aboutsummaryrefslogtreecommitdiff
path: root/src/game/ReactorAI.cpp
blob: a91af776e6de3751c4d4566a2990fbfca3922cda (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
/*
 * 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();
}