/*
* 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_SMARTAI_H
#define TRINITY_SMARTAI_H
#include "Define.h"
#include "AreaTriggerAI.h"
#include "CreatureAI.h"
#include "GameObjectAI.h"
#include "SmartScript.h"
#include "WaypointDefines.h"
enum class AreaTriggerExitReason : uint8;
enum class MovementStopReason : uint8;
enum SmartEscortState : uint8
{
SMART_ESCORT_NONE = 0x00, // nothing in progress
SMART_ESCORT_ESCORTING = 0x01, // escort is in progress
SMART_ESCORT_RETURNING = 0x02, // escort is returning after being in combat
SMART_ESCORT_PAUSED = 0x04 // will not proceed with waypoints before state is removed
};
static float constexpr SMART_ESCORT_MAX_PLAYER_DIST = 60.f;
static float constexpr SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2.f;
class TC_GAME_API SmartAI : public CreatureAI
{
public:
~SmartAI() { }
explicit SmartAI(Creature* creature, uint32 scriptId = {});
// core related
static int32 Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
// Check whether we are currently permitted to make the creature take action
bool IsAIControlled() const;
// Start moving to the desired MovePoint
void StartPath(uint32 pathId = 0, bool repeat = false, Unit* invoker = nullptr, uint32 nodeId = 0,
Optional>&& scriptResult = {});
WaypointPath const* LoadPath(uint32 entry);
void PausePath(uint32 delay, bool forced = false);
bool CanResumePath();
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
void EndPath(bool fail = false);
void ResumePath();
bool HasEscortState(uint32 escortState) const
{
return (_escortState & escortState) != 0;
}
void AddEscortState(uint32 escortState)
{
_escortState |= escortState;
}
void RemoveEscortState(uint32 escortState)
{
_escortState &= ~escortState;
}
void SetCombatMove(bool on, bool stopMoving = false);
bool CanCombatMove() const
{
return _canCombatMove;
}
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
void StopFollow(bool complete);
bool IsEscortInvokerInRange();
void WaypointReached(uint32 nodeId, uint32 pathId) override;
void WaypointPathEnded(uint32 nodeId, uint32 pathId) override;
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker, uint32 startFromEventId = 0);
SmartScript* GetScript()
{
return &_script;
}
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome() override;
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
void JustEngagedWith(Unit* enemy) override;
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode(EvadeReason why) override;
// Called when the creature is killed
void JustDied(Unit* killer) override;
// Called when the creature kills a unit
void KilledUnit(Unit* victim) override;
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature) override;
// Called when a summoned unit dies
void SummonedCreatureDies(Creature* summon, Unit* killer) override;
// Tell creature to attack and follow the victim
void AttackStart(Unit* who) override;
// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit* who) override;
// Called when hit by a spell
void SpellHit(WorldObject* caster, SpellInfo const* spellInfo) override;
// Called when spell hits a target
void SpellHitTarget(WorldObject* target, SpellInfo const* spellInfo) override;
// Called when a spell finishes
void OnSpellCast(SpellInfo const* spellInfo) override;
// Called when a spell fails
void OnSpellFailed(SpellInfo const* spellInfo) override;
// Called when a spell starts
void OnSpellStart(SpellInfo const* spellInfo) override;
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* doneBy, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override;
// Called when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth) override;
// Called at World update tick
void UpdateAI(uint32 diff) override;
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote) override;
// Called at waypoint reached or point movement finished
void MovementInform(uint32 MovementType, uint32 Data) override;
// Called when creature is summoned by another unit
void IsSummonedBy(WorldObject* summoner) override;
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/) override;
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit) override;
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay) override;
// Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing)
void OnDespawn() override;
// Called when a Player/Creature enters the creature (vehicle)
void PassengerBoarded(Unit* who, int8 seatId, bool apply) override;
// Called when gets initialized
void InitializeAI() override;
// Called once creature is fully added to world
