/* * 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