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Comamnd show information about used AI and scripts for targeted creature. AI classes (including from script DLL) can provide additinal info about own state. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
639 lines
26 KiB
C++
639 lines
26 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_CREATURE_EAI_H
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#define MANGOS_CREATURE_EAI_H
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#include "Common.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Unit.h"
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class Player;
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class WorldObject;
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#define EVENT_UPDATE_TIME 500
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#define MAX_ACTIONS 3
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#define MAX_PHASE 32
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enum EventAI_Type
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{
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EVENT_T_TIMER = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax
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EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax
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EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax
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EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax
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EVENT_T_AGGRO = 4, // NONE
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EVENT_T_KILL = 5, // RepeatMin, RepeatMax
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EVENT_T_DEATH = 6, // NONE
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EVENT_T_EVADE = 7, // NONE
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EVENT_T_SPELLHIT = 8, // SpellID, School, RepeatMin, RepeatMax
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EVENT_T_RANGE = 9, // MinDist, MaxDist, RepeatMin, RepeatMax
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EVENT_T_OOC_LOS = 10, // NoHostile, MaxRnage, RepeatMin, RepeatMax
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EVENT_T_SPAWNED = 11, // Condition, CondValue1
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EVENT_T_TARGET_HP = 12, // HPMax%, HPMin%, RepeatMin, RepeatMax
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EVENT_T_TARGET_CASTING = 13, // RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_HP = 14, // HPDeficit, Radius, RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_IS_CC = 15, // DispelType, Radius, RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_MISSING_BUFF = 16, // SpellId, Radius, RepeatMin, RepeatMax
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EVENT_T_SUMMONED_UNIT = 17, // CreatureId, RepeatMin, RepeatMax
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EVENT_T_TARGET_MANA = 18, // ManaMax%, ManaMin%, RepeatMin, RepeatMax
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EVENT_T_QUEST_ACCEPT = 19, // QuestID
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EVENT_T_QUEST_COMPLETE = 20, //
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EVENT_T_REACHED_HOME = 21, // NONE
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EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2
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EVENT_T_AURA = 23, // Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max
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EVENT_T_TARGET_AURA = 24, // Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max
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EVENT_T_SUMMONED_JUST_DIED = 25, // CreatureId, RepeatMin, RepeatMax
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EVENT_T_SUMMONED_JUST_DESPAWN = 26, // CreatureId, RepeatMin, RepeatMax
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EVENT_T_MISSING_AURA = 27, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max
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EVENT_T_TARGET_MISSING_AURA = 28, // Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max
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EVENT_T_END,
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};
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enum EventAI_ActionType
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{
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ACTION_T_NONE = 0, // No action
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ACTION_T_TEXT = 1, // TextId1, optionally -TextId2, optionally -TextId3(if -TextId2 exist). If more than just -TextId1 is defined, randomize. Negative values.
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ACTION_T_SET_FACTION = 2, // FactionId (or 0 for default)
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ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph)
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ACTION_T_SOUND = 4, // SoundId
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ACTION_T_EMOTE = 5, // EmoteId
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ACTION_T_RANDOM_SAY = 6, // UNUSED
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ACTION_T_RANDOM_YELL = 7, // UNUSED
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ACTION_T_RANDOM_TEXTEMOTE = 8, // UNUSED
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ACTION_T_RANDOM_SOUND = 9, // SoundId1, SoundId2, SoundId3 (-1 in any field means no output if randomed that field)
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ACTION_T_RANDOM_EMOTE = 10, // EmoteId1, EmoteId2, EmoteId3 (-1 in any field means no output if randomed that field)
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ACTION_T_CAST = 11, // SpellId, Target, CastFlags
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ACTION_T_SUMMON = 12, // CreatureID, Target, Duration in ms
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ACTION_T_THREAT_SINGLE_PCT = 13, // Threat%, Target
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ACTION_T_THREAT_ALL_PCT = 14, // Threat%
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ACTION_T_QUEST_EVENT = 15, // QuestID, Target
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ACTION_T_CAST_EVENT = 16, // QuestID, SpellId, Target - must be removed as hack?