void JustAppeared() override;
// Called when creature gets charmed by another unit
void OnCharmed(bool isNew) override;
// Used in scripts to share variables
void DoAction(int32 param) override;
// Used in scripts to share variables
uint32 GetData(uint32 id) const override;
// Used in scripts to share variables
void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
void SetData(uint32 id, uint32 value, Unit* invoker);
// Used in scripts to share variables
void SetGUID(ObjectGuid const& guid, int32 id) override;
// Used in scripts to share variables
ObjectGuid GetGUID(int32 id) const override;
// Makes the creature run/walk
void SetRun(bool run = true);
void SetEvadeDisabled(bool disable = true);
void SetInvincibilityHpLevel(uint32 level)
{
_invincibilityHPLevel = level;
}
bool OnGossipHello(Player* player) override;
bool OnGossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
bool OnGossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
void OnQuestAccept(Player* player, Quest const* quest) override;
void OnQuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
void OnGameEvent(bool start, uint16 eventId) override;
void SetDespawnTime (uint32 t)
{
_despawnTime = t;
_despawnState = t ? 1 : 0;
}
void StartDespawn()
{
_despawnState = 2;
}
void OnSpellClick(Unit* clicker, bool spellClickHandled) override;
void SetWPPauseTimer(uint32 time)
{
_waypointPauseTimer = time;
}
void SetGossipReturn(bool val)
{
_gossipReturn = val;
}
void SetEscortQuest(uint32 questID)
{
_escortQuestId = questID;
}
private:
bool AssistPlayerInCombatAgainst(Unit* who);
void ReturnToLastOOCPos();
void CheckConditions(uint32 diff);
void UpdatePath(uint32 diff);
void UpdateFollow(uint32 diff);
void UpdateDespawn(uint32 diff);
SmartScript _script;
bool _charmed;
uint32 _followCreditType;
uint32 _followArrivedTimer;
uint32 _followCredit;
uint32 _followArrivedEntry;
ObjectGuid _followGUID;
float _followDistance;
float _followAngle;
uint32 _escortState;
uint32 _escortNPCFlags;
uint32 _escortInvokerCheckTimer;
uint32 _currentWaypointNodeId;
bool _waypointReached;
uint32 _waypointPauseTimer;
bool _waypointPauseForced;
bool _repeatWaypointPath;
bool _OOCReached;
bool _waypointPathEnded;
bool _run;
bool _evadeDisabled;
bool _canCombatMove;
uint32 _invincibilityHPLevel;
uint32 _despawnTime;
uint32 _despawnState;
// Vehicle conditions
bool _vehicleConditions;
uint32 _vehicleConditionsTimer;
// Gossip
bool _gossipReturn;
uint32 _escortQuestId;
};
class TC_GAME_API SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* go, uint32 scriptId = {}) : GameObjectAI(go, scriptId), _gossipReturn(false) { }
~SmartGameObjectAI() { }
void UpdateAI(uint32 diff) override;
void InitializeAI() override;
void Reset() override;
SmartScript* GetScript()
{
return &_script;
}
static int32 Permissible(GameObject const* /*go*/)
{
return PERMIT_BASE_NO;
}
bool OnGossipHello(Player* player) override;
bool OnGossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
bool OnGossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
void OnQuestAccept(Player* player, Quest const* quest) override;
void OnQuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
bool OnReportUse(Player* player) override;
void Destroyed(WorldObject* attacker, uint32 eventId) override;
void SetData(uint32 id, uint32 value, Unit* invoker);
void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
void OnGameEvent(bool start, uint16 eventId) override;
void OnLootStateChanged(uint32 state, Unit* unit) override;
void EventInform(uint32 eventId) override;
// Called when hit by a spell
void SpellHit(WorldObject* caster, SpellInfo const* spellInfo) override;
// Called when the gameobject summon successfully other creature
void JustSummoned(Creature* creature) override;
// Called when a summoned unit dies
void SummonedCreatureDies(Creature* summon, Unit* killer) override;
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit) override;
void SetGossipReturn(bool val) { _gossipReturn = val; }
private:
SmartScript _script;
// Gossip
bool _gossipReturn;
};
class TC_GAME_API SmartAreaTriggerAI : public AreaTriggerAI
{
public:
using AreaTriggerAI::AreaTriggerAI;
void OnInitialize() override;
void OnUpdate(uint32 diff) override;
void OnUnitEnter(Unit* unit) override;
void OnUnitExit(Unit* unit, AreaTriggerExitReason reason) override;
SmartScript* GetScript() { return &mScript; }
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
private:
SmartScript mScript;
};
/// Registers scripts required by the SAI scripting system
void AddSC_SmartScripts();
#endif