404 lines
17 KiB
C++
404 lines
17 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOS_CREATUREAI_H
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#define MANGOS_CREATUREAI_H
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#include "Common.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include "Dynamic/ObjectRegistry.h"
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#include "Dynamic/FactoryHolder.h"
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#include "ObjectGuid.h"
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class WorldObject;
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class GameObject;
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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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class ChatHandler;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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enum CanCastResult
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{
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CAST_OK = 0,
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CAST_FAIL_IS_CASTING = 1,
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CAST_FAIL_OTHER = 2,
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CAST_FAIL_TOO_FAR = 3,
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CAST_FAIL_TOO_CLOSE = 4,
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CAST_FAIL_POWER = 5,
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CAST_FAIL_STATE = 6,
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CAST_FAIL_TARGET_AURA = 7,
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CAST_FAIL_NO_LOS = 8
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};
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enum CastFlags
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{
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CAST_INTERRUPT_PREVIOUS = 0x01, // Interrupt any spell casting
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CAST_TRIGGERED = 0x02, // Triggered (this makes spell cost zero mana and have no cast time)
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CAST_FORCE_CAST = 0x04, // Forces cast even if creature is out of mana or out of range
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CAST_NO_MELEE_IF_OOM = 0x08, // Prevents creature from entering melee if out of mana or out of range
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CAST_FORCE_TARGET_SELF = 0x10, // Forces the target to cast this spell on itself
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CAST_AURA_NOT_PRESENT = 0x20, // Only casts the spell if the target does not have an aura from the spell
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};
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enum CombatMovementFlags
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{
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COMBAT_MOVEMENT_SCRIPT = 0x01, // Combat movement enforced by script
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COMBAT_MOVEMENT_LOS = 0x02, // Combat movement triggered by LoS issues
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COMBAT_MOVEMENT_OOM = 0x04, // Combat movement triggered by power exhaustion
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COMBAT_MOVEMENT_DISTANCE = 0x08 // Combat movement triggered by distance checks
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};
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enum AIEventType
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{
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// Usable with Event AI
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AI_EVENT_JUST_DIED = 0, // Sender = Killed Npc, Invoker = Killer
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AI_EVENT_CRITICAL_HEALTH = 1, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 10% health
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AI_EVENT_LOST_HEALTH = 2, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 50% health
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AI_EVENT_LOST_SOME_HEALTH = 3, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 90% health
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AI_EVENT_GOT_FULL_HEALTH = 4, // Sender = Healed Npc, Invoker = Healer
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AI_EVENT_CUSTOM_EVENTAI_A = 5, // Sender = Npc that throws custom event, Invoker = TARGET_T_ACTION_INVOKER (if exists)
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AI_EVENT_CUSTOM_EVENTAI_B = 6, // Sender = Npc that throws custom event, Invoker = TARGET_T_ACTION_INVOKER (if exists)
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AI_EVENT_GOT_CCED = 7, // Sender = CCed Npc, Invoker = Caster that CCed
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MAXIMAL_AI_EVENT_EVENTAI = 8,
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// Internal Use
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AI_EVENT_CALL_ASSISTANCE = 10, // Sender = Attacked Npc, Invoker = Enemy
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// Predefined for SD3
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AI_EVENT_START_ESCORT = 100, // Invoker = Escorting Player
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AI_EVENT_START_ESCORT_B = 101, // Invoker = Escorting Player
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AI_EVENT_START_EVENT = 102, // Invoker = EventStarter
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AI_EVENT_START_EVENT_A = 103, // Invoker = EventStarter
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AI_EVENT_START_EVENT_B = 104, // Invoker = EventStarter
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// Some IDs for special cases in SD3
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AI_EVENT_CUSTOM_A = 1000,
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AI_EVENT_CUSTOM_B = 1001,
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AI_EVENT_CUSTOM_C = 1002,
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AI_EVENT_CUSTOM_D = 1003,
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AI_EVENT_CUSTOM_E = 1004,
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AI_EVENT_CUSTOM_F = 1005,
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};
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class CreatureAI
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{
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public:
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explicit CreatureAI(Creature* creature) :
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m_creature(creature),
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m_combatMovement(0),
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m_attackDistance(0.0f),
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m_attackAngle(0.0f)
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{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
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virtual ~CreatureAI();
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///== Information about AI ========================
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/**
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* This function is used to display information about the AI.
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* It is called when the .npc aiinfo command is used.
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* Use this for on-the-fly debugging
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* @param reader is a ChatHandler to send messages to.
