/* * 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_SCRIPTEDFOLLOWERAI_H #define TRINITY_SCRIPTEDFOLLOWERAI_H #include "ScriptedCreature.h" class Quest; enum FollowerState : uint32 { STATE_FOLLOW_NONE = 0x000, STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow STATE_FOLLOW_PAUSED = 0x002, // disables following STATE_FOLLOW_COMPLETE = 0x004, // follow is completed and may end STATE_FOLLOW_PREEVENT = 0x008, // not implemented (allow pre event to run, before follow is initiated) STATE_FOLLOW_POSTEVENT = 0x010 // can be set at complete and allow post event to run }; class TC_GAME_API FollowerAI : public ScriptedAI { public: explicit FollowerAI(Creature* creature) noexcept; ~FollowerAI() { } void MoveInLineOfSight(Unit*) override; void JustDied(Unit*) override; void JustReachedHome() override; void OwnerAttackedBy(Unit* other) override; // the "internal" update, calls UpdateFollowerAI() void UpdateAI(uint32) override; // used when it's needed to add code in update (abilities, scripted events, etc) virtual void UpdateFollowerAI(uint32); void StartFollow(Player* player, uint32 factionForFollower = 0, uint32 quest = 0); // if special event require follow mode to hold/resume during the follow void SetFollowPaused(bool paused); void SetFollowComplete(bool withEndEvent = false); bool IsEscorted() const override { return HasFollowState(STATE_FOLLOW_INPROGRESS); } bool HasFollowState(uint32 uiFollowState) const { return (_followState & uiFollowState) != 0; } protected: Player* GetLeaderForFollower(); private: void AddFollowState(uint32 followState) { _followState |= followState; } void RemoveFollowState(uint32 followState) { _followState &= ~followState; } bool ShouldAssistPlayerInCombatAgainst(Unit* who) const; ObjectGuid _leaderGUID; uint32 _updateFollowTimer; uint32 _followState; uint32 _questForFollow; }; #endif