mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-21 15:27:47 -04:00
a1a00f823e
- AI hook will now receive the result by copy, as modifying it had no effect
- Some renaming: result->spellClickHandled, clickPair is actually clickBounds, the clickPair is the pair <creatureID, SpellClickInfo>
(cherry picked from commit 98d6258efd)
303 lines
11 KiB
C++
303 lines
11 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_SMARTAI_H
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#define TRINITY_SMARTAI_H
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#include "Define.h"
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#include "AreaTriggerAI.h"
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#include "CreatureAI.h"
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#include "GameObjectAI.h"
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#include "Position.h"
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#include "SmartScript.h"
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#include "WaypointDefines.h"
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enum SmartEscortState
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{
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SMART_ESCORT_NONE = 0x000, //nothing in progress
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SMART_ESCORT_ESCORTING = 0x001, //escort is in progress
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SMART_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
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SMART_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
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};
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enum SmartEscortVars
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{
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SMART_ESCORT_MAX_PLAYER_DIST = 60,
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SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2
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};
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class TC_GAME_API SmartAI : public CreatureAI
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{
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public:
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~SmartAI() { }
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explicit SmartAI(Creature* c);
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// core related
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static int32 Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
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// Check whether we are currently permitted to make the creature take action
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bool IsAIControlled() const;
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// Start moving to the desired MovePoint
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void StartPath(bool run = false, uint32 pathId = 0, bool repeat = false, Unit* invoker = nullptr, uint32 nodeId = 1);
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bool LoadPath(uint32 entry);
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void PausePath(uint32 delay, bool forced = false);
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void StopPath(uint32 DespawnTime = 0, uint32 quest = 0, bool fail = false);
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void EndPath(bool fail = false);
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void ResumePath();
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bool HasEscortState(uint32 uiEscortState) const { return (_escortState & uiEscortState) != 0; }
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void AddEscortState(uint32 uiEscortState) { _escortState |= uiEscortState; }
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void RemoveEscortState(uint32 uiEscortState) { _escortState &= ~uiEscortState; }
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void SetAutoAttack(bool on) { mCanAutoAttack = on; }
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void SetCombatMove(bool on);
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bool CanCombatMove() { return mCanCombatMove; }
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void SetFollow(Unit* target, float dist = 0.0f, float angle = 0.0f, uint32 credit = 0, uint32 end = 0, uint32 creditType = 0);
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void StopFollow(bool complete);
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bool IsEscortInvokerInRange();
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void WaypointPathStarted(uint32 pathId) override;
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void WaypointStarted(uint32 nodeId, uint32 pathId) override;
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void WaypointReached(uint32 nodeId, uint32 pathId) override;
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void WaypointPathEnded(uint32 nodeId, uint32 pathId) override;
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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SmartScript* GetScript() { return &mScript; }
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// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
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void JustReachedHome() override;
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// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
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void JustEngagedWith(Unit* enemy) override;
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// Called for reaction at stopping attack at no attackers or targets
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void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override;
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// Called when the creature is killed
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void JustDied(Unit* killer) override;
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// Called when the creature kills a unit
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void KilledUnit(Unit* victim) override;
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* creature) override;
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// Tell creature to attack and follow the victim
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void AttackStart(Unit* who) override;
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// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
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void MoveInLineOfSight(Unit* who) override;
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// Called when hit by a spell
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void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, SpellInfo const* spellInfo) override;
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* doneBy, uint32& damage) override;
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// Called when the creature receives heal
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void HealReceived(Unit* doneBy, uint32& addhealth) override;
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// Called at World update tick
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void UpdateAI(uint32 diff) override;
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// Called at text emote receive from player
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void ReceiveEmote(Player* player, uint32 textEmote) override;
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// Called at waypoint reached or point movement finished
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void MovementInform(uint32 MovementType, uint32 Data) override;
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// Called when creature is summoned by another unit
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void IsSummonedBy(Unit* summoner) override;
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// Called at any Damage to any victim (before damage apply)
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void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/) override;
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// Called when a summoned creature dissapears (UnSommoned)
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void SummonedCreatureDespawn(Creature* unit) override;
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// called when the corpse of this creature gets removed
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void CorpseRemoved(uint32& respawnDelay) override;
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// Called when a Player/Creature enters the creature (vehicle)
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void PassengerBoarded(Unit* who, int8 seatId, bool apply) override;
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// Called when gets initialized, when creature is added to world
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void InitializeAI() override;
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// Called when creature gets charmed by another unit
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void OnCharmed(bool apply) override;
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// Used in scripts to share variables
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void DoAction(int32 param = 0) override;
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// Used in scripts to share variables
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uint32 GetData(uint32 id = 0) const override;
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// Used in scripts to share variables
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void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
