diff options
Diffstat (limited to 'src/game/CreatureAI.h')
-rw-r--r-- | src/game/CreatureAI.h | 51 |
1 files changed, 50 insertions, 1 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h index 98a145b79e0..556e9be14e0 100644 --- a/src/game/CreatureAI.h +++ b/src/game/CreatureAI.h @@ -17,29 +17,38 @@ * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ + #ifndef TRINITY_CREATUREAI_H #define TRINITY_CREATUREAI_H + #include "UnitAI.h" #include "Common.h" + class WorldObject; class Unit; class Creature; class Player; struct SpellEntry; + #define TIME_INTERVAL_LOOK 5000 #define VISIBILITY_RANGE 10000 + //Spell targets used by SelectSpell enum SelectTargetType { SELECT_TARGET_DONTCARE = 0, //All target types allowed + SELECT_TARGET_SELF, //Only Self casting + SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy + SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend SELECT_TARGET_AOE_FRIEND, //Only AoE Friend SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend }; + //Spell Effects used by SelectSpell enum SelectEffect { @@ -48,84 +57,123 @@ enum SelectEffect SELECT_EFFECT_HEALING, //Spell does healing SELECT_EFFECT_AURA, //Spell applies an aura }; + enum SCEquip { EQUIP_NO_CHANGE = -1, EQUIP_UNEQUIP = 0 }; + class TRINITY_DLL_SPEC CreatureAI : public UnitAI { protected: Creature * const me; Creature * const m_creature; + bool UpdateVictim(); bool UpdateVictimWithGaze(); bool UpdateCombatState(); + void SelectNearestTarget(Unit *who); + void SetGazeOn(Unit *target); + Creature *DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); + public: explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {} + virtual ~CreatureAI() {} + ///== Reactions At ================================= + // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter virtual void MoveInLineOfSight(Unit *); + // 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 virtual void JustDied(Unit *) {} + // Called when the creature kills a unit virtual void KilledUnit(Unit *) {} + // Called when the creature summon successfully other creature virtual void JustSummoned(Creature* ) {} virtual void IsSummonedBy(Unit *summoner) {} + virtual void SummonedCreatureDespawn(Creature* /*unit*/) {} + // Called when hit by a spell virtual void SpellHit(Unit*, const SpellEntry*) {} + // Called when spell hits a target virtual void SpellHitTarget(Unit* target, const SpellEntry*) {} + // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) //virtual void AttackedBy(Unit* attacker); virtual bool IsEscorted() {return false;} + // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() { Reset(); } + // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} + void OnCharmed(bool apply); + //virtual void SpellClick(Player *player) {} + // Called at reaching home after evade virtual void JustReachedHome() {} + void DoZoneInCombat(Creature* pUnit = NULL); - // Called at text emote receive from player + + // Called at text emote receive from player virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {} + ///== Triggered Actions Requested ================== + // 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 *) {} + // 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 the corpse of this creature gets removed virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {} + // 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; + virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {} + protected: bool _EnterEvadeMode(); }; + enum Permitions { PERMIT_BASE_NO = -1, @@ -135,4 +183,5 @@ enum Permitions PERMIT_BASE_FACTION_SPECIFIC = 400, PERMIT_BASE_SPECIAL = 800 }; + #endif |