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72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_SIMPLEAI_H
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#define SC_SIMPLEAI_H
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enum CastTarget
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{
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CAST_SELF = 0, //Self cast
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CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro)
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CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
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CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
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CAST_HOSTILE_RANDOM, //Just any random target on our threat list
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CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED
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//Special cases
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CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function
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CAST_JUSTDIED_KILLER, //Only works within JustDied function
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};
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struct SimpleAI : public ScriptedAI
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{
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SimpleAI(Creature *c);// : ScriptedAI(c);
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void Reset();
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void EnterCombat(Unit * /*who*/);
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void KilledUnit(Unit * /*victim*/);
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void DamageTaken(Unit *killer, uint32 &damage);
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void UpdateAI(const uint32 diff);
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public:
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int32 Aggro_TextId[3];
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uint32 Aggro_Sound[3];
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int32 Death_TextId[3];
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uint32 Death_Sound[3];
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uint32 Death_Spell;
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uint32 Death_Target_Type;
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int32 Kill_TextId[3];
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uint32 Kill_Sound[3];
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uint32 Kill_Spell;
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uint32 Kill_Target_Type;
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struct SimpleAI_Spell
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{
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uint32 Spell_Id; //Spell ID to cast
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int32 First_Cast; //Delay for first cast
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uint32 Cooldown; //Cooldown between casts
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uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
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uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this)
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bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast
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bool Enabled; //Spell enabled or disabled (default: false)
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//3 texts to many?
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int32 TextId[3];
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uint32 Text_Sound[3];
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}Spell[10];
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protected:
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uint32 Spell_Timer[10];
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};
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#endif
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