/*
* 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_UNITAI_H
#define TRINITY_UNITAI_H
#include "Platform/Define.h"
#include
#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 &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
template Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
{
const std::list &threatlist = me->getThreatManager().getThreatList();
std::list targetList;
if (position >= threatlist.size())
return NULL;
for (std::list::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(TargetDistanceOrder(me));
switch(targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list::iterator itr = targetList.begin();
advance(itr, position);
return *itr;
}
break;
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list::reverse_iterator ritr = targetList.rbegin();
advance(ritr, position);
return *ritr;
}
break;
case SELECT_TARGET_RANDOM:
{
std::list::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);
};
#endif