Files
TrinityCore/src/server/game/AI/SmartScripts/SmartScript.h
Engilas f6e52f6b3d Core/SmartAI: AI change on charmed (#26065)
* Fix AI refresh on charmed

* Remove unnecessary refresh

* Check SMART_EVENT_FLAG_WHILE_CHARMED flag
2021-02-14 14:38:06 +01:00

148 lines
6.8 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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_SMARTSCRIPT_H
#define TRINITY_SMARTSCRIPT_H
#include "Define.h"
#include "SmartScriptMgr.h"
class Creature;
class GameObject;
class Player;
class SpellInfo;
class Unit;
class WorldObject;
struct AreaTriggerEntry;
class TC_GAME_API SmartScript
{
public:
SmartScript();
~SmartScript();
void OnInitialize(WorldObject* obj, AreaTriggerEntry const* at = nullptr);
void GetScript();
void FillScript(SmartAIEventList e, WorldObject* obj, AreaTriggerEntry const* at);
void ProcessEventsFor(SMART_EVENT e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
void ProcessEvent(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
bool CheckTimer(SmartScriptHolder const& e) const;
static void RecalcTimer(SmartScriptHolder& e, uint32 min, uint32 max);
void UpdateTimer(SmartScriptHolder& e, uint32 const diff);
static void InitTimer(SmartScriptHolder& e);
void ProcessAction(SmartScriptHolder& e, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
void ProcessTimedAction(SmartScriptHolder& e, uint32 const& min, uint32 const& max, Unit* unit = nullptr, uint32 var0 = 0, uint32 var1 = 0, bool bvar = false, SpellInfo const* spell = nullptr, GameObject* gob = nullptr);
void GetTargets(ObjectVector& targets, SmartScriptHolder const& e, WorldObject* invoker = nullptr) const;
void GetWorldObjectsInDist(ObjectVector& objects, float dist) const;
void InstallTemplate(SmartScriptHolder const& e);
static SmartScriptHolder CreateSmartEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 target_param4, uint32 phaseMask);
void AddEvent(SMART_EVENT e, uint32 event_flags, uint32 event_param1, uint32 event_param2, uint32 event_param3, uint32 event_param4, uint32 event_param5, SMART_ACTION action, uint32 action_param1, uint32 action_param2, uint32 action_param3, uint32 action_param4, uint32 action_param5, uint32 action_param6, SMARTAI_TARGETS t, uint32 target_param1, uint32 target_param2, uint32 target_param3, uint32 target_param4, uint32 phaseMask);
void SetPathId(uint32 id) { mPathId = id; }
uint32 GetPathId() const { return mPathId; }
WorldObject* GetBaseObject() const;
WorldObject* GetBaseObjectOrPlayerTrigger() const;
bool HasAnyEventWithFlag(uint32 flag) const { return mAllEventFlags & flag; }
static bool IsUnit(WorldObject* obj);
static bool IsPlayer(WorldObject* obj);
static bool IsCreature(WorldObject* obj);
static bool IsCharmedCreature(WorldObject* obj);
static bool IsGameObject(WorldObject* obj);
void OnUpdate(const uint32 diff);
void OnMoveInLineOfSight(Unit* who);
Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff) const;
Unit* DoSelectLowestHpPercentFriendly(float range, uint32 minHpPct, uint32 maxHpPct) const;
void DoFindFriendlyCC(std::vector<Creature*>& creatures, float range) const;
void DoFindFriendlyMissingBuff(std::vector<Creature*>& creatures, float range, uint32 spellid) const;
Unit* DoFindClosestFriendlyInRange(float range, bool playerOnly) const;
bool IsSmart(Creature* c, bool silent = false) const;
bool IsSmart(GameObject* g, bool silent = false) const;
bool IsSmart(bool silent = false) const;
void StoreTargetList(ObjectVector const& targets, uint32 id);
ObjectVector const* GetStoredTargetVector(uint32 id, WorldObject const& ref) const;
void StoreCounter(uint32 id, uint32 value, uint32 reset);
uint32 GetCounterValue(uint32 id) const;
GameObject* FindGameObjectNear(WorldObject* searchObject, ObjectGuid::LowType guid) const;
Creature* FindCreatureNear(WorldObject* searchObject, ObjectGuid::LowType guid) const;
void OnReset();
void ResetBaseObject();
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
Unit* GetLastInvoker(Unit* invoker = nullptr) const;
ObjectGuid mLastInvoker;
typedef std::unordered_map<uint32, uint32> CounterMap;
CounterMap mCounterList;
private:
void IncPhase(uint32 p);
void DecPhase(uint32 p);
void SetPhase(uint32 p);
bool IsInPhase(uint32 p) const;
void SortEvents(SmartAIEventList& events);
void RaisePriority(SmartScriptHolder& e);
void RetryLater(SmartScriptHolder& e, bool ignoreChanceRoll = false);
SmartAIEventList mEvents;
SmartAIEventList mInstallEvents;
SmartAIEventList mTimedActionList;
ObjectGuid mTimedActionListInvoker;
bool isProcessingTimedActionList;
Creature* me;
ObjectGuid meOrigGUID;
GameObject* go;
ObjectGuid goOrigGUID;
Player* atPlayer;
AreaTriggerEntry const* trigger;
SmartScriptType mScriptType;
uint32 mEventPhase;
uint32 mPathId;
SmartAIEventStoredList mStoredEvents;
std::vector<uint32> mRemIDs;
uint32 mTextTimer;
uint32 mLastTextID;
uint32 mTalkerEntry;
bool mUseTextTimer;
uint32 mCurrentPriority;
bool mEventSortingRequired;
uint32 mNestedEventsCounter;
uint32 mAllEventFlags;
// Max number of nested ProcessEventsFor() calls to avoid infinite loops
static constexpr uint32 MAX_NESTED_EVENTS = 10;
ObjectVectorMap _storedTargets;
SMARTAI_TEMPLATE mTemplate;
void InstallEvents();
void RemoveStoredEvent(uint32 id);
};
#endif