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[11776] Add documention for CreatureAI API
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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2 changed files with 158 additions and 57 deletions
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@ -67,111 +67,211 @@ class MANGOS_DLL_SPEC CreatureAI
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virtual ~CreatureAI();
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virtual ~CreatureAI();
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///== Information about AI ========================
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///== Information about AI ========================
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virtual void GetAIInformation(ChatHandler& /*reader*/) {}
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/**
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* This funcion is used to display information about the AI.
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* It is called when the .npc aiinfo command is used.
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* Use this for on-the-fly debugging
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* @param reader is a ChatHandler to send messages to.
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*/
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virtual void GetAIInformation(ChatHandler& reader) {}
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///== Reactions At =================================
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///== Reactions At =================================
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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/**
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virtual void MoveInLineOfSight(Unit *) {}
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* Called if IsVisible(Unit* pWho) is true at each (relative) pWho move, reaction at visibility zone enter
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* Note: The Unit* pWho can be out of Line of Sight, usually this is only visibiliy (by state) and range dependendend
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* Note: This function is not called for creatures who are in evade mode
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* @param pWho Unit* who moved in the visibility range and is visisble
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*/
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virtual void MoveInLineOfSight(Unit* pWho) {}
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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/**
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virtual void EnterCombat(Unit* /*enemy*/) {}
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* Called for reaction at enter to combat if not in combat yet
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* @param pEnemy Unit* of whom the Creature enters combat with, can be NULL
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*/
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virtual void EnterCombat(Unit* pEnemy) {}
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// Called for reaction at stopping attack at no attackers or targets
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/**
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* Called for reaction at stopping attack at no attackers or targets
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* This is called usually in Unit::SelectHostileTarget, if no more target exists
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*/
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virtual void EnterEvadeMode() {}
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virtual void EnterEvadeMode() {}
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// Called at reaching home after evade
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/**
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* Called at reaching home after MoveTargetHome
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*/
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virtual void JustReachedHome() {}
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virtual void JustReachedHome() {}
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// Called at any heal cast/item used (call non implemented)
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// Called at any heal cast/item used (call non implemented)
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virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
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// virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
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// Helper functions for cast spell
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/**
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virtual CanCastResult CanCastSpell(Unit* pTarget, const SpellEntry *pSpell, bool isTriggered);
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* Called at any Damage to any victim (before damage apply)
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* @param pDoneTo Unit* to whom Damage of amount uiDamage will be dealt
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* @param uiDamage Amount of Damage that will be dealt, can be changed here
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*/
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virtual void DamageDeal(Unit* pDoneTo, uint32& uiDamage) {}
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// Called at any Damage to any victim (before damage apply)
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/**
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virtual void DamageDeal(Unit * /*done_to*/, uint32 & /*damage*/) {}
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* Called at any Damage from any attacker (before damage apply)
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* Note: Use for recalculation damage or special reaction at damage
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* for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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* @param pDealer Unit* who will deal Damage to the creature
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* @param uiDamage Amount of Damage that will be dealt, can be changed here
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*/
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virtual void DamageTaken(Unit* pDealer, uint32& uiDamage) {}
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// Called at any Damage from any attacker (before damage apply)
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/**
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// Note: it for recalculation damage or special reaction at damage
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* Called when the creature is killed
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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* @param pKiller Unit* who killed the creature
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virtual void DamageTaken(Unit * /*done_by*/, uint32 & /*damage*/) {}
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*/
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virtual void JustDied(Unit* pKiller) {}
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// Called when the creature is killed
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/**
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virtual void JustDied(Unit *) {}
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* Called when the corpse of this creature gets removed
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* @param uiRespawnDelay Delay (in seconds). If != 0, then this is the time after which the creature will respawn, if = 0 the default respawn-delay will be used
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*/
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virtual void CorpseRemoved(uint32& uiRespawnDelay) {}
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// Called when the creature summon is killed
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/**
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virtual void SummonedCreatureJustDied(Creature* /*unit*/) {}
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* Called when a summoned creature is killed
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* @param pSummoned Summoned Creature* that got killed
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*/
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virtual void SummonedCreatureJustDied(Creature* pSummoned) {}
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// Called when the creature kills a unit
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/**
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virtual void KilledUnit(Unit *) {}
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* Called when the creature kills a unit
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* @param pVictim Victim that got killed
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*/
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virtual void KilledUnit(Unit* pVictim) {}
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// Called when owner of m_creature (if m_creature is PROTECTOR_PET) kills a unit
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/**
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virtual void OwnerKilledUnit(Unit *) {}
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* Called when owner of m_creature (if m_creature is PROTECTOR_PET) kills a unit
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* @param pVictim Victim that got killed (by owner of creature)
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*/
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virtual void OwnerKilledUnit(Unit* pVictim) {}
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// Called when the creature summon successfully other creature
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/**
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virtual void JustSummoned(Creature* ) {}
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* Called when the creature summon successfully other creature
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* @param pSummoned Creature that got summoned
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*/
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virtual void JustSummoned(Creature* pSummoned) {}
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// Called when the creature summon successfully a gameobject
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/**
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virtual void JustSummoned(GameObject* ) {}
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* Called when the creature summon successfully a gameobject
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* @param pGo GameObject that was summoned
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*/
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virtual void JustSummoned(GameObject* pGo) {}
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// Called when the creature summon despawn
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/**
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virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
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* Called when a summoned creature gets TemporarySummon::UnSummon ed
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* @param pSummoned Summoned creature that despawned
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*/
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virtual void SummonedCreatureDespawn(Creature* pSummoned) {}
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// Called when hit by a spell
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/**