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ACTION_T_SET_UNIT_FIELD = 17, // Field_Number, Value, Target
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ACTION_T_SET_UNIT_FLAG = 18, // Flags (may be more than one field OR'd together), Target
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ACTION_T_REMOVE_UNIT_FLAG = 19, // Flags (may be more than one field OR'd together), Target
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ACTION_T_AUTO_ATTACK = 20, // AllowAttackState (0 = stop attack, anything else means continue attacking)
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ACTION_T_COMBAT_MOVEMENT = 21, // AllowCombatMovement (0 = stop combat based movement, anything else continue attacking)
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ACTION_T_SET_PHASE = 22, // Phase
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ACTION_T_INC_PHASE = 23, // Value (may be negative to decrement phase, should not be 0)
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ACTION_T_EVADE = 24, // No Params
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ACTION_T_FLEE_FOR_ASSIST = 25, // No Params
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ACTION_T_QUEST_EVENT_ALL = 26, // QuestID
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ACTION_T_CAST_EVENT_ALL = 27, // CreatureId, SpellId
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ACTION_T_REMOVEAURASFROMSPELL = 28, // Target, Spellid
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ACTION_T_RANGED_MOVEMENT = 29, // Distance, Angle
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ACTION_T_RANDOM_PHASE = 30, // PhaseId1, PhaseId2, PhaseId3
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ACTION_T_RANDOM_PHASE_RANGE = 31, // PhaseMin, PhaseMax
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ACTION_T_SUMMON_ID = 32, // CreatureId, Target, SpawnId
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ACTION_T_KILLED_MONSTER = 33, // CreatureId, Target
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ACTION_T_SET_INST_DATA = 34, // Field, Data
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ACTION_T_SET_INST_DATA64 = 35, // Field, Target
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ACTION_T_UPDATE_TEMPLATE = 36, // Entry, Team
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ACTION_T_DIE = 37, // No Params
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ACTION_T_ZONE_COMBAT_PULSE = 38, // No Params
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ACTION_T_CALL_FOR_HELP = 39, // Radius
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ACTION_T_SET_SHEATH = 40, // Sheath (0-passive,1-melee,2-ranged)
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ACTION_T_FORCE_DESPAWN = 41, // Delay (0-instant despawn)
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ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue, format(0-flat,1-percent from max health)
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ACTION_T_MOUNT_TO_ENTRY_OR_MODEL = 43, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to unmount)
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ACTION_T_END,
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};
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enum Target
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{
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//Self (m_creature)
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TARGET_T_SELF = 0, //Self cast
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//Hostile targets (if pet then returns pet owner)
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TARGET_T_HOSTILE, //Our current target (ie: highest aggro)
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TARGET_T_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
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TARGET_T_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
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TARGET_T_HOSTILE_RANDOM, //Just any random target on our threat list
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TARGET_T_HOSTILE_RANDOM_NOT_TOP, //Any random target except top threat
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//Invoker targets (if pet then returns pet owner)
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TARGET_T_ACTION_INVOKER, //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)
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//Hostile targets (including pets)
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TARGET_T_HOSTILE_WPET, //Current target (can be a pet)
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TARGET_T_HOSTILE_WPET_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
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TARGET_T_HOSTILE_WPET_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
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TARGET_T_HOSTILE_WPET_RANDOM, //Just any random target on our threat list
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TARGET_T_HOSTILE_WPET_RANDOM_NOT_TOP, //Any random target except top threat
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TARGET_T_ACTION_INVOKER_WPET,
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TARGET_T_END
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};
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enum EventFlags
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{
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EFLAG_REPEATABLE = 0x01, //Event repeats
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EFLAG_DIFFICULTY_0 = 0x02, //Event only occurs in instance difficulty 0
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EFLAG_DIFFICULTY_1 = 0x04, //Event only occurs in instance difficulty 1
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EFLAG_DIFFICULTY_2 = 0x08, //Event only occurs in instance difficulty 2
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EFLAG_DIFFICULTY_3 = 0x10, //Event only occurs in instance difficulty 3
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EFLAG_RANDOM_ACTION = 0x20, //Event only execute one from existed actions instead each action.
