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-it takes the spell1 from creature_template and casts on him self if aura not found, it can not attack or move -creature becomes unattackable and invisible NOTE: flag 128 should not be set in flags_extra field in creature_template, otherwise spells will be only visible to GMs --HG-- branch : trunk
105 lines
2.9 KiB
C++
105 lines
2.9 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_COMBATAI_H
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#define TRINITY_COMBATAI_H
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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class Creature;
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class TRINITY_DLL_DECL AggressorAI : public CreatureAI
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{
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public:
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explicit AggressorAI(Creature *c) : CreatureAI(c) {}
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void UpdateAI(const uint32);
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static int Permissible(const Creature *);
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};
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typedef std::vector<uint32> SpellVct;
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class TRINITY_DLL_SPEC CombatAI : public CreatureAI
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{
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public:
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explicit CombatAI(Creature *c) : CreatureAI(c) {}
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void InitializeAI();
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void Reset();
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void EnterCombat(Unit* who);
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void JustDied(Unit *killer);
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void UpdateAI(const uint32 diff);
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static int Permissible(const Creature *);
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protected:
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EventMap events;
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SpellVct spells;
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};
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class TRINITY_DLL_SPEC CasterAI : public CombatAI
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{
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public:
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explicit CasterAI(Creature *c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
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void InitializeAI();
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void AttackStart(Unit * victim) { AttackStartCaster(victim, m_attackDist); }
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void UpdateAI(const uint32 diff);
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void EnterCombat(Unit *who);
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private:
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float m_attackDist;
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};
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struct TRINITY_DLL_SPEC ArchorAI : public CreatureAI
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{
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public:
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explicit ArchorAI(Creature *c);
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void AttackStart(Unit *who);
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void UpdateAI(const uint32 diff);
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static int Permissible(const Creature *);
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protected:
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float m_minRange;
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};
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struct TRINITY_DLL_SPEC TurretAI : public CreatureAI
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{
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public:
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explicit TurretAI(Creature *c);
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bool CanAIAttack(const Unit *who) const;
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void AttackStart(Unit *who);
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void UpdateAI(const uint32 diff);
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static int Permissible(const Creature *);
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protected:
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float m_minRange;
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};
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struct TRINITY_DLL_SPEC AOEAI : public CreatureAI
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{
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public:
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explicit AOEAI(Creature *c);
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bool CanAIAttack(const Unit *who) const;
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void AttackStart(Unit *who);
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void UpdateAI(const uint32 diff);
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static int Permissible(const Creature *);
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};
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#endif
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