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TCPlayerbotCore/src/server/game/AI/SmartAI/SmartAI.cpp
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/*
* Copyright (C) 2008-2010 Trinity <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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "DatabaseEnv.h"
#include "SQLStorage.h"
#include "SmartAI.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "ObjectDefines.h"
#include "GridDefines.h"
#include "ConditionMgr.h"
#include "CreatureTextMgr.h"
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void SmartAIMgr::LoadSmartAIFromDB()
{
//Drop Existing SmartAI List
}
SmartAI::SmartAI(Creature *c) : CreatureAI(c)
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{
// copy script to local (pretection for table reload)
mTestTimer = 0;
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}
int SmartAI::Permissible(const Creature *creature)
{
if (creature->GetAIName() == "SmartAI")
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
void SmartAI::UpdateAI(const uint32 diff)
{
if (mTestTimer < diff)
{
mTestTimer = 60000;
sCreatureTextMgr.SendChat(me,"CHAT_TYPE_SAY", CHAT_TYPE_SAY);
} else mTestTimer -= diff;
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}
void SmartAI::JustRespawned()
{
}
void SmartAI::Reset()
{
}
void SmartAI::JustReachedHome()
{
}
void SmartAI::EnterCombat(Unit *enemy)
{
}
void SmartAI::EnterEvadeMode()
{
}
void SmartAI::JustDied(Unit* killer)
{
}
void SmartAI::KilledUnit(Unit* victim)
{
}
void SmartAI::JustSummoned(Creature* pUnit)
{
}
void SmartAI::AttackStart(Unit *who)
{
if (who && me->Attack(who, true))
me->GetMotionMaster()->MoveChase(who);
}
void SmartAI::MoveInLineOfSight(Unit *who)
{
//CanAIAttack
}
void SmartAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{
}
void SmartAI::SpellHitTarget(Unit* target, const SpellEntry*)
{
}
void SmartAI::DamageTaken(Unit* done_by, uint32& damage)
{
}
void SmartAI::HealReceived(Unit* done_by, uint32& addhealth)
{
}
void SmartAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
}
void SmartAI::MovementInform(uint32 MovementType, uint32 Data)
{
}
void SmartAI::IsSummonedBy(Unit* summoner)
{
}
void SmartAI::DamageDealt(Unit * done_to, uint32 & damage)
{
}
void SmartAI::SummonedCreatureDespawn(Creature* unit)
{
}
void SmartAI::UpdateAIWhileCharmed(const uint32 diff)
{
}
void SmartAI::CorpseRemoved(uint32 & respawnDelay)
{
}
void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply)
{
}
void SmartAI::InitializeAI()
{
}
void SmartAI::OnCharmed(bool apply)
{
}
bool SmartAI::CanAIAttack(const Unit* who) const
{
return true;
}
void SmartAI::DoAction(const int32 param)
{
}
uint32 SmartAI::GetData(uint32 id)
{
return 0;
}
void SmartAI::SetData(uint32 id, uint32 value)
{
}
void SmartAI::SetGUID(const uint64 &guid, int32 id)
{
}
uint64 SmartAI::GetGUID(int32 id)
{
return 0;
}
void SmartAI::MovepointReached(uint32 id)
{
}
void SmartAI::MovepointStart(uint32 id)
{
}
void SmartAI::SetRun(bool run)
{
}
void SmartAI::SetMovePathEndAction(SMARTAI_ACTION action)
{
}