
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i_creature.CombatStop();
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i_creature.SetLootRecipient(NULL);
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
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i_creature.GetMotionMaster()->MoveTargetedHome();
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}
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