/*
* 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 CREATUREAIIMPL_H
#define CREATUREAIIMPL_H
#include "Random.h"
#include
#include
class WorldObject;
enum Difficulty : uint8;
template
inline First const& RAND(First const& first, Second const& second, Rest const&... rest)
{
std::reference_wrapper::type> const pack[] = { first, second, rest... };
return pack[urand(0, sizeof...(rest) + 1)].get();
}
enum AITarget
{
AITARGET_SELF,
AITARGET_VICTIM,
AITARGET_ENEMY,
AITARGET_ALLY,
AITARGET_BUFF,
AITARGET_DEBUFF
};
enum AICondition
{
AICOND_AGGRO,
AICOND_COMBAT,
AICOND_DIE
};
#define AI_DEFAULT_COOLDOWN 5000
// Spell targets used by SelectSpell
enum SelectTargetType : uint8
{
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 : uint8
{
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
};
struct AISpellInfoType
{
AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT)
, cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f), Targets(0), Effects(0) { }
AITarget target;
AICondition condition;
Milliseconds cooldown;
Milliseconds realCooldown;
float maxRange;
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
};
AISpellInfoType* GetAISpellInfo(uint32 spellId, Difficulty difficulty);
TC_GAME_API bool InstanceHasScript(WorldObject const* obj, char const* scriptName);
template
AI* GetInstanceAI(T* obj, char const* scriptName)
{
if (InstanceHasScript(obj, scriptName))
return new AI(obj);
return nullptr;
}
#endif