/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #ifndef MANGOS_CREATURE_EAI_H #define MANGOS_CREATURE_EAI_H #include "Common.h" #include "Creature.h" #include "CreatureAI.h" #include "Unit.h" class Player; class WorldObject; #define EVENT_UPDATE_TIME 500 #define MAX_ACTIONS 3 #define MAX_PHASE 32 enum EventAI_Type { EVENT_T_TIMER_IN_COMBAT = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax EVENT_T_AGGRO = 4, // NONE EVENT_T_KILL = 5, // RepeatMin, RepeatMax EVENT_T_DEATH = 6, // NONE EVENT_T_EVADE = 7, // NONE EVENT_T_SPELLHIT = 8, // SpellID, School, RepeatMin, RepeatMax EVENT_T_RANGE = 9, // MinDist, MaxDist, RepeatMin, RepeatMax EVENT_T_OOC_LOS = 10, // NoHostile, MaxRnage, RepeatMin, RepeatMax EVENT_T_SPAWNED = 11, // Condition, CondValue1 EVENT_T_TARGET_HP = 12, // HPMax%, HPMin%, RepeatMin, RepeatMax EVENT_T_TARGET_CASTING = 13, // RepeatMin, RepeatMax EVENT_T_FRIENDLY_HP = 14, // HPDeficit, Radius, RepeatMin, RepeatMax EVENT_T_FRIENDLY_IS_CC = 15, // DispelType, Radius, RepeatMin, RepeatMax EVENT_T_FRIENDLY_MISSING_BUFF = 16, // SpellId, Radius, RepeatMin, RepeatMax EVENT_T_SUMMONED_UNIT = 17, // CreatureId, RepeatMin, RepeatMax EVENT_T_TARGET_MANA = 18, // ManaMax%, ManaMin%, RepeatMin, RepeatMax EVENT_T_QUEST_ACCEPT = 19, // QuestID EVENT_T_QUEST_COMPLETE = 20, // EVENT_T_REACHED_HOME = 21, // NONE EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2 EVENT_T_AURA = 23, // Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max EVENT_T_TARGET_AURA = 24, // Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max EVENT_T_SUMMONED_JUST_DIED = 25, // CreatureId, RepeatMin, RepeatMax EVENT_T_SUMMONED_JUST_DESPAWN = 26, // CreatureId, RepeatMin, RepeatMax EVENT_T_MISSING_AURA = 27, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max EVENT_T_TARGET_MISSING_AURA = 28, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max EVENT_T_TIMER_GENERIC = 29, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_RECEIVE_AI_EVENT = 30, // AIEventType, Sender-Entry, unused, unused EVENT_T_ENERGY = 31, // EnergyMax%, EnergyMin%, RepeatMin, RepeatMax EVENT_T_END, }; enum EventAI_ActionType { ACTION_T_NONE = 0, // No action ACTION_T_TEXT = 1, // TextId1, optionally -TextId2, optionally -TextId3(if -TextId2 exist). If more than just -TextId1 is defined, randomize. Negative values. ACTION_T_SET_FACTION = 2, // FactionId (or 0 for default) ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph) ACTION_T_SOUND = 4, // SoundId ACTION_T_EMOTE = 5, // EmoteId ACTION_T_RANDOM_SAY = 6, // UNUSED ACTION_T_RANDOM_YELL = 7, // UNUSED ACTION_T_RANDOM_TEXTEMOTE = 8, // UNUSED ACTION_T_RANDOM_SOUND = 9, // SoundId1, SoundId2, SoundId3 (-1 in any field means no output if randomed that field) ACTION_T_RANDOM_EMOTE = 10, // EmoteId1, EmoteId2, EmoteId3 (-1 in any field means no output if randomed that field) ACTION_T_CAST = 11, // SpellId, Target, CastFlags ACTION_T_SUMMON = 12, // CreatureID, Target, Duration in ms ACTION_T_THREAT_SINGLE_PCT = 13, // Threat%, Target ACTION_T_THREAT_ALL_PCT = 14, // Threat% ACTION_T_QUEST_EVENT = 15, // QuestID, Target ACTION_T_CAST_EVENT = 16, // QuestID, SpellId, Target - must be removed as hack? ACTION_T_SET_UNIT_FIELD = 17, // Field_Number, Value, Target ACTION_T_SET_UNIT_FLAG = 18, // Flags (may be more than one field OR'd together), Target ACTION_T_REMOVE_UNIT_FLAG = 19, // Flags (may be more than one field OR'd together), Target ACTION_T_AUTO_ATTACK = 20, // AllowAttackState (0 = stop attack, anything else means continue attacking) ACTION_T_COMBAT_MOVEMENT = 21, // AllowCombatMovement (0 = stop combat based movement, anything else continue