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https://github.com/TrinityCore/TrinityCore.git
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New functions: void DoAddAuraToAllHostilePlayers & void DoCastToAllHostilePlayers patch by Maanuel --HG-- branch : trunk
104 lines
3.5 KiB
C++
104 lines
3.5 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 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 TRINITY_DLL_SPEC 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 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 target, uint32 position = 0, float dist = 0, bool playerOnly = false, int32 aura = 0);
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist = 0, bool playerOnly = false, int32 aura = 0);
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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 TRINITY_DLL_SPEC 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 TRINITY_DLL_SPEC 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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};
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#endif
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