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*/
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virtual void GetAIInformation(ChatHandler& /*reader*/) {}
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///== Reactions At =================================
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/**
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* Called if IsVisible(Unit* pWho) is true at each (relative) override pWho move, reaction at visibility zone enter
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* Note: The Unit* pWho can be out of Line of Sight, usually this is only visibiliy (by state) and range dependendend
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* Note: This function is not called for creatures who are in evade mode
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* @param pWho Unit* who moved in the visibility range and is visisble
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*/
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virtual void MoveInLineOfSight(Unit* /*pWho*/) {}
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/**
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* Called for reaction at enter to combat if not in combat yet
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* @param pEnemy Unit* of whom the Creature enters combat with, can be NULL
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*/
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virtual void EnterCombat(Unit* /*pEnemy*/) {}
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/**
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* Called for reaction at stopping attack at no attackers or targets
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* This is called usually in Unit::SelectHostileTarget, if no more target exists
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*/
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virtual void EnterEvadeMode() { m_creature->ResetPlayerDamageReq(); }
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/**
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* Called at reaching home after MoveTargetedHome
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*/
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virtual void JustReachedHome() {}
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/**
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* Called at any Heal received from any Unit
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* @param pHealer Unit* which deals the heal
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* @param uiHealedAmount Amount of healing received
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*/
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virtual void HealedBy(Unit * /*pHealer*/, uint32& /*uiHealedAmount*/) {}
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/**
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* Called at any Damage to any victim (before damage apply)
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* @param pDoneTo Unit* to whom Damage of amount uiDamage will be dealt
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* @param uiDamage Amount of Damage that will be dealt, can be changed here
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*/
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virtual void DamageDeal(Unit* /*pDoneTo*/, uint32& /*uiDamage*/) {}
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/**
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* Called at any Damage from any attacker (before damage apply)
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* Note: Use 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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* @param pDealer Unit* who will deal Damage to the creature
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* @param uiDamage Amount of Damage that will be dealt, can be changed here
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*/
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virtual void DamageTaken(Unit* /*pDealer*/, uint32& /*uiDamage*/) {}
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/**
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* Called when the creature is killed
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* @param pKiller Unit* who killed the creature
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*/
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virtual void JustDied(Unit* /*pKiller*/) {}
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/**
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* Called when the corpse of this creature gets removed
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* @param uiRespawnDelay Delay (in seconds). If != 0, then this is the time after which the creature will respawn, if = 0 the default respawn-delay will be used
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*/
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virtual void CorpseRemoved(uint32& /*uiRespawnDelay*/) {}
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/**
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* Called when a summoned creature is killed
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* @param pSummoned Summoned Creature* that got killed
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*/
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virtual void SummonedCreatureJustDied(Creature* /*pSummoned*/) {}
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/**
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* Called when the creature kills a unit
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* @param pVictim Victim that got killed
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*/
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virtual void KilledUnit(Unit* /*pVictim*/) {}
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/**
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* Called when owner of m_creature (if m_creature is PROTECTOR_PET) kills a unit
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* @param pVictim Victim that got killed (by owner of creature)
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*/
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virtual void OwnerKilledUnit(Unit* /*pVictim*/) {}
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/**
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* Called when the creature summon successfully other creature
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* @param pSummoned Creature that got summoned
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*/
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virtual void JustSummoned(Creature* /*pSummoned*/) {}
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/**
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* Called when the creature summon successfully a gameobject
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* @param pGo GameObject that was summoned
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*/
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virtual void JustSummoned(GameObject* /*pGo*/) {}
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/**
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* Called when a summoned creature gets TemporarySummon::UnSummon ed
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* @param pSummoned Summoned creature that despawned
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*/
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virtual void SummonedCreatureDespawn(Creature* /*pSummoned*/) {}
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/**
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* Called when hit by a spell
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* @param pCaster Caster who casted the spell
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* @param pSpell The spell that hit the creature
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*/
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virtual void SpellHit(Unit* /*pCaster*/, const SpellEntry* /*pSpell*/) {}
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/**
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* Called when spell hits creature's target
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* @param pTarget Target that we hit with the spell
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* @param pSpell Spell with which we hit pTarget
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*/
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virtual void SpellHitTarget(Unit* /*pTarget*/, const SpellEntry* /*pSpell*/) {}
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/**
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* Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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* @param pAttacker Unit* who attacked the creature
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*/
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virtual void AttackedBy(Unit* pAttacker);
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/**
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* Called when creature is respawned (for reseting variables)
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*/
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virtual void JustRespawned() {}
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/**
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* Called at waypoint reached or point movement finished
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* @param uiMovementType Type of the movement (enum MovementGeneratorType)
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* @param uiData Data related to the finished movement (ie point-id)
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*/
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virtual void MovementInform(uint32 /*uiMovementType*/, uint32 /*uiData*/) {}
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/**
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* Called if a temporary summoned of m_creature reach a move point
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* @param pSummoned Summoned Creature that finished some movement