attacking) ACTION_T_SET_PHASE = 22, // Phase ACTION_T_INC_PHASE = 23, // Value (may be negative to decrement phase, should not be 0) ACTION_T_EVADE = 24, // No Params ACTION_T_FLEE_FOR_ASSIST = 25, // No Params ACTION_T_QUEST_EVENT_ALL = 26, // QuestID, UseThreatList (1 = true, 0 = false) ACTION_T_CAST_EVENT_ALL = 27, // CreatureId, SpellId ACTION_T_REMOVEAURASFROMSPELL = 28, // Target, Spellid ACTION_T_RANGED_MOVEMENT = 29, // Distance, Angle ACTION_T_RANDOM_PHASE = 30, // PhaseId1, PhaseId2, PhaseId3 ACTION_T_RANDOM_PHASE_RANGE = 31, // PhaseMin, PhaseMax ACTION_T_SUMMON_ID = 32, // CreatureId, Target, SpawnId ACTION_T_KILLED_MONSTER = 33, // CreatureId, Target ACTION_T_SET_INST_DATA = 34, // Field, Data ACTION_T_SET_INST_DATA64 = 35, // Field, Target ACTION_T_UPDATE_TEMPLATE = 36, // Entry, Team ACTION_T_DIE = 37, // No Params ACTION_T_ZONE_COMBAT_PULSE = 38, // No Params ACTION_T_CALL_FOR_HELP = 39, // Radius ACTION_T_SET_SHEATH = 40, // Sheath (0-passive,1-melee,2-ranged) ACTION_T_FORCE_DESPAWN = 41, // Delay (0-instant despawn) ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue, format(0-flat,1-percent from max health) ACTION_T_MOUNT_TO_ENTRY_OR_MODEL = 43, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to unmount) ACTION_T_CHANCED_TEXT = 44, // Chance to display the text, TextId1, optionally TextId2. If more than just -TextId1 is defined, randomize. Negative values. ACTION_T_THROW_AI_EVENT = 45, // EventType, Radius, unused ACTION_T_SET_THROW_MASK = 46, // EventTypeMask, unused, unused ACTION_T_SET_STAND_STATE = 47, // StandState, unused, unused ACTION_T_CHANGE_MOVEMENT = 48, // MovementType, WanderDistance, unused ACTION_T_DYNAMIC_MOVEMENT = 49, // EnableDynamicMovement (1 = on; 0 = off) ACTION_T_END }; enum Target { // Self (m_creature) TARGET_T_SELF = 0, // Self cast // Hostile targets (if pet then returns pet owner) TARGET_T_HOSTILE = 1, // Our current target (ie: highest aggro) TARGET_T_HOSTILE_SECOND_AGGRO = 2, // Second highest aggro (generaly used for cleaves and some special attacks) TARGET_T_HOSTILE_LAST_AGGRO = 3, // Dead last on aggro (no idea what this could be used for) TARGET_T_HOSTILE_RANDOM = 4, // Just any random target on our threat list TARGET_T_HOSTILE_RANDOM_NOT_TOP = 5, // Any random target except top threat // Invoker targets (if pet then returns pet owner) TARGET_T_ACTION_INVOKER = 6, // Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) TARGET_T_ACTION_INVOKER_OWNER = 7, // Unit who is responsible for Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) TARGET_T_EVENT_SENDER = 10, // Unit who sent an AIEvent that was received with EVENT_T_RECEIVE_AI_EVENT // Hostile targets (including pets) TARGET_T_HOSTILE_RANDOM_PLAYER = 8, // Just any random player on our threat list TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER = 9, // Any random player from threat list except top threat TARGET_T_END }; enum EventFlags { EFLAG_REPEATABLE = 0x01, // Event repeats EFLAG_DIFFICULTY_0 = 0x02, // Event only occurs in instance difficulty 0 EFLAG_DIFFICULTY_1 = 0x04, // Event only occurs in instance difficulty 1 EFLAG_DIFFICULTY_2 = 0x08, // Event only occurs in instance difficulty 2 EFLAG_DIFFICULTY_3 = 0x10, // Event only occurs in instance difficulty 3 EFLAG_RANDOM_ACTION = 0x20, // Event only execute one from existed actions instead each action. EFLAG_RESERVED_6 = 0x40, EFLAG_DEBUG_ONLY = 0x80, // Event only occurs in debug build // no free bits, uint8 field EFLAG_DIFFICULTY_ALL = (EFLAG_DIFFICULTY_0 | EFLAG_DIFFICULTY_1 | EFLAG_DIFFICULTY_2 | EFLAG_DIFFICULTY_3) }; enum SpawnedEventMode { SPAWNED_EVENT_ALWAY = 0, SPAWNED_EVENT_MAP = 