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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 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>
+#include "Unit.h"
+
+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 UnitAI
+{
+ protected:
+ Unit * const me;
+ public:
+ explicit UnitAI(Unit *u) : me(u) {}
+ virtual ~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 targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
+ void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
+
+ // Select the targets satifying the predicate.
+ // predicate shall extend std::unary_function<Unit *, bool>
+ template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
+ {
+ const std::list<HostileReference *> &threatlist = me->getThreatManager().getThreatList();
+ std::list<Unit*> targetList;
+
+ if (position >= threatlist.size())
+ return NULL;
+
+ for (std::list<HostileReference*>::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
+ {
+ HostileReference* ref = (*itr);
+ if (predicate(ref->getTarget()))
+ targetList.push_back(ref->getTarget());
+ }
+
+ if (position >= targetList.size())
+ return NULL;
+
+ if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
+ targetList.sort(Trinity::ObjectDistanceOrderPred(me));
+
+ switch(targetType)
+ {
+ case SELECT_TARGET_NEAREST:
+ case SELECT_TARGET_TOPAGGRO:
+ {
+ std::list<Unit*>::iterator itr = targetList.begin();
+ advance(itr, position);
+ return *itr;
+ }
+ break;
+
+ case SELECT_TARGET_FARTHEST:
+ case SELECT_TARGET_BOTTOMAGGRO:
+ {
+ std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
+ advance(ritr, position);
+ return *ritr;
+ }
+ break;
+
+ case SELECT_TARGET_RANDOM:
+ {
+ std::list<Unit*>::iterator itr = targetList.begin();
+ advance(itr, urand(position, targetList.size()-1));
+ return *itr;
+ }
+ break;
+ }
+
+ return NULL;
+ }
+
+ void AttackStartCaster(Unit *victim, float dist);
+
+ void DoAddAuraToAllHostilePlayers(uint32 spellid);
+ void DoCast(uint32 spellId);
+ void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
+ void DoCastToAllHostilePlayers(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 PlayerAI : public UnitAI
+{
+ protected:
+ Player* const me;
+ public:
+ explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
+
+ void OnCharmed(bool apply);
+};
+
+class SimpleCharmedAI : public PlayerAI
+{
+ public:
+ void UpdateAI(const uint32 diff);
+ SimpleCharmedAI(Player *p): PlayerAI(p) {}
+};
+
+#endif