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* @param uiMotionType Type of the movement (enum MovementGeneratorType)
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* @param uiData Data related to the finished movement (ie point-id)
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*/
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virtual void SummonedMovementInform(Creature* /*pSummoned*/, uint32 /*uiMotionType*/, uint32 /*uiData*/) {}
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/**
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* Called at text emote receive from player
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* @param pPlayer Player* who sent the emote
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* @param uiEmote ID of the emote the player used with the creature as target
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*/
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virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*uiEmote*/) {}
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///== Triggered Actions Requested ==================
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/**
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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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* Note: Usually called by MoveInLineOfSight, in Unit::SelectHostileTarget or when the AI is forced to attack an enemy
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* @param pWho Unit* who is possible target
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*/
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virtual void AttackStart(Unit* /*pWho*/) {}
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/**
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* Called at World update tick, by default every 100ms
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* This setting is dependend on CONFIG_UINT32_INTERVAL_MAPUPDATE
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* Note: Use this function to handle Timers, Threat-Management and MeleeAttacking
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* @param uiDiff Passed time since last call
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*/
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virtual void UpdateAI(const uint32 /*uiDiff*/) {}
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///== State checks =================================
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/**
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* Check if unit is visible for MoveInLineOfSight
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* Note: This check is by default only the state-depending (visibility, range), NOT LineOfSight
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* @param pWho Unit* who is checked if it is visisble for the creature
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*/
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virtual bool IsVisible(Unit* /*pWho*/) const { return false; }
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// Called when victim entered water and creature can not enter water
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// TODO: rather unused
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virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Helper functions =============================
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/// This function is used to do the actual melee damage (if possible)
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bool DoMeleeAttackIfReady();
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/// Internal helper function, to check if a spell can be cast
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CanCastResult CanCastSpell(Unit* pTarget, const SpellEntry* pSpell, bool isTriggered);
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/**
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* Function to cast a spell if possible
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* @param pTarget Unit* onto whom the spell should be cast
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* @param uiSpell ID of the spell that the creature will try to cast
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* @param uiCastFlags Some flags to define how to cast, see enum CastFlags
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* @param OriginalCasterGuid the original caster of the spell if required, empty by default
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*/
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CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid OriginalCasterGuid = ObjectGuid());
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/// Combat movement functions
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void SetCombatMovement(bool enable, bool stopOrStartMovement = false);
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bool IsCombatMovement() const { return m_combatMovement != 0; }
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void AddCombatMovementFlags(uint32 cmFlags);
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void ClearCombatMovementFlags(uint32 cmFlags);
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///== Event Handling ===============================
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/*
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* Send an AI Event to nearby Creatures around
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* @param uiType number to specify the event, default cases listed in enum AIEventType
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* @param pInvoker Unit that triggered this event (like an attacker)
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* @param uiDelay delay time until the Event will be triggered
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* @param fRadius range in which for receiver is searched
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*/
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void SendAIEventAround(AIEventType eventType, Unit* pInvoker, uint32 uiDelay, float fRadius, uint32 miscValue = 0) const;
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/*
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* Send an AI Event to a Creature
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* @param eventType to specify the event, default cases listed in enum AIEventType
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* @param pInvoker Unit that triggered this event (like an attacker)
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* @param pReceiver Creature to receive this event
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*/
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void SendAIEvent(AIEventType eventType, Unit* pInvoker, Creature* pReceiver, uint32 miscValue = 0) const;
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/*
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* Called when an AI Event is received
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* @param eventType to specify the event, default cases listed in enum AIEventType
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* @param pSender Creature that sent this event
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* @param pInvoker Unit that triggered this event (like an attacker)
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*/
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virtual void ReceiveAIEvent(AIEventType /*eventType*/, Creature* /*pSender*/, Unit* /*pInvoker*/, uint32 /*miscValue*/) {}
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// Reset should be defined here, as it is called from out the AI ctor now
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virtual void Reset() {}
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protected:
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void HandleMovementOnAttackStart(Unit* victim);
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///== Fields =======================================
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/// Pointer to the Creature controlled by this AI
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Creature* const m_creature;
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/// Combat movement currently enabled
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uint32 m_combatMovement;
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/// How should an enemy be chased
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float m_attackDistance;
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float m_attackAngle;
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};
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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{
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SelectableAI(const char* id) : FactoryHolder<CreatureAI>(id) {}
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};
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template<class REAL_AI>
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struct CreatureAIFactory : public SelectableAI
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{
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CreatureAIFactory(const char* name) : SelectableAI(name) {}
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CreatureAI* Create(void*) const override;
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int Permit(const Creature* c) const { return REAL_AI::Permissible(c); }
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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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PERMIT_BASE_IDLE = 1,
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PERMIT_BASE_REACTIVE = 100,
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PERMIT_BASE_PROACTIVE = 200,
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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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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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#endif
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