/* * 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 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 . */ #ifndef SC_FOLLOWERAI_H #define SC_FOLLOWERAI_H #include "ScriptSystem.h" #include "ScriptedCreature.h" enum eFollowState { STATE_FOLLOW_NONE = 0x000, STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat STATE_FOLLOW_PAUSED = 0x004, //disables following STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated) STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run }; class FollowerAI : public ScriptedAI { public: explicit FollowerAI(Creature* creature); ~FollowerAI() override { } //virtual void WaypointReached(uint32 uiPointId) = 0; void MovementInform(uint32 motionType, uint32 pointId) override; void AttackStart(Unit*) override; void MoveInLineOfSight(Unit*) override; void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override; void JustDied(Unit*) override; void JustRespawned() override; void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI() virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc) void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr, bool inheritWalkState = true, bool inheritSpeed = true); void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow void SetFollowComplete(bool bWithEndEvent = false); bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); } protected: Player* GetLeaderForFollower(); private: void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; } void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; } bool AssistPlayerInCombatAgainst(Unit* who); ObjectGuid m_uiLeaderGUID; uint32 m_uiUpdateFollowTimer; uint32 m_uiFollowState; const Quest* m_pQuestForFollow; //normally we have a quest }; #endif