[11776] Add documention for CreatureAI API

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Schmoozerd 2011-08-09 03:20:32 +04:00 committed by VladimirMangos
parent a872624ce3
commit 4a2f96037e
2 changed files with 158 additions and 57 deletions

View file

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

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11775"
#define REVISION_NR "11776"
#endif // __REVISION_NR_H__