/*
* 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_PETAI_H
#define TRINITY_PETAI_H
#include "CreatureAI.h"
#include "Timer.h"
class Creature;
class Spell;
typedef std::vector> TargetSpellList;
class TC_GAME_API PetAI : public CreatureAI
{
public:
static int32 Permissible(Creature const* creature);
explicit PetAI(Creature* creature, uint32 scriptId = {});
void UpdateAI(uint32) override;
void KilledUnit(Unit* /*victim*/) override;
// only start attacking if not attacking something else already
void AttackStart(Unit* target) override;
// always start attacking if possible
void _AttackStart(Unit* target);
void MovementInform(uint32 type, uint32 id) override;
void OwnerAttackedBy(Unit* attacker) override;
void OwnerAttacked(Unit* target) override;
void DamageTaken(Unit* attacker, uint32& /*damage*/, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override { AttackStart(attacker); }
void ReceiveEmote(Player* player, uint32 textEmote) override;
void JustEnteredCombat(Unit* who) override { EngagementStart(who); }
void JustExitedCombat() override { EngagementOver(); }
void OnCharmed(bool isNew) override;
// The following aren't used by the PetAI but need to be defined to override
// default CreatureAI functions which interfere with the PetAI
void MoveInLineOfSight(Unit* /*who*/) override { } // CreatureAI interferes with returning pets
void MoveInLineOfSight_Safe(Unit* /*who*/) { } // CreatureAI interferes with returning pets
void JustAppeared() override { } // we will control following manually
void EnterEvadeMode(EvadeReason /*why*/) override { } // For fleeing, pets don't use this type of Evade mechanic
private:
bool NeedToStop();
void StopAttack();
void UpdateAllies();
Unit* SelectNextTarget(bool allowAutoSelect) const;
void HandleReturnMovement();
void DoAttack(Unit* target, bool chase);
bool CanAttack(Unit* target);
// Quick access to set all flags to FALSE
void ClearCharmInfoFlags();
TimeTracker _tracker;
GuidSet _allySet;
uint32 _updateAlliesTimer;
};
#endif