1, SPAWNED_EVENT_ZONE = 2 }; struct CreatureEventAI_Action { EventAI_ActionType type: 16; union { // ACTION_T_TEXT = 1 struct { int32 TextId[3]; } text; // ACTION_T_SET_FACTION = 2 struct { uint32 factionId; // faction id or 0 to restore default faction uint32 factionFlags; // flags will restore default faction at evade and/or respawn } set_faction; // ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3 struct { uint32 creatureId; // set one from fields (or 0 for both to demorph) uint32 modelId; } morph; // ACTION_T_SOUND = 4 struct { uint32 soundId; } sound; // ACTION_T_EMOTE = 5 struct { uint32 emoteId; } emote; // ACTION_T_RANDOM_SOUND = 9 struct { int32 soundId1; // (-1 in any field means no output if randomed that field) int32 soundId2; int32 soundId3; } random_sound; // ACTION_T_RANDOM_EMOTE = 10 struct { int32 emoteId1; // (-1 in any field means no output if randomed that field) int32 emoteId2; int32 emoteId3; } random_emote; // ACTION_T_CAST = 11 struct { uint32 spellId; uint32 target; uint32 castFlags; } cast; // ACTION_T_SUMMON = 12 struct { uint32 creatureId; uint32 target; uint32 duration; } summon; // ACTION_T_THREAT_SINGLE_PCT = 13 struct { int32 percent; uint32 target; } threat_single_pct; // ACTION_T_THREAT_ALL_PCT = 14 struct { int32 percent; } threat_all_pct; // ACTION_T_QUEST_EVENT = 15 struct { uint32 questId; uint32 target; } quest_event; // ACTION_T_CAST_EVENT = 16 struct { uint32 creatureId; uint32 spellId; uint32 target; } cast_event; // ACTION_T_SET_UNIT_FIELD = 17 struct { uint32 field; uint32 value; uint32 target; } set_unit_field; // ACTION_T_SET_UNIT_FLAG = 18, // value provided mask bits that will be set // ACTION_T_REMOVE_UNIT_FLAG = 19, // value provided mask bits that will be clear struct { uint32 value; uint32 target; } unit_flag; // ACTION_T_AUTO_ATTACK = 20 struct { uint32 state; // 0 = stop attack, anything else means continue attacking } auto_attack; // ACTION_T_COMBAT_MOVEMENT = 21 struct { uint32 state; // 0 = stop combat based movement, anything else continue attacking uint32 melee; // if set: at stop send melee combat stop if in combat, use for terminate melee fighting state for switch to ranged } combat_movement; // ACTION_T_SET_PHASE = 22 struct { uint32 phase; } set_phase; // ACTION_T_INC_PHASE = 23 struct { int32 step; } set_inc_phase; // ACTION_T_QUEST_EVENT_ALL = 26 struct { uint32 questId; uint32 useThreatList; // bool: 1 = true; 0 = false } quest_event_all; // ACTION_T_CAST_EVENT_ALL = 27 struct { uint32 creatureId; uint32 spellId; } cast_event_all; // ACTION_T_REMOVEAURASFROMSPELL = 28 struct { uint32 target; uint32 spellId; } remove_aura; // ACTION_T_RANGED_MOVEMENT = 29 struct { uint32 distance; int32 angle; } ranged_movement; // ACTION_T_RANDOM_PHASE = 30 struct { uint32 phase1; uint32 phase2; uint32 phase3; } random_phase; // ACTION_T_RANDOM_PHASE_RANGE = 31 struct { uint32 phaseMin; uint32 phaseMax; } random_phase_range; // ACTION_T_SUMMON_ID = 32 struct { uint32 creatureId; uint32 target; uint32 spawnId; } summon_id; // ACTION_T_KILLED_MONSTER = 33 struct { uint32 creatureId; uint32 target; } killed_monster; // ACTION_T_SET_INST_DATA = 34 struct { uint32 field; uint32 value; } set_inst_data; // ACTION_T_SET_INST_DATA64 = 35 struct { uint32 field; uint32 target; } set_inst_data64; // ACTION_T_UPDATE_TEMPLATE = 36 struct { uint32 creatureId; uint32 team; } update_template; // ACTION_T_CALL_FOR_HELP = 39 struct { uint32 radius; } call_for_help; // ACTION_T_SET_SHEATH = 40 struct { uint32 sheath; } set_sheath; // ACTION_T_FORCE_DESPAWN = 41 struct { uint32 msDelay; } forced_despawn; // ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42 