2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "ByteBuffer.h"
20 #include "ReactorAI.h"
24 #include "ObjectAccessor.h"
26 #define REACTOR_VISIBLE_RANGE (26.46f)
29 ReactorAI::Permissible(const Creature
*creature
)
31 if( creature
->isCivilian() || creature
->IsNeutralToAll() )
32 return PERMIT_BASE_REACTIVE
;
34 return PERMIT_BASE_NO
;
38 ReactorAI::MoveInLineOfSight(Unit
*)
43 ReactorAI::AttackStart(Unit
*p
)
48 if(m_creature
->Attack(p
,true))
50 DEBUG_LOG("Tag unit GUID: %u (TypeId: %u) as a victim", p
->GetGUIDLow(), p
->GetTypeId());
51 i_victimGuid
= p
->GetGUID();
52 m_creature
->AddThreat(p
);
54 m_creature
->SetInCombatWith(p
);
55 p
->SetInCombatWith(m_creature
);
57 m_creature
->GetMotionMaster()->MoveChase(p
);
62 ReactorAI::IsVisible(Unit
*) const
68 ReactorAI::UpdateAI(const uint32
/*time_diff*/)
70 // update i_victimGuid if i_creature.getVictim() !=0 and changed
71 if(!m_creature
->SelectHostileTarget() || !m_creature
->getVictim())
74 i_victimGuid
= m_creature
->getVictim()->GetGUID();
76 if( m_creature
->isAttackReady() )
78 if( m_creature
->IsWithinDistInMap(m_creature
->getVictim(), ATTACK_DISTANCE
))
80 m_creature
->AttackerStateUpdate(m_creature
->getVictim());
81 m_creature
->resetAttackTimer();
87 ReactorAI::EnterEvadeMode()
89 if( !m_creature
->isAlive() )
91 DEBUG_LOG("Creature stopped attacking, he is dead [guid=%u]", m_creature
->GetGUIDLow());
92 m_creature
->GetMotionMaster()->MovementExpired();
93 m_creature
->GetMotionMaster()->MoveIdle();
95 m_creature
->CombatStop(true);
96 m_creature
->DeleteThreatList();
100 Unit
* victim
= ObjectAccessor::GetUnit(*m_creature
, i_victimGuid
);
104 DEBUG_LOG("Creature stopped attacking, no victim [guid=%u]", m_creature
->GetGUIDLow());
106 else if( victim
->HasStealthAura() )
108 DEBUG_LOG("Creature stopped attacking, victim is in stealth [guid=%u]", m_creature
->GetGUIDLow());
110 else if( victim
->isInFlight() )
112 DEBUG_LOG("Creature stopped attacking, victim is in flight [guid=%u]", m_creature
->GetGUIDLow());
116 DEBUG_LOG("Creature stopped attacking, victim %s [guid=%u]", victim
->isAlive() ? "out run him" : "is dead", m_creature
->GetGUIDLow());
119 m_creature
->RemoveAllAuras();
120 m_creature
->DeleteThreatList();
122 m_creature
->CombatStop(true);
123 m_creature
->SetLootRecipient(NULL
);
125 // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
126 if( m_creature
->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE
)
127 m_creature
->GetMotionMaster()->MoveTargetedHome();