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EFLAG_RESERVED_6 = 0x40,
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EFLAG_DEBUG_ONLY = 0x80, //Event only occurs in debug build
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// no free bits, uint8 field
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EFLAG_DIFFICULTY_ALL = (EFLAG_DIFFICULTY_0|EFLAG_DIFFICULTY_1|EFLAG_DIFFICULTY_2|EFLAG_DIFFICULTY_3)
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};
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enum SpawnedEventMode
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{
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SPAWNED_EVENT_ALWAY = 0,
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SPAWNED_EVENT_MAP = 1,
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SPAWNED_EVENT_ZONE = 2
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};
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// String text additional data, used in (CreatureEventAI)
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struct StringTextData
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{
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uint32 SoundId;
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uint8 Type;
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uint32 Language;
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uint32 Emote;
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};
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// Text Maps
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typedef UNORDERED_MAP<int32, StringTextData> CreatureEventAI_TextMap;
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struct CreatureEventAI_Action
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{
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EventAI_ActionType type: 16;
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union
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{
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// ACTION_T_TEXT = 1
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struct
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{
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int32 TextId[3];
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} text;
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// ACTION_T_SET_FACTION = 2
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struct
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{
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uint32 factionId; // faction id or 0 to restore default faction
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uint32 factionFlags; // flags will restore default faction at evade and/or respawn
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} set_faction;
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// ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3
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struct
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{
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uint32 creatureId; // set one from fields (or 0 for both to demorph)
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uint32 modelId;
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} morph;
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// ACTION_T_SOUND = 4
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struct
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{
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uint32 soundId;
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} sound;
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// ACTION_T_EMOTE = 5
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struct
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{
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uint32 emoteId;
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} emote;
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// ACTION_T_RANDOM_SOUND = 9
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struct
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{
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int32 soundId1; // (-1 in any field means no output if randomed that field)
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int32 soundId2;
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int32 soundId3;
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} random_sound;
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// ACTION_T_RANDOM_EMOTE = 10
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struct
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{
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int32 emoteId1; // (-1 in any field means no output if randomed that field)
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int32 emoteId2;
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int32 emoteId3;
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} random_emote;
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// ACTION_T_CAST = 11
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struct
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{
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uint32 spellId;
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uint32 target;
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uint32 castFlags;
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} cast;
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// ACTION_T_SUMMON = 12
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struct
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{
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uint32 creatureId;
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uint32 target;
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uint32 duration;
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} summon;
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// ACTION_T_THREAT_SINGLE_PCT = 13
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struct
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{
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int32 percent;
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uint32 target;
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} threat_single_pct;
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// ACTION_T_THREAT_ALL_PCT = 14
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struct
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{
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int32 percent;
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} threat_all_pct;
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// ACTION_T_QUEST_EVENT = 15
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struct
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{
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uint32 questId;
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uint32 target;
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} quest_event;
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// ACTION_T_CAST_EVENT = 16
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struct
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{
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uint32 creatureId;
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uint32 spellId;
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uint32 target;
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} cast_event;
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// ACTION_T_SET_UNIT_FIELD = 17
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struct
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{
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uint32 field;
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uint32 value;
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uint32 target;
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} set_unit_field;
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// ACTION_T_SET_UNIT_FLAG = 18, // value provided mask bits that will be set
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// ACTION_T_REMOVE_UNIT_FLAG = 19, // value provided mask bits that will be clear
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struct
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{
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uint32 value;
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uint32 target;
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} unit_flag;
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// ACTION_T_AUTO_ATTACK = 20
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struct
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{
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uint32 state; // 0 = stop attack, anything else means continue attacking
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} auto_attack;
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// ACTION_T_COMBAT_MOVEMENT = 21
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struct
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{
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uint32 state; // 0 = stop combat based movement, anything else continue attacking
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uint32 melee; // if set: at stop send melee combat stop if in combat, use for terminate melee fighting state for switch to ranged
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} combat_movement;
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// ACTION_T_SET_PHASE = 22
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struct
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{
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uint32 phase;
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} set_phase;
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// ACTION_T_INC_PHASE = 23
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struct
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{
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int32 step;
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} set_inc_phase;
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// ACTION_T_QUEST_EVENT_ALL = 26
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struct
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{
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uint32 questId;
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} quest_event_all;
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// ACTION_T_CAST_EVENT_ALL = 27
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struct
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{
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uint32 creatureId;
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uint32 spellId;
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} cast_event_all;
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// ACTION_T_REMOVEAURASFROMSPELL = 28
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struct
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{
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uint32 target;
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uint32 spellId;
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} remove_aura;
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// ACTION_T_RANGED_MOVEMENT = 29
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struct
