aboutsummaryrefslogtreecommitdiff
path: root/src/game/CreatureAI.h
blob: 5a8126f24d4ba11197d9d890cda1709802705fa4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 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;
};

class TRINITY_DLL_SPEC PlayerAI : public UnitAI
{
    protected:
        Player *me;
    public:
        PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
};

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*/) {}

        // Called when AI is temporarily replaced or put back when possess is applied or removed
        virtual void OnPossess(bool apply) {}
};

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