server/src/game/Object/CreatureEventAI.h
2020-02-17 12:12:57 +00:00

701 lines
30 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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> CreatureEventAI_Event_Vec;
typedef UNORDERED_MAP<uint32, CreatureEventAI_Event_Vec > 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<uint32, CreatureEventAI_Summon> 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<Creature*>& _list, float range, uint32 spellid);
void DoFindFriendlyCC(std::list<Creature*>& _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<CreatureEventAIHolder> 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