struct { uint32 hp_level; uint32 is_percent; } invincibility_hp_level; // ACTION_T_MOUNT_TO_ENTRY_OR_MODEL = 43 struct { uint32 creatureId; // set one from fields (or 0 for both to dismount) uint32 modelId; } mount; // ACTION_T_CHANCED_TEXT = 44 struct { uint32 chance; int32 TextId[2]; } chanced_text; // ACTION_T_THROW_AI_EVENT = 45 struct { uint32 eventType; uint32 radius; uint32 unused; } throwEvent; // ACTION_T_SET_THROW_MASK = 46 struct { uint32 eventTypeMask; uint32 unused1; uint32 unused2; } setThrowMask; // ACTION_T_SET_STAND_STATE = 47 struct { uint32 standState; uint32 unused1; uint32 unused2; } setStandState; // ACTION_T_CHANGE_MOVEMENT = 48 struct { uint32 movementType; uint32 wanderDistance; uint32 unused1; } changeMovement; // ACTION_T_DYNAMIC_MOVEMENT = 49 struct { uint32 state; // bool: 1 = on; 0 = off uint32 unused1; uint32 unused2; } dynamicMovement; // RAW struct { uint32 param1; uint32 param2; uint32 param3; } raw; }; }; struct CreatureEventAI_Event { uint32 event_id; uint32 creature_id; uint32 event_inverse_phase_mask; EventAI_Type event_type : 16; uint8 event_chance : 8; uint8 event_flags : 8; union { // EVENT_T_TIMER_IN_COMBAT = 0 // EVENT_T_TIMER_OOC = 1 // EVENT_T_TIMER_GENERIC = 29 struct { uint32 initialMin; uint32 initialMax; uint32 repeatMin; uint32 repeatMax; } timer; // EVENT_T_HP = 2 // EVENT_T_MANA = 3 // EVENT_T_TARGET_HP = 12 // EVENT_T_TARGET_MANA = 18 // EVENT_T_ENERGY = 31 struct { uint32 percentMax; uint32 percentMin; uint32 repeatMin; uint32 repeatMax; } percent_range; // EVENT_T_KILL = 5 struct { uint32 repeatMin; uint32 repeatMax; } kill; // EVENT_T_SPELLHIT = 8 struct { uint32 spellId; uint32 schoolMask; // -1 (==0xffffffff) is ok value for full mask, or must be more limited mask like (0 < 1) = 1 for normal/physical school uint32 repeatMin; uint32 repeatMax; } spell_hit; // EVENT_T_RANGE = 9 struct { uint32 minDist; uint32 maxDist; uint32 repeatMin; uint32 repeatMax; } range; // EVENT_T_OOC_LOS = 10 struct { uint32 noHostile; uint32 maxRange; uint32 repeatMin; uint32 repeatMax; } ooc_los; // EVENT_T_SPAWNED = 11 struct { uint32 condition; uint32 conditionValue1; } spawned; // EVENT_T_TARGET_CASTING = 13 struct { uint32 repeatMin; uint32 repeatMax; } target_casting; // EVENT_T_FRIENDLY_HP = 14 struct { uint32 hpDeficit; uint32 radius; uint32 repeatMin; uint32 repeatMax; } friendly_hp; // EVENT_T_FRIENDLY_IS_CC = 15 struct { uint32 dispelType; // unused ? uint32 radius; uint32 repeatMin; uint32 repeatMax; } friendly_is_cc; // EVENT_T_FRIENDLY_MISSING_BUFF = 16 struct { uint32 spellId; uint32 radius; uint32 repeatMin; uint32 repeatMax; } friendly_buff; // EVENT_T_SUMMONED_UNIT = 17 // EVENT_T_SUMMONED_JUST_DIED = 25 // EVENT_T_SUMMONED_JUST_DESPAWN = 26 struct { uint32 creatureId; uint32 repeatMin; uint32 repeatMax; } summoned; // EVENT_T_QUEST_ACCEPT = 19 // EVENT_T_QUEST_COMPLETE = 20 struct { uint32 questId; } quest; // EVENT_T_RECEIVE_EMOTE = 22 struct { uint32 emoteId; uint32 condition; uint32 conditionValue1; uint32 conditionValue2; } receive_emote; // EVENT_T_AURA = 23 // EVENT_T_TARGET_AURA = 24 // EVENT_T_MISSING_AURA = 27 // EVENT_T_TARGET_MISSING_AURA = 28 struct { uint32 spellId; uint32 amount; uint32 repeatMin; uint32 repeatMax; } buffed; // EVENT_T_RECEIVE_AI_EVENT = 30 struct { uint32 eventType; // See CreatureAI.h enum AIEventType - Receive only events of this type uint32 senderEntry; // Optional npc from only whom this event can be received uint32 unused1; uint32 unused2; } receiveAIEvent; // RAW struct { uint32 param1; uint32 param2; uint32 param3; uint32 param4; } raw; }; CreatureEventAI_Action