/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 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 "Common.h" #include "Platform/Define.h" #include "Policies/Singleton.h" #include "Dynamic/ObjectRegistry.h" #include "Dynamic/FactoryHolder.h" class Unit; class Creature; class Player; struct SpellEntry; #define TIME_INTERVAL_LOOK 5000 #define VISIBILITY_RANGE 10000 //Spell targets used by SelectSpell enum SelectTarget { 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 }; //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 *me; public: UnitAI(Unit *u) : me(u) {} virtual void AttackStart(Unit *); virtual void UpdateAI(const uint32 diff) = 0; // Called when unit is charmed virtual void OnCharmed(bool apply) = 0; //Do melee swing of current victim if in rnage and ready and not casting void DoMeleeAttackIfReady(); }; class TRINITY_DLL_SPEC PlayerAI : public UnitAI { protected: Player *me; public: 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); }; class TRINITY_DLL_SPEC CreatureAI : public UnitAI { protected: Creature *me; bool UpdateVictim(); public: CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {} virtual ~CreatureAI() {} // Called if IsVisible(Unit *who) is true at each *who move virtual void MoveInLineOfSight(Unit *); // Called at stopping attack by any attacker virtual void EnterEvadeMode(); // Called at any Damage from any attacker (before damage apply) 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 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 when vitim entered water and creature can not enter water virtual bool canReachByRangeAttack(Unit*) { return false; } // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() {} // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} void OnCharmed(bool apply); // Called at reaching home after evade virtual void JustReachedHome() {} }; struct SelectableAI : public FactoryHolder, public Permissible { SelectableAI(const char *id) : FactoryHolder(id) {} }; template struct CreatureAIFactory : public SelectableAI { CreatureAIFactory(const char *name) : SelectableAI(name) {} CreatureAI* Create(void *) const; int Permit(const Creature *c) const { return REAL_AI::Permissible(c); } }; 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 }; typedef FactoryHolder CreatureAICreator; typedef FactoryHolder::FactoryHolderRegistry CreatureAIRegistry; typedef FactoryHolder::FactoryHolderRepository CreatureAIRepository; #endif