Files
TrinityCore/src/server/game/AI/SmartScripts/SmartAI.h
T
ariel- a1a00f823e Core/Entities: kill unused return value from Unit::HandleSpellClick
- 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)
2021-08-08 21:21:34 +02:00

303 lines
11 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_SMARTAI_H
#define TRINITY_SMARTAI_H
#include "Define.h"
#include "AreaTriggerAI.h"
#include "CreatureAI.h"
#include "GameObjectAI.h"
#include "Position.h"
#include "SmartScript.h"
#include "WaypointDefines.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 = 60,
SMART_MAX_AID_DIST = SMART_ESCORT_MAX_PLAYER_DIST / 2
};
class TC_GAME_API SmartAI : public CreatureAI
{
public:
~SmartAI() { }
explicit SmartAI(Creature* c);
// core related
static int32 Permissible(Creature const* /*creature*/) { return PERMIT_BASE_NO; }
// Check whether we are currently permitted to make the creature take action
bool IsAIControlled() const;
// Start moving to the desired MovePoint
void StartPath(bool run = false, uint32 pathId = 0, bool repeat = false, Unit* invoker = nullptr, uint32 nodeId = 1);
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();
bool HasEscortState(uint32 uiEscortState) const { return (_escortState & uiEscortState) != 0; }
void AddEscortState(uint32 uiEscortState) { _escortState |= uiEscortState; }
void RemoveEscortState(uint32 uiEscortState) { _escortState &= ~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(bool complete);
bool IsEscortInvokerInRange();
void WaypointPathStarted(uint32 pathId) override;
void WaypointStarted(uint32 nodeId, uint32 pathId) override;
void WaypointReached(uint32 nodeId, uint32 pathId) override;
void WaypointPathEnded(uint32 nodeId, uint32 pathId) override;
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
SmartScript* GetScript() { return &mScript; }
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome() override;
// Called for reaction at enter to combat if not in combat yet (enemy can be nullptr)
void JustEngagedWith(Unit* enemy) override;
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override;
// Called when the creature is killed
void JustDied(Unit* killer) override;
// Called when the creature kills a unit
void KilledUnit(Unit* victim) override;
// Called when the creature summon successfully other creature
void JustSummoned(Creature* creature) override;
// Tell creature to attack and follow the victim
void AttackStart(Unit* who) override;
// Called if IsVisible(Unit* who) is true at each *who move, reaction at visibility zone enter
void MoveInLineOfSight(Unit* who) override;
// Called when hit by a spell
void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
// Called when spell hits a target
void SpellHitTarget(Unit* target, SpellInfo const* spellInfo) override;
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* doneBy, uint32& damage) override;
// Called when the creature receives heal
void HealReceived(Unit* doneBy, uint32& addhealth) override;
// Called at World update tick
void UpdateAI(uint32 diff) override;
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 textEmote) override;
// Called at waypoint reached or point movement finished
void MovementInform(uint32 MovementType, uint32 Data) override;
// Called when creature is summoned by another unit
void IsSummonedBy(Unit* summoner) override;
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit* doneTo, uint32& damage, DamageEffectType /*damagetype*/) override;
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit) override;
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay) override;
// Called when a Player/Creature enters the creature (vehicle)
void PassengerBoarded(Unit* who, int8 seatId, bool apply) override;
// Called when gets initialized, when creature is added to world
void InitializeAI() override;
// Called when creature gets charmed by another unit
void OnCharmed(bool apply) override;
// Used in scripts to share variables
void DoAction(int32 param = 0) override;
// Used in scripts to share variables
uint32 GetData(uint32 id = 0) const override;
// Used in scripts to share variables