action[MAX_ACTIONS]; }; #define AIEVENT_DEFAULT_THROW_RADIUS 30.0f // Event_Map typedef std::vector CreatureEventAI_Event_Vec; typedef UNORDERED_MAP CreatureEventAI_Event_Map; struct CreatureEventAI_Summon { uint32 id; float position_x; float position_y; float position_z; float orientation; uint32 SpawnTimeSecs; }; // EventSummon_Map typedef UNORDERED_MAP CreatureEventAI_Summon_Map; struct CreatureEventAIHolder { CreatureEventAIHolder(CreatureEventAI_Event p) : Event(p), Time(0), Enabled(true) {} CreatureEventAI_Event Event; uint32 Time; bool Enabled; // helper bool UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax); }; class CreatureEventAI : public CreatureAI { public: explicit CreatureEventAI(Creature* c); ~CreatureEventAI() { m_CreatureEventAIList.clear(); } void GetAIInformation(ChatHandler& reader) override; void JustRespawned() override; void Reset() override; void JustReachedHome() override; void EnterCombat(Unit* enemy) override; void EnterEvadeMode() override; void JustDied(Unit* killer) override; void KilledUnit(Unit* victim) override; void JustSummoned(Creature* pUnit) override; void AttackStart(Unit* who) override; void MoveInLineOfSight(Unit* who) override; void SpellHit(Unit* pUnit, const SpellEntry* pSpell) override; void DamageTaken(Unit* done_by, uint32& damage) override; void HealedBy(Unit* healer, uint32& healedAmount) override; void UpdateAI(const uint32 diff) override; bool IsVisible(Unit*) const override; void ReceiveEmote(Player* pPlayer, uint32 text_emote) override; void SummonedCreatureJustDied(Creature* unit) override; void SummonedCreatureDespawn(Creature* unit) override; void ReceiveAIEvent(AIEventType eventType, Creature* pSender, Unit* pInvoker, uint32 miscValue) override; static int Permissible(const Creature*); bool ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker = NULL, Creature* pAIEventSender = NULL); void ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker, Creature* pAIEventSender); inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3); inline int32 GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3); /// If the bool& param is true, an error should be reported inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker, Creature* pAIEventSender, bool& isError, uint32 forSpellId = 0, uint32 selectFlags = 0); bool SpawnedEventConditionsCheck(CreatureEventAI_Event const& event); Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff); void DoFindFriendlyMissingBuff(std::list& _list, float range, uint32 spellid); void DoFindFriendlyCC(std::list& _list, float range); protected: uint32 m_EventUpdateTime; // Time between event updates uint32 m_EventDiff; // Time between the last event call bool m_bEmptyList; // Variables used by Events themselves typedef std::vector CreatureEventAIList; CreatureEventAIList m_CreatureEventAIList; // Holder for events (stores enabled, time, and eventid) uint8 m_Phase; // Current phase, max 32 phases bool m_MeleeEnabled; // If we allow melee auto attack bool m_DynamicMovement; // Core will control creatures movement if this is enabled bool m_HasOOCLoSEvent; // Cache if a OOC-LoS Event exists uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply uint32 m_throwAIEventMask; // Automatically throw AIEvents that are encoded into this mask // Note that Step 100 means that AI_EVENT_GOT_FULL_HEALTH was sent // Steps 0..2 correspond to AI_EVENT_LOST_SOME_HEALTH(90%), AI_EVENT_LOST_HEALTH(50%), AI_EVENT_CRITICAL_HEALTH(10%) uint32 m_throwAIEventStep; // Used for damage taken/ received heal float m_LastSpellMaxRange; // Maximum spell range that was cast during dynamic movement }; #endif