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/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 "UnitAI.h"
#include "Common.h"
#include "ObjectDefines.h"
class AreaBoundary;
class Creature;
class DynamicObject;
class GameObject;
class PlayerAI;
class WorldObject;
struct Position;
typedef std::vector<AreaBoundary const*> CreatureBoundary;
#define TIME_INTERVAL_LOOK 5000
#define VISIBILITY_RANGE 10000
//Spell targets used by SelectSpell
enum SelectTargetType
{
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
};
enum SCEquip
{
EQUIP_NO_CHANGE = -1,
EQUIP_UNEQUIP = 0
};
class TC_GAME_API CreatureAI : public UnitAI
{
protected:
Creature* const me;
bool UpdateVictim();
bool UpdateVictimWithGaze();
void SetGazeOn(Unit* target);
Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
bool CheckBoundary(Position const* who = nullptr) const;
public:
enum EvadeReason
{
EVADE_REASON_NO_HOSTILES, // the creature's threat list is empty
EVADE_REASON_BOUNDARY, // the creature has moved outside its evade boundary
EVADE_REASON_NO_PATH, // the creature was unable to reach its target for over 5 seconds
EVADE_REASON_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet
EVADE_REASON_OTHER
};
explicit CreatureAI(Creature* creature);
virtual ~CreatureAI();
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 = EVADE_REASON_OTHER);
// 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(Unit* /*summoner*/) { }
virtual void SummonedCreatureDespawn(Creature* /*summon*/) { }
virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) { }
// Called when hit by a spell
virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { }
// Called when spell hits a target
virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { }
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 apply) override;
// Called at reaching home after evade
virtual void JustReachedHome() { }
void DoZoneInCombat(Creature* creature = nullptr, float maxRangeToNearestTarget = 250.0f);
// 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; }
/// == Fields =======================================
virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) { }
virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { }
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; }
// Should return true if the NPC is target of an escort quest
// If onlyIfActive is set, should return true only if the escort quest is currently active
virtual bool IsEscortNPC(bool /*onlyIfActive*/) const { return false; }
// intended for encounter design/debugging. do not use for other purposes. expensive.
int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
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);
protected:
virtual void MoveInLineOfSight(Unit* /*who*/);
bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER);
CreatureBoundary const* _boundary;
bool _negateBoundary;
private:
bool m_MoveInLineOfSight_locked;
void _OnOwnerCombatInteraction(Unit* target);
};
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
};
#endif
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