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ReactorAI.cpp
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ReactorAI.cpp
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/*
* Copyright (C) 2005-2012 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 "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)
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();
}