mangos/src/game/Object/CreatureAI.h
Olion 98dfabe70b [Loot] 50% player damage to mob reuired for reward
Unchanged TC backport. Not fully tested.
2016-02-20 22:17:26 +00:00

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17 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2016 MaNGOS project <http://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef MANGOS_CREATUREAI_H
#define MANGOS_CREATUREAI_H
#include "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Dynamic/ObjectRegistry.h"
#include "Dynamic/FactoryHolder.h"
#include "ObjectGuid.h"
class WorldObject;
class GameObject;
class Unit;
class Creature;
class Player;
struct SpellEntry;
class ChatHandler;
#define TIME_INTERVAL_LOOK 5000
#define VISIBILITY_RANGE 10000
enum CanCastResult
{
CAST_OK = 0,
CAST_FAIL_IS_CASTING = 1,
CAST_FAIL_OTHER = 2,
CAST_FAIL_TOO_FAR = 3,
CAST_FAIL_TOO_CLOSE = 4,
CAST_FAIL_POWER = 5,
CAST_FAIL_STATE = 6,
CAST_FAIL_TARGET_AURA = 7,
CAST_FAIL_NO_LOS = 8
};
enum CastFlags
{
CAST_INTERRUPT_PREVIOUS = 0x01, // Interrupt any spell casting
CAST_TRIGGERED = 0x02, // Triggered (this makes spell cost zero mana and have no cast time)
CAST_FORCE_CAST = 0x04, // Forces cast even if creature is out of mana or out of range
CAST_NO_MELEE_IF_OOM = 0x08, // Prevents creature from entering melee if out of mana or out of range
CAST_FORCE_TARGET_SELF = 0x10, // Forces the target to cast this spell on itself
CAST_AURA_NOT_PRESENT = 0x20, // Only casts the spell if the target does not have an aura from the spell
};
enum CombatMovementFlags
{
COMBAT_MOVEMENT_SCRIPT = 0x01, // Combat movement enforced by script
COMBAT_MOVEMENT_LOS = 0x02, // Combat movement triggered by LoS issues
COMBAT_MOVEMENT_OOM = 0x04, // Combat movement triggered by power exhaustion
COMBAT_MOVEMENT_DISTANCE = 0x08 // Combat movement triggered by distance checks
};
enum AIEventType
{
// Usable with Event AI
AI_EVENT_JUST_DIED = 0, // Sender = Killed Npc, Invoker = Killer
AI_EVENT_CRITICAL_HEALTH = 1, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 10% health
AI_EVENT_LOST_HEALTH = 2, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 50% health
AI_EVENT_LOST_SOME_HEALTH = 3, // Sender = Hurt Npc, Invoker = DamageDealer - Expected to be sent by 90% health
AI_EVENT_GOT_FULL_HEALTH = 4, // Sender = Healed Npc, Invoker = Healer
AI_EVENT_CUSTOM_EVENTAI_A = 5, // Sender = Npc that throws custom event, Invoker = TARGET_T_ACTION_INVOKER (if exists)
AI_EVENT_CUSTOM_EVENTAI_B = 6, // Sender = Npc that throws custom event, Invoker = TARGET_T_ACTION_INVOKER (if exists)
AI_EVENT_GOT_CCED = 7, // Sender = CCed Npc, Invoker = Caster that CCed
MAXIMAL_AI_EVENT_EVENTAI = 8,
// Internal Use
AI_EVENT_CALL_ASSISTANCE = 10, // Sender = Attacked Npc, Invoker = Enemy
// Predefined for SD3
AI_EVENT_START_ESCORT = 100, // Invoker = Escorting Player
AI_EVENT_START_ESCORT_B = 101, // Invoker = Escorting Player
AI_EVENT_START_EVENT = 102, // Invoker = EventStarter
AI_EVENT_START_EVENT_A = 103, // Invoker = EventStarter
AI_EVENT_START_EVENT_B = 104, // Invoker = EventStarter
// Some IDs for special cases in SD3
AI_EVENT_CUSTOM_A = 1000,
AI_EVENT_CUSTOM_B = 1001,
AI_EVENT_CUSTOM_C = 1002,
AI_EVENT_CUSTOM_D = 1003,
AI_EVENT_CUSTOM_E = 1004,
AI_EVENT_CUSTOM_F = 1005,
};
class CreatureAI
{
public:
explicit CreatureAI(Creature* creature) :
m_creature(creature),
m_combatMovement(0),
m_attackDistance(0.0f),
m_attackAngle(0.0f)
{ AddCombatMovementFlags(COMBAT_MOVEMENT_SCRIPT); }
virtual ~CreatureAI();
///== Information about AI ========================
/**
* This function is used to display information about the AI.
* It is called when the .npc aiinfo command is used.
* Use this for on-the-fly debugging
* @param reader is a ChatHandler to send messages to.