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virtual void SpellHit(Unit*, const SpellEntry*) {}
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* Called when hit by a spell
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* @param pCaster Caster who casted the spell
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* @param pSpell The spell that hit the creature
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*/
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virtual void SpellHit(Unit* pCaster, const SpellEntry* pSpell) {}
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// Called when spell hits creature's target
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/**
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virtual void SpellHitTarget(Unit*, const SpellEntry*) {}
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* Called when spell hits creature's target
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* @param pTarget Target that we hit with the spell
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* @param pSpell Spell with which we hit pTarget
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*/
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virtual void SpellHitTarget(Unit* pTarget, const SpellEntry* pSpell) {}
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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/**
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virtual void AttackedBy(Unit* attacker);
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* Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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* @param pAttacker Unit* who attacked the creature
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*/
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virtual void AttackedBy(Unit* pAttacker);
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// Called when creature is spawned or respawned (for reseting variables)
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/**
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* Called when creature is respawned (for reseting variables)
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*/
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virtual void JustRespawned() {}
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virtual void JustRespawned() {}
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// Called at waypoint reached or point movement finished
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/**
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virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
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* Called at waypoint reached or point movement finished
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* @param uiMovementType Type of the movement (enum MovementGeneratorType)
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* @param uiData Data related to the finished movement (ie point-id)
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*/
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virtual void MovementInform(uint32 uiMovementType, uint32 uiData) {}
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// Called if a temporary summoned of m_creature reach a move point
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/**
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virtual void SummonedMovementInform(Creature* /*summoned*/, uint32 /*motion_type*/, uint32 /*point_id*/) {}
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* Called if a temporary summoned of m_creature reach a move point
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* @param pSummoned Summoned Creature that finished some movement
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* @param uiMotionType Type of the movement (enum MovementGeneratorType)
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* @param uiData Data related to the finished movement (ie point-id)
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*/
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virtual void SummonedMovementInform(Creature* pSummoned, uint32 uiMotionType, uint32 uiData) {}
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// Called at text emote receive from player
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/**
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virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*text_emote*/) {}
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* Called at text emote receive from player
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* @param pPlayer Player* who sent the emote
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* @param uiEmote ID of the emote the player used with the creature as target
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*/
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virtual void ReceiveEmote(Player* pPlayer, uint32 uiEmote) {}
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///== Triggered Actions Requested ==================
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///== Triggered Actions Requested ==================
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// Called when creature attack expected (if creature can and no have current victim)
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/**
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// Note: for reaction at hostile action must be called AttackedBy function.
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* Called when creature attack expected (if creature can and no have current victim)
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virtual void AttackStart(Unit *) {}
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* Note: for reaction at hostile action must be called AttackedBy function.
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* Note: Usually called by MoveInLineOfSight, in Unit::SelectHostileTarget or when the AI is forced to attack an enemy
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* @param pWho Unit* who is possible target
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*/
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virtual void AttackStart(Unit* pWho) {}
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// Called at World update tick
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/**
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virtual void UpdateAI(const uint32 /*diff*/) {}
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* Called at World update tick, by default every 100ms
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* This setting is dependend on CONFIG_UINT32_INTERVAL_MAPUPDATE
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* Note: Use this function to handle Timers, Threat-Management and MeleeAttacking
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* @param uiDiff Passed time since last call
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*/
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virtual void UpdateAI(const uint32 uiDiff) {}
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///== State checks =================================
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///== State checks =================================
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// Is unit visible for MoveInLineOfSight
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/**
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virtual bool IsVisible(Unit *) const { return false; }
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* Check if unit is visible for MoveInLineOfSight
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* Note: This check is by default only the state-depending (visibility, range), NOT LineOfSight
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// called when the corpse of this creature gets removed
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* @param pWho Unit* who is checked if it is visisble for the creature
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virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {}
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*/
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virtual bool IsVisible(Unit* pWho) const { return false; }
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// Called when victim entered water and creature can not enter water
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// Called when victim entered water and creature can not enter water
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// TODO: rather unused
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Helper functions =============================
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///== Helper functions =============================
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/// This function is used to do the actual melee damage (if possible)
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bool DoMeleeAttackIfReady();
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bool DoMeleeAttackIfReady();
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CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid uiOriginalCasterGUID = ObjectGuid());
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/// Internal helper function, to check if a spell can be cast
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CanCastResult CanCastSpell(Unit* pTarget, const SpellEntry* pSpell, bool isTriggered);
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/**
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* Function to cast a spell if possible
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* @param pTarget Unit* onto whom the spell should be cast
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* @param uiSpell ID of the spell that the creature will try to cast
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* @param uiCastFlags Some flags to define how to cast, see enum CastFlags
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* @param OriginalCasterGuid the original caster of the spell if required, empty by default
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*/
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CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid OriginalCasterGuid = ObjectGuid());
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///== Fields =======================================
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///== Fields =======================================
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// Pointer to controlled by AI creature
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/// Pointer to the Creature controlled by this AI
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Creature* const m_creature;
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Creature* const m_creature;
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};
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};
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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{
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{
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SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
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SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
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};
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};
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@ -198,4 +298,5 @@ enum Permitions
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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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#endif
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#endif
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11775"
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#define REVISION_NR "11776"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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