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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_CREATUREAI_H
#define TRINITY_CREATUREAI_H
#include "LootItemType.h"
#include "ObjectDefines.h"
#include "Optional.h"
#include "QuestDef.h"
#include "UnitAI.h"
class AreaBoundary;
class AreaTrigger;
class Creature;
class DynamicObject;
class GameObject;
class PlayerAI;
class WorldObject;
struct Position;
enum class QuestGiverStatus : uint32;
typedef std::vector<AreaBoundary const*> CreatureBoundary;
#define TIME_INTERVAL_LOOK 5000
#define VISIBILITY_RANGE 10000
enum Permitions : int32
{
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
};
enum SCEquip
{
EQUIP_NO_CHANGE = -1,
EQUIP_UNEQUIP = 0
};
class TC_GAME_API CreatureAI : public UnitAI
{
protected:
Creature* const me;
bool UpdateVictim();
Creature* DoSummon(uint32 entry, Position const& pos, Milliseconds despawnTime = 30s, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, Milliseconds despawnTime = 30s, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, Milliseconds despawnTime = 30s, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
explicit CreatureAI(Creature* creature, uint32 scriptId = {});
virtual ~CreatureAI();
// Gets the id of the AI (script id)
uint32 GetId() const { return _scriptId; }
bool IsEngaged() const { return _isEngaged; }
void Talk(uint8 id, WorldObject const* whisperTarget = nullptr);
/// == Reactions At =================================
// Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter
void MoveInLineOfSight_Safe(Unit* who);
// Trigger Creature "Alert" state (creature can see stealthed unit)
void TriggerAlert(Unit const* who) const;
// Called for reaction at stopping attack at no attackers or targets
virtual void EnterEvadeMode(EvadeReason why = EvadeReason::Other);
// Called for reaction whenever we start being in combat (overridden from base UnitAI)
void JustEnteredCombat(Unit* /*who*/) override;
// Called for reaction whenever a new non-offline unit is added to the threat list
virtual void JustStartedThreateningMe(Unit* who) { if (!IsEngaged()) EngagementStart(who); }
// Called for reaction when initially engaged - this will always happen _after_ JustEnteredCombat
virtual void JustEngagedWith(Unit* /*who*/) { }
// Called when the creature is killed
virtual void JustDied(Unit* /*killer*/) { }
// Called when the creature kills a unit
virtual void KilledUnit(Unit* /*victim*/) { }
// Called when the creature summon successfully other creature
virtual void JustSummoned(Creature* /*summon*/) { }
virtual void IsSummonedBy(WorldObject* /*summoner*/) { }
virtual void SummonedCreatureDespawn(Creature* /*summon*/) { }
virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { }
// Called when the creature successfully summons a gameobject
virtual void JustSummonedGameobject(GameObject* /*gameobject*/) { }
virtual void SummonedGameobjectDespawn(GameObject* /*gameobject*/) { }
// Called when the creature successfully registers a dynamicobject
virtual void JustRegisteredDynObject(DynamicObject* /*dynObject*/) { }
virtual void JustUnregisteredDynObject(DynamicObject* /*dynObject*/) { }
// Called when the creature successfully registers an areatrigger
virtual void JustRegisteredAreaTrigger(AreaTrigger* /*areaTrigger*/) { }
virtual void JustUnregisteredAreaTrigger(AreaTrigger* /*areaTrigger*/) { }
// Called when hit by a spell
virtual void SpellHit(WorldObject* /*caster*/, SpellInfo const* /*spellInfo*/) { }
// Called when spell hits a target
virtual void SpellHitTarget(WorldObject* /*target*/, SpellInfo const* /*spellInfo*/) { }
// Called when a spell finishes
virtual void OnSpellCast(SpellInfo const* /*spell*/) { }
// Called when a spell fails
virtual void OnSpellFailed(SpellInfo const* /*spell*/) { }
// Called when a spell starts
virtual void OnSpellStart(SpellInfo const* /*spell*/) { }
// Called when a channeled spell finishes
virtual void OnChannelFinished(SpellInfo const* /*spell*/) { }
// Should return true if the NPC is currently being escorted
virtual bool IsEscorted() const { return false; }
// Called when creature appears in the world (spawn, respawn, grid load etc...)
