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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_SCRIPTEDFOLLOWERAI_H
#define TRINITY_SCRIPTEDFOLLOWERAI_H
#include "ScriptedCreature.h"
class Quest;
enum FollowerState : uint32
{
STATE_FOLLOW_NONE = 0x000,
STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow
STATE_FOLLOW_PAUSED = 0x002, // disables following
STATE_FOLLOW_COMPLETE = 0x004, // follow is completed and may end
STATE_FOLLOW_PREEVENT = 0x008, // not implemented (allow pre event to run, before follow is initiated)
STATE_FOLLOW_POSTEVENT = 0x010 // can be set at complete and allow post event to run
};
class TC_GAME_API FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* creature) noexcept;
~FollowerAI() { }
void MoveInLineOfSight(Unit*) override;
void JustDied(Unit*) override;
void JustReachedHome() override;
void OwnerAttackedBy(Unit* other) override;
// the "internal" update, calls UpdateFollowerAI()
void UpdateAI(uint32) override;
// used when it's needed to add code in update (abilities, scripted events, etc)
virtual void UpdateFollowerAI(uint32);
void StartFollow(Player* player, uint32 factionForFollower = 0, uint32 quest = 0);
// if special event require follow mode to hold/resume during the follow
void SetFollowPaused(bool paused);
void SetFollowComplete(bool withEndEvent = false);
bool IsEscorted() const override { return HasFollowState(STATE_FOLLOW_INPROGRESS); }
bool HasFollowState(uint32 uiFollowState) const { return (_followState & uiFollowState) != 0; }
protected:
Player* GetLeaderForFollower();
private:
void AddFollowState(uint32 followState) { _followState |= followState; }
void RemoveFollowState(uint32 followState) { _followState &= ~followState; }
bool ShouldAssistPlayerInCombatAgainst(Unit* who) const;
ObjectGuid _leaderGUID;
uint32 _updateFollowTimer;
uint32 _followState;
uint32 _questForFollow;
};
#endif
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