/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef ACORE_CREATUREAI_H #define ACORE_CREATUREAI_H #include "Common.h" #include "Creature.h" #include "UnitAI.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 = nullptr); explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), 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(); // Called for reaction at enter to combat if not in combat yet (enemy can be nullptr) 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) override; // Called at reaching home after evade virtual void JustReachedHome() {} void DoZoneInCombat(Creature* creature = nullptr, 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