Refactoring part 2 [W.I.P]
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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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 "Creature.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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class SpellInfo;
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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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SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed
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SELECT_EFFECT_DAMAGE, //Spell does damage
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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 CreatureAI : public UnitAI
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{
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protected:
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Creature* const me;
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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void SetGazeOn(Unit* target);
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Creature* DoSummon(uint32 entry, Position const& pos, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature* DoSummon(uint32 entry, WorldObject* obj, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature* DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius = 5.0f, uint32 despawnTime = 30000, TempSummonType summonType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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public:
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void Talk(uint8 id, WorldObject const* whisperTarget = NULL);
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explicit CreatureAI(Creature* creature) : UnitAI(creature), me(creature), m_MoveInLineOfSight_locked(false) {}
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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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void MoveInLineOfSight_Safe(Unit* who);
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// Called in Creature::Update when deathstate = DEAD. Inherited classes may maniuplate the ability to respawn based on scripted events.
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virtual bool CanRespawn() { return true; }
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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* /*victim*/) {}
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// Called when the creature is killed
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virtual void JustDied(Unit* /*killer*/) {}
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// Called when the creature kills a unit
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virtual void KilledUnit(Unit* /*victim*/) {}
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// Called when the creature summon successfully other creature
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virtual void JustSummoned(Creature* /*summon*/) {}
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virtual void IsSummonedBy(Unit* /*summoner*/) {}
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virtual void SummonedCreatureDespawn(Creature* /*summon*/) {}
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virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {}
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// Called when hit by a spell
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virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
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// Called when spell hits a target
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virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
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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 /*type*/, uint32 /*id*/) {}
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void OnCharmed(bool apply);
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// Called at reaching home after evade
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virtual void JustReachedHome() {}
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void DoZoneInCombat(Creature* creature = NULL, float maxRangeToNearestTarget = 50.0f);
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// Called at text emote receive from player
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virtual void ReceiveEmote(Player* /*player*/, uint32 /*emoteId*/) {}
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// Called when owner takes damage
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virtual void OwnerAttackedBy(Unit* /*attacker*/) {}
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// Called when owner attacks something
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virtual void OwnerAttacked(Unit* /*target*/) {}
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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(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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virtual void PassengerBoarded(Unit* /*passenger*/, int8 /*seatId*/, bool /*apply*/) {}
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virtual void OnSpellClick(Unit* /*clicker*/, bool& /*result*/) { }
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virtual bool CanSeeAlways(WorldObject const* /*obj*/) { return false; }
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virtual bool CanBeSeen(Player const* /*seer*/) { return true; }
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protected:
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virtual void MoveInLineOfSight(Unit* /*who*/);
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bool _EnterEvadeMode();
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private:
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bool m_MoveInLineOfSight_locked;
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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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#endif
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