/* * Copyright (C) 2005-2009 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef MANGOS_CREATUREAI_H #define MANGOS_CREATUREAI_H #include "Common.h" #include "Platform/Define.h" #include "Policies/Singleton.h" #include "Dynamic/ObjectRegistry.h" #include "Dynamic/FactoryHolder.h" class WorldObject; class Unit; class Creature; class Player; struct SpellEntry; #define TIME_INTERVAL_LOOK 5000 #define VISIBILITY_RANGE 10000 class MANGOS_DLL_SPEC CreatureAI { public: explicit CreatureAI(Creature* creature) : m_creature(creature) {} virtual ~CreatureAI(); ///== Reactions At ================================= // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter virtual void MoveInLineOfSight(Unit *) {} // Called for reaction at stopping attack at no attackers or targets virtual void EnterEvadeMode() {} // Called at reaching home after evade virtual void JustReachedHome() {} // Called at any heal cast/item used (call non implemented) virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {} // 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: 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 virtual void JustDied(Unit *) {} // Called when the creature kills a unit virtual void KilledUnit(Unit *) {} // Called when the creature summon successfully other creature virtual void JustSummoned(Creature* ) {} virtual void SummonedCreatureDespawn(Creature* /*unit*/) {} // Called when hit by a spell virtual void SpellHit(Unit*, const SpellEntry*) {} // Called when spell hits creature's target virtual void SpellHitTarget(Unit*, const SpellEntry*) {} // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) virtual void AttackedBy(Unit* attacker); // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() {} // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} // Called at text emote receive from player virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {} ///== 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(const uint32 diff ) {} ///== State checks ================================= // Is unit visible for MoveInLineOfSight virtual bool IsVisible(Unit *) const { return false; } // Called when victim entered water and creature can not enter water virtual bool canReachByRangeAttack(Unit*) { return false; } ///== Fields ======================================= // Pointer to controlled by AI creature Creature* const m_creature; }; struct SelectableAI : public FactoryHolder, public Permissible { SelectableAI(const char *id) : FactoryHolder(id) {} }; template struct CreatureAIFactory : public SelectableAI { CreatureAIFactory(const char *name) : SelectableAI(name) {} CreatureAI* Create(void *) const; int Permit(const Creature *c) const { return REAL_AI::Permissible(c); } }; 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 }; typedef FactoryHolder CreatureAICreator; typedef FactoryHolder::FactoryHolderRegistry CreatureAIRegistry; typedef FactoryHolder::FactoryHolderRepository CreatureAIRepository; #endif