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-rw-r--r--src/game/UnitAI.h19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/game/UnitAI.h b/src/game/UnitAI.h
index 93992724c08..c5e02b07d1b 100644
--- a/src/game/UnitAI.h
+++ b/src/game/UnitAI.h
@@ -17,14 +17,18 @@
* 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>
#include "Unit.h"
+
class Unit;
class Player;
struct AISpellInfoType;
+
//Selection method used by SelectTarget
enum SelectAggroTarget
{
@@ -34,6 +38,7 @@ enum SelectAggroTarget
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST,
};
+
class TRINITY_DLL_SPEC UnitAI
{
protected:
@@ -43,40 +48,54 @@ class TRINITY_DLL_SPEC UnitAI
virtual bool CanAIAttack(const Unit *who) const { return true; }
virtual void AttackStart(Unit *);
virtual void UpdateAI(const uint32 diff) = 0;
+
virtual void InitializeAI() { if(!me->isDead()) 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 uint32 GetData(uint32 id = 0) { return 0; }
virtual void SetData(uint32 id, uint32 value) {}
virtual void SetGUID(const uint64 &guid, int32 id = 0) {}
virtual uint64 GetGUID(int32 id = 0) { return 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 DoCastVictim(uint32 spellId, bool triggered = false);
void DoCastAOE(uint32 spellId, bool triggered = false);
+
float DoGetSpellMaxRange(uint32 spellId, bool positive = 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