virtual void JustAppeared();
// Called at waypoint reached or point movement finished
virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) { }
void OnCharmed(bool isNew) override;
// Called at reaching home after evade
virtual void JustReachedHome() { }
void DoZoneInCombat(Creature* creature = nullptr);
// Called at text emote receive from player
virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) { }
// Called when owner takes damage
virtual void OwnerAttackedBy(Unit* attacker) { OnOwnerCombatInteraction(attacker); }
// Called when owner attacks something
virtual void OwnerAttacked(Unit* target) { OnOwnerCombatInteraction(target); }
/// == Triggered Actions Requested ==================
// Called when creature attack expected (if creature can and no have current victim)
//virtual void AttackStart(Unit*) { }
// Called at World update tick
//virtual void UpdateAI(const uint32 /*diff*/) { }
/// == State checks =================================
// Is unit visible for MoveInLineOfSight
//virtual bool IsVisible(Unit*) const { return false; }
// called when the corpse of this creature gets removed
virtual void CorpseRemoved(uint32& /*respawnDelay*/) { }
// Called when victim entered water and creature can not enter water
//virtual bool CanReachByRangeAttack(Unit*) { return false; }
/// == Gossip system ================================
// Called when the dialog status between a player and the creature is requested.
virtual Optional<QuestGiverStatus> GetDialogStatus(Player* player);
// Called when a player opens a gossip dialog with the creature.
virtual bool OnGossipHello(Player* /*player*/) { return false; }
// Called when a player selects a gossip item in the creature's gossip menu.
virtual bool OnGossipSelect(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/) { return false; }
// Called when a player selects a gossip with a code in the creature's gossip menu.
virtual bool OnGossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, char const* /*code*/) { return false; }
// Called when a player accepts a quest from the creature.
virtual void OnQuestAccept(Player* /*player*/, Quest const* /*quest*/) { }
// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
virtual void OnQuestReward(Player* /*player*/, Quest const* /*quest*/, LootItemType /*type*/, uint32 /*opt*/) { }
/// == Waypoints system =============================
virtual void WaypointStarted(uint32 /*nodeId*/, uint32 /*pathId*/) { }
virtual void WaypointReached(uint32 /*nodeId*/, uint32 /*pathId*/) { }
virtual void WaypointPathEnded(uint32 /*nodeId*/, uint32 /*pathId*/) { }
/// == Fields =======================================
virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { }
virtual void OnSpellClick(Unit* /*clicker*/, bool /*spellClickHandled*/) { }
virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; }
// Called when a player is charmed by the creature
// If a PlayerAI* is returned, that AI is placed on the player instead of the default charm AI
// Object destruction is handled by Unit::RemoveCharmedBy
virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; }
// intended for encounter design/debugging. do not use for other purposes. expensive.
int32 VisualizeBoundary(Seconds duration, Unit* owner = nullptr, bool fill = false) const;
// boundary system methods
virtual bool CheckInRoom();
CreatureBoundary const* GetBoundary() const { return _boundary; }
void SetBoundary(CreatureBoundary const* boundary, bool negativeBoundaries = false);
static bool IsInBounds(CreatureBoundary const& boundary, Position const* who);
bool IsInBoundary(Position const* who = nullptr) const;
protected:
void EngagementStart(Unit* who);
void EngagementOver();
virtual void MoveInLineOfSight(Unit* /*who*/);
bool _EnterEvadeMode(EvadeReason why = EvadeReason::Other);
CreatureBoundary const* _boundary;
bool _negateBoundary;
private:
void OnOwnerCombatInteraction(Unit* target);
uint32 const _scriptId;
bool _isEngaged;
bool _moveInLOSLocked;
};
#endif
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