mirror of
https://github.com/TrinityCore/TrinityCore.git
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162 lines
5.6 KiB
C++
162 lines
5.6 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_UNITAI_H
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#define TRINITY_UNITAI_H
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#include "Platform/Define.h"
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#include <list>
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#include "Unit.h"
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class Unit;
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class Player;
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struct AISpellInfoType;
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//Selection method used by SelectTarget
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enum SelectAggroTarget
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{
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SELECT_TARGET_RANDOM = 0, //Just selects a random target
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SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
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SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
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SELECT_TARGET_NEAREST,
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SELECT_TARGET_FARTHEST,
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};
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class UnitAI
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{
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protected:
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Unit * const me;
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public:
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explicit UnitAI(Unit *u) : me(u) {}
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virtual ~UnitAI() {}
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virtual bool CanAIAttack(const Unit * /*who*/) const { return true; }
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virtual void AttackStart(Unit *);
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virtual void UpdateAI(const uint32 diff) = 0;
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virtual void InitializeAI() { if (!me->isDead()) Reset(); }
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virtual void Reset() {};
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// Called when unit is charmed
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virtual void OnCharmed(bool apply) = 0;
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// Pass parameters between AI
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virtual void DoAction(const int32 /*param*/ = 0) {}
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virtual uint32 GetData(uint32 /*id = 0*/) { return 0; }
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virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
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virtual void SetGUID(const uint64 &/*guid*/, int32 /*id*/ = 0) {}
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virtual uint64 GetGUID(int32 /*id*/ = 0) { return 0; }
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Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
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// Select the targets satifying the predicate.
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// predicate shall extend std::unary_function<Unit *, bool>
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template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
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{
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const std::list<HostileReference *> &threatlist = me->getThreatManager().getThreatList();
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std::list<Unit*> targetList;
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if (position >= threatlist.size())
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return NULL;
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for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
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{
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HostileReference* ref = (*itr);
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if (predicate(ref->getTarget()))
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targetList.push_back(ref->getTarget());
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}
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if (position >= targetList.size())
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return NULL;
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if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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targetList.sort(TargetDistanceOrder(me));
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switch(targetType)
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{
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case SELECT_TARGET_NEAREST:
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case SELECT_TARGET_TOPAGGRO:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, position);
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return *itr;
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}
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break;
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case SELECT_TARGET_FARTHEST:
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case SELECT_TARGET_BOTTOMAGGRO:
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{
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std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
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advance(ritr, position);
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return *ritr;
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}
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break;
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case SELECT_TARGET_RANDOM:
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{
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std::list<Unit*>::iterator itr = targetList.begin();
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advance(itr, urand(position, targetList.size()-1));
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return *itr;
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}
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break;
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}
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return NULL;
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}
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void AttackStartCaster(Unit *victim, float dist);
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void DoAddAuraToAllHostilePlayers(uint32 spellid);
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void DoCast(uint32 spellId);
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void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
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void DoCastToAllHostilePlayers(uint32 spellid, bool triggered = false);
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void DoCastVictim(uint32 spellId, bool triggered = false);
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void DoCastAOE(uint32 spellId, bool triggered = false);
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float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
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void DoMeleeAttackIfReady();
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bool DoSpellAttackIfReady(uint32 spell);
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static AISpellInfoType *AISpellInfo;
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static void FillAISpellInfo();
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};
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class PlayerAI : public UnitAI
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{
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protected:
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Player* const me;
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public:
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explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
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void OnCharmed(bool apply);
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};
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class SimpleCharmedAI : public PlayerAI
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{
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public:
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void UpdateAI(const uint32 diff);
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SimpleCharmedAI(Player *p): PlayerAI(p) {}
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};
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#endif
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