/* * This file is part of the AzerothCore 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 . */ #ifndef ACORE_CREATUREAI_H #define ACORE_CREATUREAI_H #include "AreaBoundary.h" #include "Creature.h" #include "EventMap.h" #include "TaskScheduler.h" #include "UnitAI.h" class WorldObject; class Unit; class Creature; class Player; class SpellInfo; enum SpellFinishReason : uint8; typedef std::vector 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 CreatureAI : public UnitAI { protected: Creature* const me; EventMap events; TaskScheduler scheduler; 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: // EnumUtils: DESCRIBE THIS (in CreatureAI::) 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_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet EVADE_REASON_NO_PATH, // the creature was unable to reach its target for over 5 seconds EVADE_REASON_OTHER }; void Talk(uint8 id, WorldObject const* whisperTarget = nullptr, Milliseconds delay = 0ms); void Talk(uint8 id, Milliseconds delay) { Talk(id, nullptr, delay); } WorldObject* GetSummoner() const; explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false) { } ~CreatureAI() override {} void MoveCircleChecks(); void MoveBackwardsChecks(); /// == 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 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(EvadeReason why = EVADE_REASON_OTHER); /** * @brief Called for reaction when initially engaged */ 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*/) {} virtual void SummonedCreatureDespawnAll() {} virtual void SummonedCreatureEvade(Creature* /*summon*/) {} // 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 a spell either finishes, interrupts or cancels a spell cast virtual void OnSpellCastFinished(SpellInfo const* /*spell*/, SpellFinishReason /*reason*/) {} // 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*/) {} // Called at MovePath End virtual void PathEndReached(uint32 /*pathId*/) {} 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*/) {} // 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 bool BeforeSpellClick(Unit* /*clicker*/) { return true; } virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { } virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; } virtual bool CanBeSeen(Player const* /*seer*/) { return true; } virtual bool CanAlwaysBeDetectable(WorldObject const* /*seer*/) { return false; } virtual void PetStopAttack() { } // intended for encounter design/debugging. do not use for other purposes. expensive. int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false, bool checkZ = 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; virtual void CalculateThreat(Unit* /*hatedUnit*/, float& /*threat*/, SpellInfo const* /*threatSpell*/) { } virtual bool OnTeleportUnreacheablePlayer(Player* /*player*/) { return false; } // Called when an aura is removed or expires. virtual void OnAuraRemove(AuraApplication* /*aurApp*/, AuraRemoveMode /*mode*/) { } virtual void DistancingStarted() {} virtual void DistancingEnded() {} protected: virtual void MoveInLineOfSight(Unit* /*who*/); bool _EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER); CreatureBoundary const* _boundary; bool _negateBoundary; private: bool m_MoveInLineOfSight_locked; }; 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