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TCPlayerbotCore/src/server/game/AI/ScriptedAI/ScriptedCreature.h
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/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
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* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_CREATURE_H
#define SC_CREATURE_H
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#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
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#include "InstanceScript.h"
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#define SCRIPT_CAST_TYPE dynamic_cast
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#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a))
#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a))
#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a))
#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a))
#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b))
#define CAST_INST(a,b) (SCRIPT_CAST_TYPE<a*>(b))
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class InstanceScript;
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class SummonList : public std::list<uint64>
{
public:
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explicit SummonList(Creature* creature) : me(creature) {}
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
void DespawnAll();
void DoAction(uint32 entry, uint32 info);
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void DoZoneInCombat(uint32 entry = 0);
private:
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Creature *me;
};
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struct ScriptedAI : public CreatureAI
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{
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explicit ScriptedAI(Creature* pCreature);
virtual ~ScriptedAI() {}
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// *************
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//CreatureAI Functions
// *************
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void AttackStartNoMove(Unit *pTarget);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* /*pDone_by*/, uint32& /*uiDamage*/) {}
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//Called at World update tick
void UpdateAI(const uint32);
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//Called at creature death
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void JustDied(Unit* /*who*/){}
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//Called at creature killing another unit
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void KilledUnit(Unit* /*who*/){}
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature*) {}
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// Called when a summoned creature is despawned
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void SummonedCreatureDespawn(Creature*) {}
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// Called when hit by a spell
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void SpellHit(Unit* /*caster*/, const SpellEntry * /*spell*/) {}
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// Called when spell hits a target
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void SpellHitTarget(Unit * /*pTarget*/, const SpellEntry * /*spell*/) {}
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 /*type*/, uint32 /*id*/){}
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// Called when AI is temporarily replaced or put back when possess is applied or removed
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void OnPossess(bool /*apply*/) {}
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// *************
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// Variables
// *************
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//Pointer to creature we are manipulating
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Creature* me;
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//For fleeing
bool IsFleeing;
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// *************
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//Pure virtual functions
// *************
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//Called at creature reset either by death or evade
void Reset() {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* /*who*/) {}
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// *************
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//AI Helper Functions
// *************
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//Start movement toward victim
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void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
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//Start no movement on victim
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void DoStartNoMovement(Unit* pVictim);
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//Stop attack of current victim
void DoStopAttack();
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//Cast spell by spell info
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void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
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//Plays a sound to all nearby players
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void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
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//Drops all threat to 0%. Does not remove players from the threat list
void DoResetThreat();
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float DoGetThreat(Unit* u);
void DoModifyThreatPercent(Unit* pUnit, int32 pct);
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void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
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void DoTeleportTo(const float pos[4]);
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void DoAction(const int32 /*param*/) {}
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//Teleports a player without dropping threat (only teleports to same map)
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void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
void DoTeleportAll(float fX, float fY, float fZ, float fO);
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//Returns friendly unit with the most amount of hp missing from max hp
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Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
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//Returns a list of friendly CC'd units within range
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std::list<Creature*> DoFindFriendlyCC(float fRange);
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//Returns a list of all friendly units missing a specific buff within range
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std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
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//Return a player with at least minimumRange from me
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Player* GetPlayerAtMinimumRange(float fMinimumRange);
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//Spawns a creature relative to me
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Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
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//Selects a unit from the creature's current aggro list
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Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
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bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellEntry const* SelectSpell(Unit* Target, uint32 School, uint32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
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void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
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//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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void SetCombatMovement(bool CombatMove);
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bool IsCombatMovement() { return m_bCombatMovement; }
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bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
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// return true for heroic mode. i.e.
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// - for dungeon in mode 10-heroic,
// - for raid in mode 10-Heroic
// - for raid in mode 25-heroic
// DO NOT USE to check raid in mode 25-normal.
bool IsHeroic() { return m_heroicMode; }
// return the dungeon or raid difficulty
Difficulty getDifficulty() { return m_difficulty; }
// return true for 25 man or 25 man heroic mode
bool Is25ManRaid() { return m_difficulty & 1; }
template<class T> inline
const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
{
switch(m_difficulty)
{
case DUNGEON_DIFFICULTY_NORMAL:
return normal5;
case DUNGEON_DIFFICULTY_HEROIC:
return heroic10;
default:
break;
}
return heroic10;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25)
{
switch(m_difficulty)
{
case RAID_DIFFICULTY_10MAN_NORMAL:
return normal10;
case RAID_DIFFICULTY_25MAN_NORMAL:
return normal25;
default:
break;
}
return normal25;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
{
switch(m_difficulty)
{
case RAID_DIFFICULTY_10MAN_NORMAL:
return normal10;
case RAID_DIFFICULTY_25MAN_NORMAL:
return normal25;
case RAID_DIFFICULTY_10MAN_HEROIC:
return heroic10;
case RAID_DIFFICULTY_25MAN_HEROIC:
return heroic25;
}
return heroic25;
}
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private:
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bool m_bCombatMovement;
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uint32 m_uiEvadeCheckCooldown;
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bool m_heroicMode;
Difficulty m_difficulty;
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};
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struct Scripted_NoMovementAI : public ScriptedAI
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{
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
virtual ~Scripted_NoMovementAI() {}
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//Called at each attack of me by any victim
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void AttackStart(Unit* who);
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};
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struct BossAI : public ScriptedAI
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{
BossAI(Creature *c, uint32 id);
virtual ~BossAI() {}
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const uint32 bossId;
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EventMap events;
SummonList summons;
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InstanceScript * const instance;
const BossBoundaryMap * const boundary;
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void JustSummoned(Creature *summon);
void SummonedCreatureDespawn(Creature *summon);
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void UpdateAI(const uint32 diff) = 0;
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void Reset() { _Reset(); }
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void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
void JustDied(Unit * /*killer*/) { _JustDied(); }
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void JustReachedHome() { _JustReachedHome(); }
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protected:
void _Reset();
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
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bool CheckInRoom()
{
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if (CheckBoundary(me))
return true;
EnterEvadeMode();
return false;
}
bool CheckBoundary(Unit *who);
void TeleportCheaters();
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};
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// SD2 grid searchers.
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
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#endif
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