*/
virtual void GetAIInformation(ChatHandler& /*reader*/) {}
///== Reactions At =================================
/**
* Called if IsVisible(Unit* pWho) is true at each (relative) override pWho move, reaction at visibility zone enter
* Note: The Unit* pWho can be out of Line of Sight, usually this is only visibiliy (by state) and range dependendend
* Note: This function is not called for creatures who are in evade mode
* @param pWho Unit* who moved in the visibility range and is visisble
*/
virtual void MoveInLineOfSight(Unit* /*pWho*/) {}
/**
* Called for reaction at enter to combat if not in combat yet
* @param pEnemy Unit* of whom the Creature enters combat with, can be NULL
*/
virtual void EnterCombat(Unit* /*pEnemy*/) {}
/**
* Called for reaction at stopping attack at no attackers or targets
* This is called usually in Unit::SelectHostileTarget, if no more target exists
*/
virtual void EnterEvadeMode() { m_creature->ResetPlayerDamageReq(); }
/**
* Called at reaching home after MoveTargetedHome
*/
virtual void JustReachedHome() {}
/**
* Called at any Heal received from any Unit
* @param pHealer Unit* which deals the heal
* @param uiHealedAmount Amount of healing received
*/
virtual void HealedBy(Unit * /*pHealer*/, uint32& /*uiHealedAmount*/) {}
/**
* Called at any Damage to any victim (before damage apply)
* @param pDoneTo Unit* to whom Damage of amount uiDamage will be dealt
* @param uiDamage Amount of Damage that will be dealt, can be changed here
*/
virtual void DamageDeal(Unit* /*pDoneTo*/, uint32& /*uiDamage*/) {}
/**
* Called at any Damage from any attacker (before damage apply)
* Note: Use for recalculation damage or special reaction at damage
* for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
* @param pDealer Unit* who will deal Damage to the creature
* @param uiDamage Amount of Damage that will be dealt, can be changed here
*/
virtual void DamageTaken(Unit* /*pDealer*/, uint32& /*uiDamage*/) {}
/**
* Called when the creature is killed
* @param pKiller Unit* who killed the creature
*/
virtual void JustDied(Unit* /*pKiller*/) {}
/**
* Called when the corpse of this creature gets removed
* @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
*/
virtual void CorpseRemoved(uint32& /*uiRespawnDelay*/) {}
/**
* Called when a summoned creature is killed
* @param pSummoned Summoned Creature* that got killed
*/
virtual void SummonedCreatureJustDied(Creature* /*pSummoned*/) {}
/**
* Called when the creature kills a unit
* @param pVictim Victim that got killed
*/
virtual void KilledUnit(Unit* /*pVictim*/) {}
/**
* Called when owner of m_creature (if m_creature is PROTECTOR_PET) kills a unit
* @param pVictim Victim that got killed (by owner of creature)
*/
virtual void OwnerKilledUnit(Unit* /*pVictim*/) {}
/**
* Called when the creature summon successfully other creature
* @param pSummoned Creature that got summoned
*/
virtual void JustSummoned(Creature* /*pSummoned*/) {}
/**
* Called when the creature summon successfully a gameobject
* @param pGo GameObject that was summoned
*/
virtual void JustSummoned(GameObject* /*pGo*/) {}
/**
* Called when a summoned creature gets TemporarySummon::UnSummon ed
* @param pSummoned Summoned creature that despawned
*/
virtual void SummonedCreatureDespawn(Creature* /*pSummoned*/) {}
/**
* Called when hit by a spell
* @param pCaster Caster who casted the spell
* @param pSpell The spell that hit the creature
*/
virtual void SpellHit(Unit* /*pCaster*/, const SpellEntry* /*pSpell*/) {}
/**
* Called when spell hits creature's target
* @param pTarget Target that we hit with the spell
* @param pSpell Spell with which we hit pTarget
*/
virtual void SpellHitTarget(Unit* /*pTarget*/, const SpellEntry* /*pSpell*/) {}
/**
* Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
* @param pAttacker Unit* who attacked the creature
*/
virtual void AttackedBy(Unit* pAttacker);
/**
* Called when creature is respawned (for reseting variables)
*/
virtual void JustRespawned() {}
/**
* Called at waypoint reached or point movement finished
* @param uiMovementType Type of the movement (enum MovementGeneratorType)
* @param uiData Data related to the finished movement (ie point-id)
*/
virtual void MovementInform(uint32 /*uiMovementType*/, uint32 /*uiData*/) {}
/**
* Called if a temporary summoned of m_creature reach a move point
* @param pSummoned Summoned Creature that finished some movement
* @param uiMotionType Type of the movement (enum MovementGeneratorType)
* @param uiData Data related to the finished movement (ie point-id)
*/
virtual void SummonedMovementInform(Creature* /*pSummoned*/, uint32 /*uiMotionType*/, uint32 /*uiData*/) {}
/**
* Called at text emote receive from player
* @param pPlayer Player* who sent the emote
* @param uiEmote ID of the emote the player used with the creature as target
*/
virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*uiEmote*/) {}
///== Triggered Actions Requested ==================
/**
* Called when creature attack expected (if creature can and no have current victim)
* Note: for reaction at hostile action must be called AttackedBy function.
