server/src/game/ReactorAI.cpp

128 lines
3.7 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
i_victimGuid = p->GetGUID();
m_creature->AddThreat(p, 0.0f);
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->SelectHostilTarget() || !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_LOG("Creature stoped attacking cuz his 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_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target %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 TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}