void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
void SetData(uint32 id, uint32 value, Unit* invoker);
// Used in scripts to share variables
void SetGUID(ObjectGuid const& guid, int32 id = 0) override;
// Used in scripts to share variables
ObjectGuid GetGUID(int32 id = 0) const override;
// Makes the creature run/walk
void SetRun(bool run = true);
void SetCanFly(bool fly = true);
void SetDisableGravity(bool disable = true);
void SetSwim(bool swim = true);
void SetEvadeDisabled(bool disable = true);
void SetInvincibilityHpLevel(uint32 level) { mInvincibilityHpLevel = level; }
bool GossipHello(Player* player) override;
bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
bool GossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
void QuestAccept(Player* player, Quest const* quest) override;
void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
void OnGameEvent(bool start, uint16 eventId) override;
void SetDespawnTime (uint32 t)
{
mDespawnTime = t;
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void OnSpellClick(Unit* clicker, bool spellClickHandled) override;
void SetWPPauseTimer(uint32 time) { _waypointPauseTimer = time; }
void SetGossipReturn(bool val) { _gossipReturn = val; }
void SetEscortQuest(uint32 questID) { mEscortQuestID = questID; }
private:
bool AssistPlayerInCombatAgainst(Unit* who);
void ReturnToLastOOCPos();
void CheckConditions(uint32 diff);
void UpdatePath(uint32 diff);
void UpdateFollow(uint32 diff);
void UpdateDespawn(uint32 diff);
SmartScript mScript;
bool mIsCharmed;
uint32 mFollowCreditType;
uint32 mFollowArrivedTimer;
uint32 mFollowCredit;
uint32 mFollowArrivedEntry;
ObjectGuid mFollowGuid;
float mFollowDist;
float mFollowAngle;
uint32 _escortState;
uint32 _escortNPCFlags;
uint32 _escortInvokerCheckTimer;
WaypointPath _path;
uint32 _currentWaypointNode;
bool _waypointReached;
uint32 _waypointPauseTimer;
bool _waypointPauseForced;
bool _repeatWaypointPath;
bool _OOCReached;
bool _waypointPathEnded;
bool mRun;
bool mEvadeDisabled;
bool mCanAutoAttack;
bool mCanCombatMove;
uint32 mInvincibilityHpLevel;
uint32 mDespawnTime;
uint32 mDespawnState;
// Vehicle conditions
bool mHasConditions;
uint32 mConditionsTimer;
// Gossip
bool _gossipReturn;
uint32 mEscortQuestID;
};
class TC_GAME_API SmartGameObjectAI : public GameObjectAI
{
public:
SmartGameObjectAI(GameObject* g) : GameObjectAI(g), _gossipReturn(false) { }
~SmartGameObjectAI() { }
void UpdateAI(uint32 diff) override;
void InitializeAI() override;
void Reset() override;
SmartScript* GetScript() { return &mScript; }
static int32 Permissible(GameObject const* /*go*/) { return PERMIT_BASE_NO; }
bool GossipHello(Player* player) override;
bool OnReportUse(Player* player) override;
bool GossipSelect(Player* player, uint32 menuId, uint32 gossipListId) override;
bool GossipSelectCode(Player* player, uint32 menuId, uint32 gossipListId, char const* code) override;
void QuestAccept(Player* player, Quest const* quest) override;
void QuestReward(Player* player, Quest const* quest, LootItemType type, uint32 opt) override;
void Destroyed(Player* player, uint32 eventId) override;
void SetData(uint32 id, uint32 value, Unit* invoker);
void SetData(uint32 id, uint32 value) override { SetData(id, value, nullptr); }
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
void OnGameEvent(bool start, uint16 eventId) override;
void OnLootStateChanged(uint32 state, Unit* unit) override;
void EventInform(uint32 eventId) override;
void SpellHit(Unit* unit, SpellInfo const* spellInfo) override;
void SetGossipReturn(bool val) { _gossipReturn = val; }
private:
SmartScript mScript;
// Gossip
bool _gossipReturn;
};
class TC_GAME_API SmartAreaTriggerAI : public AreaTriggerAI
{
public:
using AreaTriggerAI::AreaTriggerAI;
void OnInitialize() override;
void OnUpdate(uint32 diff) override;
void OnUnitEnter(Unit* unit) override;
SmartScript* GetScript() { return &mScript; }
void SetTimedActionList(SmartScriptHolder& e, uint32 entry, Unit* invoker);
private:
SmartScript mScript;
};
/// Registers scripts required by the SAI scripting system
void AddSC_SmartScripts();
#endif