/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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_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 { SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed SELECT_EFFECT_DAMAGE, //Spell does damage SELECT_EFFECT_HEALING, //Spell does healing SELECT_EFFECT_AURA, //Spell applies an aura }; enum SCEquip { EQUIP_NO_CHANGE = -1, EQUIP_UNEQUIP = 0 }; class 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), m_MoveInLineOfSight_locked(false) {} virtual ~CreatureAI() {} /// == Reactions At ================================= // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter void MoveInLineOfSight_Safe(Unit *who); // 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 to get trigger target for aura effect virtual Unit * GetAuraEffectTriggerTarget(uint32 spellId, uint8 effIndex) {return NULL;} // 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 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: virtual void MoveInLineOfSight(Unit *); bool _EnterEvadeMode(); private: bool m_MoveInLineOfSight_locked; }; enum Permitions { PERMIT_BASE_NO = -1, PERMIT_BASE_IDLE = 1, PERMIT_BASE_REACTIVE = 100, PERMIT_BASE_PROACTIVE = 200, PERMIT_BASE_FACTION_SPECIFIC = 400, PERMIT_BASE_SPECIAL = 800 }; #endif