/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2017 MaNGOS project * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "ByteBuffer.h" #include "ReactorAI.h" #include "Errors.h" #include "Creature.h" #include "Map.h" #include "Log.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 || !m_creature->CanAttackByItself()) 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->GetObjectGuid(); m_creature->AddThreat(p); m_creature->SetInCombatWith(p); p->SetInCombatWith(m_creature); HandleMovementOnAttackStart(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()->GetObjectGuid(); DoMeleeAttackIfReady(); } 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.Clear(); m_creature->CombatStop(true); m_creature->DeleteThreatList(); return; } Unit* victim = m_creature->GetMap()->GetUnit(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->IsTaxiFlying()) { 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->RemoveAllAurasOnEvade(); m_creature->DeleteThreatList(); i_victimGuid.Clear(); 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(); }