/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 *) { } 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(!UpdateVictim()) return; i_victimGuid = i_creature.getVictim()->GetGUID(); if( i_creature.isAttackReady() ) { if( i_creature.IsWithinMeleeRange(i_creature.getVictim())) { 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); if(!i_creature.GetCharmerOrOwner()) { // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) i_creature.GetMotionMaster()->MoveTargetedHome(); } else if (i_creature.GetOwner() && i_creature.GetOwner()->isAlive()) i_creature.GetMotionMaster()->MoveFollow(i_creature.GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); }