/* * Copyright (C) 2008-2017 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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_CREATUREAI_H #define TRINITY_CREATUREAI_H #include "Creature.h" #include "UnitAI.h" #include "AreaBoundary.h" #include "Common.h" class WorldObject; class Unit; class Creature; class Player; class PlayerAI; class SpellInfo; #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 }; typedef std::set CreatureBoundary; class TC_GAME_API CreatureAI : public UnitAI { protected: Creature* const me; bool UpdateVictim(); bool UpdateVictimWithGaze(); void SetGazeOn(Unit* target); Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); bool CheckBoundary(Position const* who = nullptr) const; void SetBoundary(CreatureBoundary const* boundary) { _boundary = boundary; me->DoImmediateBoundaryCheck(); } public: enum EvadeReason { EVADE_REASON_NO_HOSTILES, // the creature's threat list is empty EVADE_REASON_BOUNDARY, // the creature has moved outside its evade boundary EVADE_REASON_NO_PATH, // the creature was unable to reach its target for over 5 seconds EVADE_REASON_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet EVADE_REASON_OTHER }; void Talk(uint8 id, WorldObject const* whisperTarget = nullptr); explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), 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); // Trigger Creature "Alert" state (creature can see stealthed unit) void TriggerAlert(Unit const* who) const; // Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events. virtual bool CanRespawn() { return true; } // Called for reaction at stopping attack at no attackers or targets virtual void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); // Called for reaction at enter to combat if not in combat yet (enemy can be nullptr) virtual void EnterCombat(Unit* /*victim*/) { } // Called when the creature is killed virtual void JustDied(Unit* /*killer*/) { } // Called when the creature kills a unit virtual void KilledUnit(Unit* /*victim*/) { } // Called when the creature summon successfully other creature virtual void JustSummoned(Creature* /*summon*/) { } virtual void IsSummonedBy(Unit* /*summoner*/) { } virtual void SummonedCreatureDespawn(Creature* /*summon*/) { } virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { } // Called when the creature successfully summons a gameobject virtual void JustSummonedGameobject(GameObject* /*gameobject*/) { } virtual void SummonedGameobjectDespawn(GameObject* /*gameobject*/) { } // Called when the creature successfully registers a dynamicobject virtual void JustRegisteredDynObject(DynamicObject* /*dynObject*/) { } virtual void JustUnregisteredDynObject(DynamicObject* /*dynObject*/) { } // Called when the creature successfully registers an areatrigger virtual void JustRegisteredAreaTrigger(AreaTrigger* /*areaTrigger*/) { } virtual void JustUnregisteredAreaTrigger(AreaTrigger* /*areaTrigger*/) { } // Called when hit by a spell virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { } // Called when spell hits a target virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { } // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) virtual void AttackedBy(Unit* /*attacker*/) { } virtual bool IsEscorted() const { return false; } // Called when creature is spawned or respawned virtual void JustRespawned() { } // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { } void OnCharmed(bool apply) override; // Called at reaching home after evade virtual void JustReachedHome() { } void DoZoneInCombat(Creature* creature = nullptr, float maxRangeToNearestTarget = 250.0f); // Called at text emote receive from player virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) { } // Called when owner takes damage virtual void OwnerAttackedBy(Unit* /*attacker*/) { } // Called when owner attacks something virtual void OwnerAttacked(Unit* /*target*/) { } /// == 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 ======================================= virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { } virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { } virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; } // Called when a player is charmed by the creature // If a PlayerAI* is returned, that AI is placed on the player instead of the default charm AI // Object destruction is handled by Unit::RemoveCharmedBy virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; } // intended for encounter design/debugging. do not use for other purposes. expensive. int32 VisualizeBoundary(uint32 duration, Unit* owner=nullptr, bool fill=false) const; virtual bool CheckInRoom(); CreatureBoundary const* GetBoundary() const { return _boundary; } protected: virtual void MoveInLineOfSight(Unit* /*who*/); bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); CreatureBoundary const* _boundary; 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