Files
mod-playerbots/src/strategy/actions/MovementActions.h
2022-03-12 22:27:09 +01:00

126 lines
3.8 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, 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.
*/
#ifndef _PLAYERBOT_MOVEMENTACTIONS_H
#define _PLAYERBOT_MOVEMENTACTIONS_H
#include "Action.h"
#include "PlayerbotAIConfig.h"
class Player;
class PlayerbotAI;
class Unit;
class WorldObject;
class MovementAction : public Action
{
public:
MovementAction(PlayerbotAI* botAI, std::string const name);
protected:
bool MoveNear(uint32 mapId, float x, float y, float z, float distance = sPlayerbotAIConfig->contactDistance);
bool MoveToLOS(WorldObject* target, bool ranged = false);
bool MoveTo(uint32 mapId, float x, float y, float z, bool idle = false, bool react = false);
bool MoveTo(Unit* target, float distance = 0.0f);
bool MoveNear(WorldObject* target, float distance = sPlayerbotAIConfig->contactDistance);
float GetFollowAngle();
bool Follow(Unit* target, float distance = sPlayerbotAIConfig->followDistance);
bool Follow(Unit* target, float distance, float angle);
bool ChaseTo(WorldObject* obj, float distance = 0.0f, float angle = 0.0f);
float MoveDelay(float distance);
void WaitForReach(float distance);
bool IsMovingAllowed(Unit* target);
bool IsMovingAllowed(uint32 mapId, float x, float y, float z);
bool IsMovingAllowed();
bool Flee(Unit *target);
void ClearIdleState();
void UpdateMovementState();
void CreateWp(Player* wpOwner, float x, float y, float z, float o, uint32 entry, bool important = false);
};
class FleeAction : public MovementAction
{
public:
FleeAction(PlayerbotAI* botAI, float distance = sPlayerbotAIConfig->spellDistance) : MovementAction(botAI, "flee"), distance(distance) { }
bool Execute(Event event) override;
private:
float distance;
};
class FleeWithPetAction : public MovementAction
{
public:
FleeWithPetAction(PlayerbotAI* botAI) : MovementAction(botAI, "flee with pet") { }
bool Execute(Event event) override;
};
class RunAwayAction : public MovementAction
{
public:
RunAwayAction(PlayerbotAI* botAI) : MovementAction(botAI, "runaway") { }
bool Execute(Event event) override;
};
class MoveToLootAction : public MovementAction
{
public:
MoveToLootAction(PlayerbotAI* botAI) : MovementAction(botAI, "move to loot") { }
bool Execute(Event event) override;
};
class MoveOutOfEnemyContactAction : public MovementAction
{
public:
MoveOutOfEnemyContactAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of enemy contact") { }
bool Execute(Event event) override;
bool isUseful() override;
};
class SetFacingTargetAction : public MovementAction
{
public:
SetFacingTargetAction(PlayerbotAI* botAI) : MovementAction(botAI, "set facing") { }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
};
class SetBehindTargetAction : public MovementAction
{
public:
SetBehindTargetAction(PlayerbotAI* botAI) : MovementAction(botAI, "set behind") { }
bool Execute(Event event) override;
bool isUseful() override;
bool isPossible() override;
};
class MoveOutOfCollisionAction : public MovementAction
{
public:
MoveOutOfCollisionAction(PlayerbotAI* botAI) : MovementAction(botAI, "move out of collision") { }
bool Execute(Event event) override;
bool isUseful() override;
};
class MoveRandomAction : public MovementAction
{
public:
MoveRandomAction(PlayerbotAI* botAI) : MovementAction(botAI, "move random") { }
bool Execute(Event event) override;
bool isUseful() override;
};
#endif