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147 lines
5.1 KiB
C++
147 lines
5.1 KiB
C++
/*
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* Copyright (C) 2005-2009 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_CREATUREAI_H
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#define MANGOS_CREATUREAI_H
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#include "Common.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include "Dynamic/ObjectRegistry.h"
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#include "Dynamic/FactoryHolder.h"
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class WorldObject;
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class Unit;
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class Creature;
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class Player;
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struct SpellEntry;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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class MANGOS_DLL_SPEC CreatureAI
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{
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public:
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explicit CreatureAI(Creature* creature) : m_creature(creature) {}
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virtual ~CreatureAI();
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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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virtual void MoveInLineOfSight(Unit *) {}
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// Called for reaction at stopping attack at no attackers or targets
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virtual void EnterEvadeMode() {}
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// Called at reaching home after evade
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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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virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
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// Called at any Damage to any victim (before damage apply)
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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: it 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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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
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// Called when the creature is killed
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virtual void JustDied(Unit *) {}
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// Called when the creature kills a unit
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virtual void KilledUnit(Unit *) {}
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// Called when the creature summon successfully other creature
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virtual void JustSummoned(Creature* ) {}
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virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
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// Called when hit by a spell
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virtual void SpellHit(Unit*, const SpellEntry*) {}
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// Called when spell hits creature's target
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virtual void SpellHitTarget(Unit*, const SpellEntry*) {}
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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virtual void AttackedBy(Unit* attacker);
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// Called when creature is spawned or respawned (for reseting variables)
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virtual void JustRespawned() {}
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// Called at waypoint reached or point movement finished
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virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
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// Called at text emote receive from player
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virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
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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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// Note: for reaction at hostile action must be called AttackedBy function.
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virtual void AttackStart(Unit *) {}
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// Called at World update tick
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virtual void UpdateAI(const uint32 diff ) {}
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///== State checks =================================
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// Is unit visible for MoveInLineOfSight
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virtual bool IsVisible(Unit *) const { return false; }
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// Called when victim entered water and creature can not enter water
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Fields =======================================
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// Pointer to controlled by AI creature
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Creature* const m_creature;
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};
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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{
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SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
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};
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template<class REAL_AI>
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struct CreatureAIFactory : public SelectableAI
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{
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CreatureAIFactory(const char *name) : SelectableAI(name) {}
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CreatureAI* Create(void *) const;
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int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
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};
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enum Permitions
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{
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PERMIT_BASE_NO = -1,
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PERMIT_BASE_IDLE = 1,
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PERMIT_BASE_REACTIVE = 100,
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PERMIT_BASE_PROACTIVE = 200,
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PERMIT_BASE_FACTION_SPECIFIC = 400,
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PERMIT_BASE_SPECIAL = 800
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};
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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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#endif
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