diff options
Diffstat (limited to 'src/game/CreatureAI.h')
-rw-r--r-- | src/game/CreatureAI.h | 134 |
1 files changed, 59 insertions, 75 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h index b7a584fd36e..91fabe30448 100644 --- a/src/game/CreatureAI.h +++ b/src/game/CreatureAI.h @@ -1,7 +1,7 @@ /* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> * - * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> + * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -21,12 +21,10 @@ #ifndef TRINITY_CREATUREAI_H #define TRINITY_CREATUREAI_H +#include "UnitAI.h" #include "Common.h" -#include "Platform/Define.h" -#include "Policies/Singleton.h" -#include "Dynamic/ObjectRegistry.h" -#include "Dynamic/FactoryHolder.h" +class WorldObject; class Unit; class Creature; class Player; @@ -36,7 +34,7 @@ struct SpellEntry; #define VISIBILITY_RANGE 10000 //Spell targets used by SelectSpell -enum SelectTarget +enum SelectTargetType { SELECT_TARGET_DONTCARE = 0, //All target types allowed @@ -60,73 +58,42 @@ enum SelectEffect SELECT_EFFECT_AURA, //Spell applies an aura }; -//Selection method used by SelectTarget -enum SelectAggroTarget +enum SCEquip { - SELECT_TARGET_RANDOM = 0, //Just selects a random target - SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom - SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top - SELECT_TARGET_NEAREST, - SELECT_TARGET_FARTHEST, -}; - -class TRINITY_DLL_SPEC UnitAI -{ - protected: - Unit *me; - public: - UnitAI(Unit *u) : me(u) {} - virtual void AttackStart(Unit *); - virtual void UpdateAI(const uint32 diff) = 0; - - virtual void InitializeAI() { Reset(); } - - virtual void Reset() {}; - - // Called when unit is charmed - virtual void OnCharmed(bool apply) = 0; - - // Pass parameters between AI - virtual void DoAction(const int32 param) {} - - //Do melee swing of current victim if in rnage and ready and not casting - void DoMeleeAttackIfReady(); -}; - -class TRINITY_DLL_SPEC PlayerAI : public UnitAI -{ - protected: - Player *me; - public: - PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {} - - void OnCharmed(bool apply); -}; - -class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI -{ - public: - void UpdateAI(const uint32 diff); + EQUIP_NO_CHANGE = -1, + EQUIP_UNEQUIP = 0 }; class TRINITY_DLL_SPEC CreatureAI : public UnitAI { protected: - Creature *me; + Creature * const me; + Creature * const m_creature; bool UpdateVictim(); + bool UpdateVictimWithGaze(); + bool UpdateCombatState(); + + void SelectNearestTarget(Unit *who); public: - CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {} + explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {} virtual ~CreatureAI() {} - // Called if IsVisible(Unit *who) is true at each *who move + ///== Reactions At ================================= + + // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter virtual void MoveInLineOfSight(Unit *); - // Called at stopping attack by any attacker + // Called for reaction at stopping attack at no attackers or targets virtual void EnterEvadeMode(); + // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) + virtual void EnterCombat(Unit* /*enemy*/) {} + // Called at any Damage from any attacker (before damage apply) + // Note: it for recalculation damage or special reaction at damage + // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {} // Called when the creature is killed @@ -146,32 +113,53 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI // Called when spell hits a target virtual void SpellHitTarget(Unit* target, const SpellEntry*) {} - // Called when vitim entered water and creature can not enter water - virtual bool canReachByRangeAttack(Unit*) { return false; } + // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) + //virtual void AttackedBy(Unit* attacker); // Called when creature is spawned or respawned (for reseting variables) - virtual void JustRespawned() {} + virtual void JustRespawned() { Reset(); } // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} void OnCharmed(bool apply); -}; -struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature> -{ + //virtual void SpellClick(Player *player) {} - SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {} -}; + // Called at reaching home after evade + virtual void JustReachedHome() {} -template<class REAL_AI> -struct CreatureAIFactory : public SelectableAI -{ - CreatureAIFactory(const char *name) : SelectableAI(name) {} + void DoZoneInCombat(Creature* pUnit = NULL); + + // Called at text emote receive from player + virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {} + + ///== Triggered Actions Requested ================== - CreatureAI* Create(void *) const; + // Called when creature attack expected (if creature can and no have current victim) + // Note: for reaction at hostile action must be called AttackedBy function. + //virtual void AttackStart(Unit *) {} - int Permit(const Creature *c) const { return REAL_AI::Permissible(c); } + // Called at World update tick + //virtual void UpdateAI(const uint32 diff ) {} + + ///== State checks ================================= + + // Is unit visible for MoveInLineOfSight + //virtual bool IsVisible(Unit *) const { return false; } + + // Called when victim entered water and creature can not enter water + virtual bool canReachByRangeAttack(Unit*) { return false; } + + ///== Fields ======================================= + + // Pointer to controlled by AI creature + //Creature* const m_creature; + + void SetGazeOn(Unit *target); + + protected: + bool _EnterEvadeMode(); }; enum Permitions @@ -184,8 +172,4 @@ enum Permitions PERMIT_BASE_SPECIAL = 800 }; -typedef FactoryHolder<CreatureAI> CreatureAICreator; -typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry; -typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository; #endif - |