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void SetData(uint32 id, uint32 value, Unit* invoker);
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// Used in scripts to share variables
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void SetGUID(ObjectGuid const& guid, int32 id = 0) override;
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// Used in scripts to share variables
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ObjectGuid GetGUID(int32 id = 0) const override;
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// Makes the creature run/walk
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void SetRun(bool run = true);
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void SetCanFly(bool fly = true);
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void SetDisableGravity(bool disable = true);
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void SetSwim(bool swim = true);
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void SetEvadeDisabled(bool disable = true);
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void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
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bool GossipHello(Player* player) override;
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bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
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bool GossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
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void QuestAccept(Player* player, Quest const* quest) override;
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void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
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void OnGameEvent(bool start, uint16 eventId) override;
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void SetDespawnTime (uint32 t)
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{
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mDespawnTime = t;
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mDespawnState = t ? 1 : 0;
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}
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void StartDespawn() { mDespawnState = 2; }
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void OnSpellClick(Unit* clicker, bool spellClickHandled) override;
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void SetWPPauseTimer(uint32 time) { _waypointPauseTimer = time; }
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void SetGossipReturn(bool val) { _gossipReturn = val; }
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void SetEscortQuest(uint32 questID) { mEscortQuestID = questID; }
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private:
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bool AssistPlayerInCombatAgainst(Unit* who);
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void ReturnToLastOOCPos();
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void CheckConditions(uint32 diff);
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void UpdatePath(uint32 diff);
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void UpdateFollow(uint32 diff);
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void UpdateDespawn(uint32 diff);
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SmartScript mScript;
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bool mIsCharmed;
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uint32 mFollowCreditType;
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uint32 mFollowArrivedTimer;
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uint32 mFollowCredit;
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uint32 mFollowArrivedEntry;
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ObjectGuid mFollowGuid;
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float mFollowDist;
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float mFollowAngle;
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uint32 _escortState;
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uint32 _escortNPCFlags;
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uint32 _escortInvokerCheckTimer;
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WaypointPath _path;
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uint32 _currentWaypointNode;
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bool _waypointReached;
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uint32 _waypointPauseTimer;
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bool _waypointPauseForced;
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bool _repeatWaypointPath;
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bool _OOCReached;
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bool _waypointPathEnded;
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bool mRun;
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bool mEvadeDisabled;
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bool mCanAutoAttack;
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bool mCanCombatMove;
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uint32 mInvincibilityHpLevel;
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uint32 mDespawnTime;
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uint32 mDespawnState;
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// Vehicle conditions
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bool mHasConditions;
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uint32 mConditionsTimer;
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// Gossip
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bool _gossipReturn;
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uint32 mEscortQuestID;
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};
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class TC_GAME_API SmartGameObjectAI : public GameObjectAI
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{
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public:
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SmartGameObjectAI(GameObject* g) : GameObjectAI(g), _gossipReturn(false) { }
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~SmartGameObjectAI() { }
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void UpdateAI(uint32 diff) override;
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void InitializeAI() override;
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void Reset() override;
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SmartScript* GetScript() { return &mScript; }
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static int32 Permissible(GameObject const* /*go*/) { return PERMIT_BASE_NO; }
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bool GossipHello(Player* player) override;
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bool OnReportUse(Player* player) override;
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bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
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bool GossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
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void QuestAccept(Player* player, Quest const* quest) override;
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void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
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void Destroyed(Player* player, uint32 eventId) override;
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void SetData(uint32 id, uint32 value, Unit* invoker);
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void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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void OnGameEvent(bool start, uint16 eventId) override;
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void OnLootStateChanged(uint32 state, Unit* unit) override;
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void EventInform(uint32 eventId) override;
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void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
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void SetGossipReturn(bool val) { _gossipReturn = val; }
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private:
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SmartScript mScript;
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// Gossip
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bool _gossipReturn;
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};
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class TC_GAME_API SmartAreaTriggerAI : public AreaTriggerAI
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{
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public:
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using AreaTriggerAI::AreaTriggerAI;
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void OnInitialize() override;
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void OnUpdate(uint32 diff) override;
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void OnUnitEnter(Unit* unit) override;
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SmartScript* GetScript() { return &mScript; }
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void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
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private:
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SmartScript mScript;
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};
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/// Registers scripts required by the SAI scripting system
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void AddSC_SmartScripts();
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#endif
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