*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
This commit is contained in:
+50
-1
@@ -17,29 +17,38 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_CREATUREAI_H
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#define TRINITY_CREATUREAI_H
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#include "UnitAI.h"
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#include "Common.h"
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class WorldObject;
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class Unit;
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class Creature;
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class Player;
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struct SpellEntry;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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//Spell targets used by SelectSpell
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enum SelectTargetType
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{
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SELECT_TARGET_DONTCARE = 0, //All target types allowed
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SELECT_TARGET_SELF, //Only Self casting
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SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy
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SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy
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SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy
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SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend
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SELECT_TARGET_AOE_FRIEND, //Only AoE Friend
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SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend
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};
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//Spell Effects used by SelectSpell
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enum SelectEffect
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{
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@@ -48,84 +57,123 @@ enum SelectEffect
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SELECT_EFFECT_HEALING, //Spell does healing
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SELECT_EFFECT_AURA, //Spell applies an aura
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};
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enum SCEquip
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{
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EQUIP_NO_CHANGE = -1,
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EQUIP_UNEQUIP = 0
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};
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class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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{
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protected:
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Creature * const me;
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Creature * const m_creature;
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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bool UpdateCombatState();
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void SelectNearestTarget(Unit *who);
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void SetGazeOn(Unit *target);
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Creature *DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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public:
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explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
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virtual ~CreatureAI() {}
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///== Reactions At =================================
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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virtual void MoveInLineOfSight(Unit *);
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// Called for reaction at stopping attack at no attackers or targets
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virtual void EnterEvadeMode();
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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virtual void EnterCombat(Unit* /*enemy*/) {}
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// Called at any Damage from any attacker (before damage apply)
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// Note: it for recalculation damage or special reaction at damage
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
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// Called when the creature is killed
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virtual void JustDied(Unit *) {}
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// Called when the creature kills a unit
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virtual void KilledUnit(Unit *) {}
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// Called when the creature summon successfully other creature
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virtual void JustSummoned(Creature* ) {}
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virtual void IsSummonedBy(Unit *summoner) {}
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virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
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// Called when hit by a spell
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virtual void SpellHit(Unit*, const SpellEntry*) {}
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// Called when spell hits a target
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virtual void SpellHitTarget(Unit* target, const SpellEntry*) {}
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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//virtual void AttackedBy(Unit* attacker);
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virtual bool IsEscorted() {return false;}
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// Called when creature is spawned or respawned (for reseting variables)
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virtual void JustRespawned() { Reset(); }
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// Called at waypoint reached or point movement finished
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virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
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void OnCharmed(bool apply);
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//virtual void SpellClick(Player *player) {}
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// Called at reaching home after evade
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virtual void JustReachedHome() {}
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void DoZoneInCombat(Creature* pUnit = NULL);
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// Called at text emote receive from player
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// Called at text emote receive from player
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virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
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///== Triggered Actions Requested ==================
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// Called when creature attack expected (if creature can and no have current victim)
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// Note: for reaction at hostile action must be called AttackedBy function.
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//virtual void AttackStart(Unit *) {}
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// Called at World update tick
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//virtual void UpdateAI(const uint32 diff ) {}
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///== State checks =================================
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// Is unit visible for MoveInLineOfSight
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//virtual bool IsVisible(Unit *) const { return false; }
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// called when the corpse of this creature gets removed
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virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {}
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// Called when victim entered water and creature can not enter water
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//virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Fields =======================================
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// Pointer to controlled by AI creature
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//Creature* const m_creature;
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virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
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protected:
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bool _EnterEvadeMode();
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};
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enum Permitions
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{
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PERMIT_BASE_NO = -1,
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@@ -135,4 +183,5 @@ enum Permitions
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PERMIT_BASE_FACTION_SPECIFIC = 400,
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PERMIT_BASE_SPECIAL = 800
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};
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#endif
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