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+/*
+ * 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