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{
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uint32 distance;
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int32 angle;
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} ranged_movement;
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// ACTION_T_RANDOM_PHASE = 30
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struct
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{
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uint32 phase1;
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uint32 phase2;
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uint32 phase3;
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} random_phase;
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// ACTION_T_RANDOM_PHASE_RANGE = 31
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struct
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{
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uint32 phaseMin;
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uint32 phaseMax;
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} random_phase_range;
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// ACTION_T_SUMMON_ID = 32
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struct
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{
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uint32 creatureId;
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uint32 target;
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uint32 spawnId;
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} summon_id;
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// ACTION_T_KILLED_MONSTER = 33
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struct
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{
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uint32 creatureId;
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uint32 target;
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} killed_monster;
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// ACTION_T_SET_INST_DATA = 34
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struct
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{
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uint32 field;
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uint32 value;
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} set_inst_data;
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// ACTION_T_SET_INST_DATA64 = 35
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struct
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{
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uint32 field;
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uint32 target;
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} set_inst_data64;
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// ACTION_T_UPDATE_TEMPLATE = 36
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struct
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{
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uint32 creatureId;
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uint32 team;
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} update_template;
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// ACTION_T_CALL_FOR_HELP = 39
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struct
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{
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uint32 radius;
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} call_for_help;
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// ACTION_T_SET_SHEATH = 40
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struct
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{
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uint32 sheath;
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} set_sheath;
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// ACTION_T_FORCE_DESPAWN = 41
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struct
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{
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uint32 msDelay;
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} forced_despawn;
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// ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
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struct
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{
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uint32 hp_level;
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uint32 is_percent;
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} invincibility_hp_level;
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// ACTION_T_MOUNT_TO_ENTRY_OR_MODEL = 43
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struct
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{
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uint32 creatureId; // set one from fields (or 0 for both to dismount)
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uint32 modelId;
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} mount;
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// RAW
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struct
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{
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uint32 param1;
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uint32 param2;
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uint32 param3;
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} raw;
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};
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};
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struct CreatureEventAI_Event
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{
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uint32 event_id;
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uint32 creature_id;
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uint32 event_inverse_phase_mask;
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EventAI_Type event_type : 16;
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uint8 event_chance : 8;
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uint8 event_flags : 8;
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union
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{
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// EVENT_T_TIMER = 0
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// EVENT_T_TIMER_OOC = 1
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struct
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{
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uint32 initialMin;
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uint32 initialMax;
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uint32 repeatMin;
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uint32 repeatMax;
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} timer;
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// EVENT_T_HP = 2
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// EVENT_T_MANA = 3
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// EVENT_T_TARGET_HP = 12
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// EVENT_T_TARGET_MANA = 18
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struct
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{
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uint32 percentMax;
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uint32 percentMin;
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uint32 repeatMin;
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uint32 repeatMax;
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} percent_range;
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// EVENT_T_KILL = 5
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struct
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{
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uint32 repeatMin;
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uint32 repeatMax;
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} kill;
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// EVENT_T_SPELLHIT = 8
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struct
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{
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uint32 spellId;
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uint32 schoolMask; // -1 (==0xffffffff) is ok value for full mask, or must be more limited mask like (0 < 1) = 1 for normal/physical school
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uint32 repeatMin;
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uint32 repeatMax;
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} spell_hit;
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// EVENT_T_RANGE = 9
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struct
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{
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uint32 minDist;
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uint32 maxDist;
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uint32 repeatMin;
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uint32 repeatMax;
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} range;
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// EVENT_T_OOC_LOS = 10
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struct
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{
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uint32 noHostile;
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uint32 maxRange;
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uint32 repeatMin;
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uint32 repeatMax;
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} ooc_los;
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// EVENT_T_SPAWNED = 11
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struct
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{
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uint32 condition;
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uint32 conditionValue1;
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} spawned;
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// EVENT_T_TARGET_CASTING = 13
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struct
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{
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uint32 repeatMin;
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uint32 repeatMax;
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} target_casting;
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// EVENT_T_FRIENDLY_HP = 14
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struct
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{
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uint32 hpDeficit;
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uint32 radius;
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uint32 repeatMin;
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uint32 repeatMax;
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} friendly_hp;
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// EVENT_T_FRIENDLY_IS_CC = 15
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struct
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{
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uint32 dispelType; // unused ?
