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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * 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
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * 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_UNITAI_H
+#define TRINITY_UNITAI_H
+
+#include "Platform/Define.h"
+#include <list>
+
+class Unit;
+class Player;
+struct AISpellInfoType;
+
+//Selection method used by SelectTarget
+enum SelectAggroTarget
+{
+ 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 * const me;
+ public:
+ explicit 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 = 0) {}
+ virtual void SetGUID(const uint64 &guid, const int32 param = 0) {}
+
+ Unit* SelectTarget(SelectAggroTarget target, uint32 position = 0, float dist = 0, bool playerOnly = false, int32 aura = 0);
+ void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist = 0, bool playerOnly = false, int32 aura = 0);
+
+ void AttackStartCaster(Unit *victim, float dist);
+
+ void DoCast(uint32 spellId);
+ void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
+ void DoCastAOE(uint32 spellId, bool triggered = false);
+
+ void DoMeleeAttackIfReady();
+ bool DoSpellAttackIfReady(uint32 spell);
+
+ static AISpellInfoType *AISpellInfo;
+ static void FillAISpellInfo();
+};
+
+class TRINITY_DLL_SPEC PlayerAI : public UnitAI
+{
+ protected:
+ Player* const me;
+ public:
+ explicit 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);
+};
+
+#endif