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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/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_CREATURE_H
#define SC_CREATURE_H
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "InstanceScript.h"
#define SCRIPT_CAST_TYPE dynamic_cast
#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))
#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
class InstanceScript;
class SummonList : public std::list<uint64>
{
public:
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, int32 info);
void DoZoneInCombat(uint32 entry = 0);
void RemoveNotExisting();
bool HasEntry(uint32 entry);
private:
Creature* me;
};
struct ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* creature);
virtual ~ScriptedAI() {}
// *************
//CreatureAI Functions
// *************
void AttackStartNoMove(Unit* target);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
//Called at World update tick
void UpdateAI(const uint32);
//Called at creature death
void JustDied(Unit* /*killer*/) {}
//Called at creature killing another unit
void KilledUnit(Unit* /*victim*/) {}
// Called when the creature summon successfully other creature
void JustSummoned(Creature* /*summon*/) {}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* /*summon*/) {}
// Called when hit by a spell
void SpellHit(Unit* /*caster*/, SpellEntry const* /*spell*/) {}
// Called when spell hits a target
void SpellHitTarget(Unit * /*target*/, SpellEntry const* /*spell*/) {}
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
// *************
// Variables
// *************
//Pointer to creature we are manipulating
Creature* me;
//For fleeing
bool IsFleeing;
// *************
//Pure virtual functions
// *************
//Called at creature reset either by death or evade
void Reset() {}
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*victim*/) {}
// *************
//AI Helper Functions
// *************
//Start movement toward victim
void DoStartMovement(Unit* target, float distance = 0.0f, float angle = 0.0f);
//Start no movement on victim
void DoStartNoMovement(Unit* target);
//Stop attack of current victim
void DoStopAttack();
//Cast spell by spell info
void DoCastSpell(Unit* target, SpellEntry const* spellInfo, bool triggered = false);
//Plays a sound to all nearby players
void DoPlaySoundToSet(WorldObject* source, uint32 soundId);
//Drops all threat to 0%. Does not remove players from the threat list
void DoResetThreat();
float DoGetThreat(Unit* unit);
void DoModifyThreatPercent(Unit* unit, int32 pct);
void DoTeleportTo(float x, float y, float z, uint32 time = 0);
void DoTeleportTo(float const pos[4]);
void DoAction(int32 const /*param*/) {}
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o);
void DoTeleportAll(float x, float y, float z, float o);
//Returns friendly unit with the most amount of hp missing from max hp
Unit* DoSelectLowestHpFriendly(float range, uint32 minHPDiff = 1);
//Returns a list of friendly CC'd units within range
std::list<Creature*> DoFindFriendlyCC(float range);
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellId);
//Return a player with at least minimumRange from me
Player* GetPlayerAtMinimumRange(float minRange);
//Spawns a creature relative to me
Creature* DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime);
bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
//Returns spells that meet the specified criteria from the creatures spell list
SpellEntry const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
//Checks if you can cast the specified spell
bool CanCast(Unit* target, SpellEntry const* spell, bool triggered = false);
void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
void SetCombatMovement(bool allowMovement);
bool IsCombatMovementAllowed() { return _isCombatMovementAllowed; }
bool EnterEvadeIfOutOfCombatArea(uint32 const diff);
// return true for heroic mode. i.e.
// - 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 _isHeroic; }
// return the dungeon or raid difficulty
Difficulty GetDifficulty() { return _difficulty; }
// return true for 25 man or 25 man heroic mode
bool Is25ManRaid() { return _difficulty & 1; }
template<class T> inline
const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
{
switch (_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 (_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 (_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;
default:
break;
}
return heroic25;
}
private:
Difficulty _difficulty;
uint32 _evadeCheckCooldown;
bool _isCombatMovementAllowed;
bool _isHeroic;
};
struct Scripted_NoMovementAI : public ScriptedAI
{
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
virtual ~Scripted_NoMovementAI() {}
//Called at each attack of me by any victim
void AttackStart(Unit* target);
};
class BossAI : public ScriptedAI
{
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
void UpdateAI(uint32 const diff) = 0;
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void JustReachedHome() { _JustReachedHome(); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
bool CheckInRoom()
{
if (CheckBoundary(me))
return true;
EnterEvadeMode();
return false;
}
bool CheckBoundary(Unit* who);
void TeleportCheaters();
EventMap events;
SummonList summons;
private:
BossBoundaryMap const* const _boundary;
const uint32 _bossId;
};
// SD2 grid searchers.
Creature *GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive = true);
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
#endif