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SmartAI.h
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SmartAI.h
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/*
* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_SMARTAI_H
#define TRINITY_SMARTAI_H
#include "Common.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "Unit.h"
#include "Spell.h"
#include "SmartScript.h"
#include "SmartScriptMgr.h"
#include "GameObjectAI.h"
enum SmartEscortState
{
SMART_ESCORT_NONE = 0x000, //nothing in progress
SMART_ESCORT_ESCORTING = 0x001, //escort is in progress
SMART_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
SMART_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
};
enum SmartEscortVars
{
SMART_ESCORT_MAX_PLAYER_DIST = 50,
SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2
};
class SmartAI : public CreatureAI
{
public:
~SmartAI(){ }
explicit SmartAI(Creature* c);
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 path = 0, bool repeat = false, Unit* invoker = NULL);
bool LoadPath(uint32 entry);
void PausePath(uint32 delay, bool forced = false);
void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
void EndPath(bool fail = false);
void ResumePath();
WayPoint* GetNextWayPoint();
bool HasEscortState(uint32 uiEscortState) const { return (mEscortState & uiEscortState) != 0; }
void AddEscortState(uint32 uiEscortState) { mEscortState |= uiEscortState; }
void RemoveEscortState(uint32 uiEscortState) { mEscortState &= ~uiEscortState; }
void SetAutoAttack(bool on) { mCanAutoAttack = on; }
void SetCombatMove(bool on);
bool CanCombatMove() { return mCanCombatMove; }
void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
void StopFollow();
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
SmartScript* GetScript() { return &mScript; }
bool IsEscortInvokerInRange();
// Called when creature is spawned or respawned
void JustRespawned();
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome();
// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
void EnterCombat(Unit* enemy);
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode();
// Called when the creature is killed
void JustDied(Unit* killer);
// Called when the creature kills a unit
void KilledUnit(Unit* victim);
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature);
// Tell creature to attack and follow the victim
void AttackStart(Unit* who);
// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit* who);
// Called when hit by a spell
void SpellHit(Unit* unit, const SpellInfo* spellInfo);
// Called when spell hits a target
void SpellHitTarget(Unit* target, const SpellInfo* spellInfo);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* doneBy, uint32& damage);
// Called when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth);
// Called at World update tick
void UpdateAI(uint32 diff);
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote);
// Called at waypoint reached or point movement finished
void MovementInform(uint32 MovementType, uint32 Data);
// Called when creature is summoned by another unit
void IsSummonedBy(Unit* summoner);
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/);
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit);
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay);
// Called at World update tick if creature is charmed
void UpdateAIWhileCharmed(const uint32 diff);
// Called when a Player/Creature enters the creature (vehicle)
void PassengerBoarded(Unit* who, int8 seatId, bool apply);
// Called when gets initialized, when creature is added to world
void InitializeAI();
// Called when creature gets charmed by another unit
void OnCharmed(bool apply);
// Called when victim is in line of sight
bool CanAIAttack(const Unit* who) const;
// Used in scripts to share variables
void DoAction(int32 param = 0);
// Used in scripts to share variables
uint32 GetData(uint32 id = 0) const;
// Used in scripts to share variables
void SetData(uint32 id, uint32 value);
// Used in scripts to share variables
void SetGUID(uint64 guid, int32 id = 0);
// Used in scripts to share variables
uint64 GetGUID(int32 id = 0) const;
//core related
static int Permissible(const Creature*);
// Called at movepoint reached
void MovepointReached(uint32 id);
// Makes the creature run/walk
void SetRun(bool run = true);
void SetFly(bool fly = true);
void SetSwim(bool swim = true);
void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
void sGossipHello(Player* player);
void sGossipSelect(Player* player, uint32 sender, uint32 action);
void sGossipSelectCode(Player* player, uint32 sender, uint32 action, const char* code);
void sQuestAccept(Player* player, Quest const* quest);
//void sQuestSelect(Player* player, Quest const* quest);
//void sQuestComplete(Player* player, Quest const* quest);
void sQuestReward(Player* player, Quest const* quest, uint32 opt);
bool sOnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex);
void sOnGameEvent(bool start, uint16 eventId);
uint32 mEscortQuestID;
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void RemoveAuras();
void OnSpellClick(Unit* clicker, bool& result);
private:
uint32 mFollowCreditType;
uint32 mFollowArrivedTimer;
uint32 mFollowCredit;
uint32 mFollowArrivedEntry;
uint64 mFollowGuid;
float mFollowDist;
float mFollowAngle;
void ReturnToLastOOCPos();
void UpdatePath(const uint32 diff);
SmartScript mScript;
WPPath* mWayPoints;
uint32 mEscortState;
uint32 mCurrentWPID;
uint32 mLastWPIDReached;
bool mWPReached;
uint32 mWPPauseTimer;
WayPoint* mLastWP;
Position mLastOOCPos;//set on enter combat
uint32 GetWPCount() { return mWayPoints ? mWayPoints->size() : 0; }
bool mCanRepeatPath;
bool mRun;
bool mCanAutoAttack;
bool mCanCombatMove;
bool mForcedPaused;
uint32 mInvincibilityHpLevel;
bool AssistPlayerInCombat(Unit* who);
uint32 mDespawnTime;
uint32 mDespawnState;
void UpdateDespawn(const uint32 diff);
uint32 mEscortInvokerCheckTimer;
bool mJustReset;
};
class SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* g) : GameObjectAI(g), go(g) { }
~SmartGameObjectAI() { }
void UpdateAI(uint32 diff);
void InitializeAI();
void Reset();
SmartScript* GetScript() { return &mScript; }
static int Permissible(const GameObject* g);
bool GossipHello(Player* player);
bool GossipSelect(Player* player, uint32 sender, uint32 action);
bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/);
bool QuestAccept(Player* player, Quest const* quest);
bool QuestReward(Player* player, Quest const* quest, uint32 opt);
uint32 GetDialogStatus(Player* /*player*/);
void Destroyed(Player* player, uint32 eventId);
void SetData(uint32 id, uint32 value);
void SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker);
void OnGameEvent(bool start, uint16 eventId);
void OnStateChanged(uint32 state, Unit* unit);
void EventInform(uint32 eventId);
protected:
GameObject* const go;
SmartScript mScript;
};
#endif