diff options
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h new file mode 100644 index 0000000000..debef76d2d --- /dev/null +++ b/src/server/game/AI/CreatureAI.h @@ -0,0 +1,193 @@ +/* + * Copyright (C) + * Copyright (C) + * + * 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 "Creature.h" +#include "UnitAI.h" +#include "Common.h" + +class WorldObject; +class Unit; +class Creature; +class Player; +class SpellInfo; + +#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 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); + + public: + void Talk(uint8 id, WorldObject const* whisperTarget = NULL); + explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {} + + virtual ~CreatureAI() {} + + /// == Reactions At ================================= + + // Called if IsVisible(Unit* who) is true at each who move, reaction at visibility zone enter + void MoveInLineOfSight_Safe(Unit* who); + + // Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events. + virtual bool CanRespawn() { return true; } + + // Called for reaction at stopping attack at no attackers or targets + virtual void EnterEvadeMode(); + + // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) + virtual void EnterCombat(Unit* /*victim*/) {} + + // 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*/) {} + + // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) + virtual void AttackedBy(Unit* /*attacker*/) {} + virtual bool IsEscorted() { return false; } + + // Called when creature is spawned or respawned (for reseting variables) + virtual void JustRespawned() { Reset(); } + + // Called at waypoint reached or point movement finished + virtual void MovementInform(uint32 /*type*/, uint32 /*id*/) {} + + void OnCharmed(bool apply); + + // Called at reaching home after evade + virtual void JustReachedHome() {} + + void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f); + + // Called at text emote receive from player + virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {} + + // Called when owner takes damage + virtual void OwnerAttackedBy(Unit* /*attacker*/) {} + + // Called when owner attacks something + virtual void OwnerAttacked(Unit* /*target*/) {} + + /// == Triggered Actions Requested ================== + + // Called when creature attack expected (if creature can and no have current victim) + // Note: for reaction at hostile action must be called AttackedBy function. + //virtual void AttackStart(Unit*) {} + + // Called at World update tick + //virtual void UpdateAI(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; } + + virtual bool CanBeSeen(Player const* /*seer*/) { return true; } + + protected: + virtual void MoveInLineOfSight(Unit* /*who*/); + + bool _EnterEvadeMode(); + + private: + bool m_MoveInLineOfSight_locked; +}; + +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 +}; + +#endif |