/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#ifndef TRINITY_COMBATAI_H
#define TRINITY_COMBATAI_H
#include "CreatureAI.h"
#include "EventMap.h"
class Creature;
class TC_GAME_API AggressorAI : public CreatureAI
{
public:
using CreatureAI::CreatureAI;
void UpdateAI(uint32) override;
static int32 Permissible(Creature const* creature);
};
typedef std::vector SpellVector;
class TC_GAME_API CombatAI : public CreatureAI
{
public:
using CreatureAI::CreatureAI;
void InitializeAI() override;
void Reset() override;
void JustEngagedWith(Unit* who) override;
void JustDied(Unit* killer) override;
void UpdateAI(uint32 diff) override;
void SpellInterrupted(uint32 spellId, uint32 unTimeMs) override;
static int32 Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
protected:
EventMap _events;
SpellVector _spells;
};
class TC_GAME_API CasterAI : public CombatAI
{
public:
explicit CasterAI(Creature* creature, uint32 scriptId = {}) : CombatAI(creature, scriptId) { _attackDistance = MELEE_RANGE; }
void InitializeAI() override;
void AttackStart(Unit* victim) override { AttackStartCaster(victim, _attackDistance); }
void UpdateAI(uint32 diff) override;
void JustEngagedWith(Unit* /*who*/) override;
private:
float _attackDistance;
};
struct TC_GAME_API TurretAI : public CreatureAI
{
public:
explicit TurretAI(Creature* creature, uint32 scriptId = {}) noexcept;
bool CanAIAttack(Unit const* who) const override;
void AttackStart(Unit* who) override;
void UpdateAI(uint32 diff) override;
static int32 Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
protected:
float _minimumRange;
};
#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct TC_GAME_API VehicleAI : public CreatureAI
{
public:
explicit VehicleAI(Creature* creature, uint32 scriptId = {}) noexcept;
void UpdateAI(uint32 diff) override;
void MoveInLineOfSight(Unit*) override { }
void AttackStart(Unit*) override { }
void OnCharmed(bool isNew) override;
static int32 Permissible(Creature const* creature);
private:
void LoadConditions();
void CheckConditions(uint32 diff);
bool _hasConditions;
uint32 _conditionsTimer;
bool _dismiss;
uint32 _dismissTimer;
};
#endif