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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_CREATUREAI_H
#define TRINITY_CREATUREAI_H
#include "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Dynamic/ObjectRegistry.h"
#include "Dynamic/FactoryHolder.h"
class Unit;
class Creature;
class Player;
struct SpellEntry;
#define TIME_INTERVAL_LOOK 5000
#define VISIBILITY_RANGE 10000
//Spell targets used by SelectSpell
enum SelectTarget
{
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
};
//Selection method used by SelectTarget
enum SelectAggroTarget
{
SELECT_TARGET_RANDOM = 0, //Just selects a random target
SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST,
};
class TRINITY_DLL_SPEC UnitAI
{
protected:
Unit *me;
public:
UnitAI(Unit *u) : me(u) {}
virtual void AttackStart(Unit *);
virtual void UpdateAI(const uint32 diff) = 0;
// Called when unit is charmed
virtual void OnCharmed(bool apply) = 0;
//Do melee swing of current victim if in rnage and ready and not casting
void DoMeleeAttackIfReady();
};
class TRINITY_DLL_SPEC PlayerAI : public UnitAI
{
protected:
Player *me;
public:
PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
void OnCharmed(bool apply);
};
class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI
{
public:
void UpdateAI(const uint32 diff);
};
class TRINITY_DLL_SPEC CreatureAI : public UnitAI
{
protected:
Creature *me;
bool UpdateVictim();
public:
CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
virtual ~CreatureAI() {}
// Called if IsVisible(Unit *who) is true at each *who move
virtual void MoveInLineOfSight(Unit *);
// Called at stopping attack by any attacker
virtual void EnterEvadeMode();
// Called at any Damage from any attacker (before damage apply)
virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
// Called when the creature is killed
virtual void JustDied(Unit *) {}
// Called when the creature kills a unit
virtual void KilledUnit(Unit *) {}
// Called when the creature summon successfully other creature
virtual void JustSummoned(Creature* ) {}
virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
// Called when hit by a spell
virtual void SpellHit(Unit*, const SpellEntry*) {}
// Called when spell hits a target
virtual void SpellHitTarget(Unit* target, const SpellEntry*) {}
// Called when vitim entered water and creature can not enter water
virtual bool canReachByRangeAttack(Unit*) { return false; }
// Called when creature is spawned or respawned (for reseting variables)
virtual void JustRespawned() {}
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
void OnCharmed(bool apply);
// Called at reaching home after evade
virtual void JustReachedHome() {}
};
struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
{
SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
};
template<class REAL_AI>
struct CreatureAIFactory : public SelectableAI
{
CreatureAIFactory(const char *name) : SelectableAI(name) {}
CreatureAI* Create(void *) const;
int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
};
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
};
typedef FactoryHolder<CreatureAI> CreatureAICreator;
typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
#endif
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