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uint32 radius;
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uint32 repeatMin;
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uint32 repeatMax;
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} friendly_is_cc;
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// EVENT_T_FRIENDLY_MISSING_BUFF = 16
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struct
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{
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uint32 spellId;
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uint32 radius;
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uint32 repeatMin;
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uint32 repeatMax;
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} friendly_buff;
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// EVENT_T_SUMMONED_UNIT = 17
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//EVENT_T_SUMMONED_JUST_DIED = 25
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//EVENT_T_SUMMONED_JUST_DESPAWN = 26
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struct
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{
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uint32 creatureId;
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uint32 repeatMin;
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uint32 repeatMax;
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} summoned;
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// EVENT_T_QUEST_ACCEPT = 19
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// EVENT_T_QUEST_COMPLETE = 20
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struct
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{
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uint32 questId;
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} quest;
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// EVENT_T_RECEIVE_EMOTE = 22
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struct
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{
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uint32 emoteId;
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uint32 condition;
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uint32 conditionValue1;
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uint32 conditionValue2;
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} receive_emote;
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// EVENT_T_AURA = 23
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// EVENT_T_TARGET_AURA = 24
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// EVENT_T_MISSING_AURA = 27
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// EVENT_T_TARGET_MISSING_AURA = 28
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struct
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{
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uint32 spellId;
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uint32 amount;
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uint32 repeatMin;
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uint32 repeatMax;
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} buffed;
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// RAW
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struct
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{
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uint32 param1;
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uint32 param2;
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uint32 param3;
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uint32 param4;
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} raw;
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};
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CreatureEventAI_Action action[MAX_ACTIONS];
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};
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//Event_Map
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typedef std::vector<CreatureEventAI_Event> CreatureEventAI_Event_Vec;
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typedef UNORDERED_MAP<uint32, CreatureEventAI_Event_Vec > CreatureEventAI_Event_Map;
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struct CreatureEventAI_Summon
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{
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uint32 id;
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float position_x;
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float position_y;
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float position_z;
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float orientation;
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uint32 SpawnTimeSecs;
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};
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//EventSummon_Map
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typedef UNORDERED_MAP<uint32, CreatureEventAI_Summon> CreatureEventAI_Summon_Map;
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struct CreatureEventAIHolder
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{
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CreatureEventAIHolder(CreatureEventAI_Event p) : Event(p), Time(0), Enabled(true){}
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CreatureEventAI_Event Event;
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uint32 Time;
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bool Enabled;
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// helper
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bool UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax);
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};
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class MANGOS_DLL_SPEC CreatureEventAI : public CreatureAI
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{
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public:
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explicit CreatureEventAI(Creature *c);
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~CreatureEventAI()
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{
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m_CreatureEventAIList.clear();
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}
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void GetAIInformation(ChatHandler& reader);
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void JustRespawned();
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void Reset();
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void JustReachedHome();
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void EnterCombat(Unit *enemy);
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void EnterEvadeMode();
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void JustDied(Unit* killer);
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void KilledUnit(Unit* victim);
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void JustSummoned(Creature* pUnit);
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void AttackStart(Unit *who);
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void MoveInLineOfSight(Unit *who);
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void SpellHit(Unit* pUnit, const SpellEntry* pSpell);
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void DamageTaken(Unit* done_by, uint32& damage);
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void UpdateAI(const uint32 diff);
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bool IsVisible(Unit *) const;
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void ReceiveEmote(Player* pPlayer, uint32 text_emote);
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void SummonedCreatureJustDied(Creature* unit);
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void SummonedCreatureDespawn(Creature* unit);
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static int Permissible(const Creature *);
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bool ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker = NULL);
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void ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker);
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inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3);
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inline int32 GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3);
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inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker);
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void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target);
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bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered);
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bool SpawnedEventConditionsCheck(CreatureEventAI_Event const& event);
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Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff);
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void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid);
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void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
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protected:
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uint32 m_EventUpdateTime; //Time between event updates
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uint32 m_EventDiff; //Time between the last event call
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bool m_bEmptyList;
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//Variables used by Events themselves
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typedef std::vector<CreatureEventAIHolder> CreatureEventAIList;
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CreatureEventAIList m_CreatureEventAIList; //Holder for events (stores enabled, time, and eventid)
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uint8 m_Phase; // Current phase, max 32 phases
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bool m_CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
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bool m_MeleeEnabled; // If we allow melee auto attack
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float m_AttackDistance; // Distance to attack from
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float m_AttackAngle; // Angle of attack
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uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply
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};
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#endif
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