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Also other classes have been affected, due to the use of search&replace. This will probably break some patches and 3rd party libraries, so make sure to update them if required. Thanks to Phille for the original idea and patch!
128 lines
3.8 KiB
C++
128 lines
3.8 KiB
C++
/*
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* Copyright (C) 2005-2010 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(m_creature->Attack(p,true))
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
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i_victimGuid = p->GetGUID();
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m_creature->AddThreat(p);
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m_creature->SetInCombatWith(p);
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p->SetInCombatWith(m_creature);
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m_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(!m_creature->SelectHostileTarget() || !m_creature->getVictim())
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return;
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i_victimGuid = m_creature->getVictim()->GetGUID();
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if( m_creature->isAttackReady() )
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{
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_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 (!m_creature->isAlive())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, he is dead [guid=%u]", m_creature->GetGUIDLow());
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m_creature->GetMotionMaster()->MovementExpired();
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m_creature->GetMotionMaster()->MoveIdle();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_creature->DeleteThreatList();
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return;
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}
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Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid);
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if (!victim)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->HasStealthAura())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
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}
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else if (victim->IsTaxiFlying())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
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}
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else
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{
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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());
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}
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m_creature->RemoveAllAuras();
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m_creature->DeleteThreatList();
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i_victimGuid = 0;
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m_creature->CombatStop(true);
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m_creature->SetLootRecipient(NULL);
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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