/*
* 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