* Note: Usually called by MoveInLineOfSight, in Unit::SelectHostileTarget or when the AI is forced to attack an enemy
* @param pWho Unit* who is possible target
*/
virtual void AttackStart(Unit* /*pWho*/) {}
/**
* Called at World update tick, by default every 100ms
* This setting is dependend on CONFIG_UINT32_INTERVAL_MAPUPDATE
* Note: Use this function to handle Timers, Threat-Management and MeleeAttacking
* @param uiDiff Passed time since last call
*/
virtual void UpdateAI(const uint32 /*uiDiff*/) {}
///== State checks =================================
/**
* Check if unit is visible for MoveInLineOfSight
* Note: This check is by default only the state-depending (visibility, range), NOT LineOfSight
* @param pWho Unit* who is checked if it is visisble for the creature
*/
virtual bool IsVisible(Unit* /*pWho*/) const { return false; }
// Called when victim entered water and creature can not enter water
// TODO: rather unused
virtual bool canReachByRangeAttack(Unit*) { return false; }
///== Helper functions =============================
/// This function is used to do the actual melee damage (if possible)
bool DoMeleeAttackIfReady();
/// Internal helper function, to check if a spell can be cast
CanCastResult CanCastSpell(Unit* pTarget, const SpellEntry* pSpell, bool isTriggered);
/**
* Function to cast a spell if possible
* @param pTarget Unit* onto whom the spell should be cast
* @param uiSpell ID of the spell that the creature will try to cast
* @param uiCastFlags Some flags to define how to cast, see enum CastFlags
* @param OriginalCasterGuid the original caster of the spell if required, empty by default
*/
CanCastResult DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags = 0, ObjectGuid OriginalCasterGuid = ObjectGuid());
/// Combat movement functions
void SetCombatMovement(bool enable, bool stopOrStartMovement = false);
bool IsCombatMovement() const { return m_combatMovement != 0; }
void AddCombatMovementFlags(uint32 cmFlags);
void ClearCombatMovementFlags(uint32 cmFlags);
///== Event Handling ===============================
/*
* Send an AI Event to nearby Creatures around
* @param uiType number to specify the event, default cases listed in enum AIEventType
* @param pInvoker Unit that triggered this event (like an attacker)
* @param uiDelay delay time until the Event will be triggered
* @param fRadius range in which for receiver is searched
*/
void SendAIEventAround(AIEventType eventType, Unit* pInvoker, uint32 uiDelay, float fRadius, uint32 miscValue = 0) const;
/*
* Send an AI Event to a Creature
* @param eventType to specify the event, default cases listed in enum AIEventType
* @param pInvoker Unit that triggered this event (like an attacker)
* @param pReceiver Creature to receive this event
*/
void SendAIEvent(AIEventType eventType, Unit* pInvoker, Creature* pReceiver, uint32 miscValue = 0) const;
/*
* Called when an AI Event is received
* @param eventType to specify the event, default cases listed in enum AIEventType
* @param pSender Creature that sent this event
* @param pInvoker Unit that triggered this event (like an attacker)
*/
virtual void ReceiveAIEvent(AIEventType /*eventType*/, Creature* /*pSender*/, Unit* /*pInvoker*/, uint32 /*miscValue*/) {}
// Reset should be defined here, as it is called from out the AI ctor now
virtual void Reset() {}
protected:
void HandleMovementOnAttackStart(Unit* victim);
///== Fields =======================================
/// Pointer to the Creature controlled by this AI
Creature* const m_creature;
/// Combat movement currently enabled
uint32 m_combatMovement;
/// How should an enemy be chased
float m_attackDistance;
float m_attackAngle;
};
struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
{
SelectableAI(const char* id) : FactoryHolder<CreatureAI>(id) {}
};
template<class REAL_AI>
struct CreatureAIFactory : public SelectableAI
{
CreatureAIFactory(const char* name) : SelectableAI(name) {}
CreatureAI* Create(void*) const override;
int Permit(const Creature* c) const { return REAL_AI::Permissible(c); }
};
enum Permitions
{
PERMIT_BASE_NO = -1,
PERMIT_BASE_IDLE = 1,
PERMIT_BASE_REACTIVE = 100,
PERMIT_BASE_PROACTIVE = 200,
PERMIT_BASE_FACTION_SPECIFIC = 400,
PERMIT_BASE_SPECIAL = 800
};
typedef FactoryHolder<CreatureAI> CreatureAICreator;
typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
#endif