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-rw-r--r--src/game/ReactorAI.cpp127
1 files changed, 127 insertions, 0 deletions
diff --git a/src/game/ReactorAI.cpp b/src/game/ReactorAI.cpp
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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * 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(i_creature.Attack(p,true))
+ {
+ DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p->GetGUIDLow(), p->GetTypeId());
+ i_creature.SetInCombatWith(p);
+ p->SetInCombatWith(&i_creature);
+
+ i_creature.AddThreat(p, 0.0f);
+ i_victimGuid = p->GetGUID();
+ i_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(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
+ return;
+
+ i_victimGuid = i_creature.getVictim()->GetGUID();
+
+ if( i_creature.isAttackReady() )
+ {
+ if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ {
+ i_creature.AttackerStateUpdate(i_creature.getVictim());
+ i_creature.resetAttackTimer();
+ }
+ }
+}
+
+void
+ReactorAI::EnterEvadeMode()
+{
+ if( !i_creature.isAlive() )
+ {
+ DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
+ i_creature.GetMotionMaster()->MovementExpired();
+ i_creature.GetMotionMaster()->MoveIdle();
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_creature.DeleteThreatList();
+ return;
+ }
+
+ Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
+
+ if( !victim )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim->HasStealthAura() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim->isInFlight() )
+ {
+ DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else
+ {
+ DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", i_creature.GetGUIDLow());
+ }
+
+ i_creature.RemoveAllAuras();
+ i_creature.DeleteThreatList();
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_creature.SetLootRecipient(NULL);
+
+ // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
+ if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
+ i_creature.GetMotionMaster()->MoveTargetedHome();
+}