/* * Copyright (C) 2005-2010 MaNGOS * * 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(m_creature->Attack(p,true)) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId()); i_victimGuid = p->GetGUID(); m_creature->AddThreat(p); m_creature->SetInCombatWith(p); p->SetInCombatWith(m_creature); m_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(!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; i_victimGuid = m_creature->getVictim()->GetGUID(); if( m_creature->isAttackReady() ) { if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); } } } void ReactorAI::EnterEvadeMode() { if (!m_creature->isAlive()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow()); m_creature->GetMotionMaster()->MovementExpired(); m_creature->GetMotionMaster()->MoveIdle(); i_victimGuid = 0; m_creature->CombatStop(true); m_creature->DeleteThreatList(); return; } Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid ); if (!victim) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow()); } else if (victim->HasStealthAura()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow()); } else if (victim->isInFlight()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow()); } else { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", m_creature->GetGUIDLow()); } m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); i_victimGuid = 0; m_creature->CombatStop(true); m_creature->SetLootRecipient(NULL); // Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE) m_creature->GetMotionMaster()->MoveTargetedHome(); }