EverWrath/src/server/game/AI/CoreAI/UnitAI.h

340 lines
12 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_UNITAI_H
#define ACORE_UNITAI_H
#include "Containers.h"
#include "Define.h"
#include "Unit.h"
#include <list>
class Player;
class Quest;
class Unit;
struct AISpellInfoType;
//Selection method used by SelectTarget
enum SelectAggroTarget
{
SELECT_TARGET_RANDOM = 0, //Just selects a random target
SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST,
};
// default predicate function to select target based on distance, player and/or aura criteria
struct DefaultTargetSelector : public Acore::unary_function<Unit*, bool>
{
const Unit* me;
float m_dist;
bool m_playerOnly;
int32 m_aura;
// unit: the reference unit
// dist: if 0: ignored, if > 0: maximum distance to the reference unit, if < 0: minimum distance to the reference unit
// playerOnly: self explaining
// aura: if 0: ignored, if > 0: the target shall have the aura, if < 0, the target shall NOT have the aura
DefaultTargetSelector(Unit const* unit, float dist, bool playerOnly, int32 aura) : me(unit), m_dist(dist), m_playerOnly(playerOnly), m_aura(aura) {}
bool operator()(Unit const* target) const
{
if (!me)
return false;
if (!target)
return false;
if (m_playerOnly && (target->GetTypeId() != TYPEID_PLAYER))
return false;
if (m_dist > 0.0f && !me->IsWithinCombatRange(target, m_dist))
return false;
if (m_dist < 0.0f && me->IsWithinCombatRange(target, -m_dist))
return false;
if (m_aura)
{
if (m_aura > 0)
{
if (!target->HasAura(m_aura))
return false;
}
else
{
if (target->HasAura(-m_aura))
return false;
}
}
return true;
}
};
// Target selector for spell casts checking range, auras and attributes
// TODO: Add more checks from Spell::CheckCast
struct SpellTargetSelector : public Acore::unary_function<Unit*, bool>
{
public:
SpellTargetSelector(Unit* caster, uint32 spellId);
bool operator()(Unit const* target) const;
private:
Unit const* _caster;
SpellInfo const* _spellInfo;
};
// Very simple target selector, will just skip main target
// NOTE: When passing to UnitAI::SelectTarget remember to use 0 as position for random selection
// because tank will not be in the temporary list
struct NonTankTargetSelector : public Acore::unary_function<Unit*, bool>
{
public:
NonTankTargetSelector(Creature* source, bool playerOnly = true) : _source(source), _playerOnly(playerOnly) { }
bool operator()(Unit const* target) const;
private:
Creature const* _source;
bool _playerOnly;
};
// Simple selector for units using mana
struct PowerUsersSelector : public Acore::unary_function<Unit*, bool>
{
Unit const* _me;
Powers const _power;
float const _dist;
bool const _playerOnly;
PowerUsersSelector(Unit const* unit, Powers power, float dist, bool playerOnly) : _me(unit), _power(power), _dist(dist), _playerOnly(playerOnly) { }
bool operator()(Unit const* target) const
{
if (!_me || !target)
return false;
if (target->getPowerType() != _power)
return false;
if (_playerOnly && target->GetTypeId() != TYPEID_PLAYER)
return false;
if (_dist > 0.0f && !_me->IsWithinCombatRange(target, _dist))
return false;
if (_dist < 0.0f && _me->IsWithinCombatRange(target, -_dist))
return false;
return true;
}
};
struct FarthestTargetSelector : public Acore::unary_function<Unit*, bool>
{
FarthestTargetSelector(Unit const* unit, float dist, bool playerOnly, bool inLos) : _me(unit), _dist(dist), _playerOnly(playerOnly), _inLos(inLos) {}
bool operator()(Unit const* target) const
{
if (!_me || !target)
return false;
if (_playerOnly && target->GetTypeId() != TYPEID_PLAYER)
return false;
if (_dist > 0.0f && !_me->IsWithinCombatRange(target, _dist))
return false;
if (_inLos && !_me->IsWithinLOSInMap(target))
return false;
return true;
}
private:
const Unit* _me;
float _dist;
bool _playerOnly;
bool _inLos;
};
class UnitAI
{
protected:
Unit* const me;
public:
explicit UnitAI(Unit* unit) : me(unit) {}
virtual ~UnitAI() {}
virtual bool CanAIAttack(Unit const* /*target*/) const { return true; }
virtual void AttackStart(Unit* /*target*/);
virtual void UpdateAI(uint32 /*diff*/) = 0;
virtual void InitializeAI() { if (!me->isDead()) Reset(); }
virtual void Reset() {};
// Called when unit is charmed
virtual void OnCharmed(bool apply) = 0;
// Pass parameters between AI
virtual void DoAction(int32 /*param*/) {}
virtual uint32 GetData(uint32 /*id = 0*/) const { return 0; }
virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
virtual void SetGUID(ObjectGuid /*guid*/, int32 /*id*/ = 0) {}
virtual ObjectGuid GetGUID(int32 /*id*/ = 0) const { return ObjectGuid::Empty; }
Unit* SelectTarget(SelectAggroTarget targetType, uint32 position = 0, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
// Select the targets satifying the predicate.
// predicate shall extend Acore::unary_function<Unit*, bool>
template <class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE const& predicate)
{
ThreatContainer::StorageType const& threatlist = me->getThreatMgr().getThreatList();
if (position >= threatlist.size())
return nullptr;
std::list<Unit*> targetList;
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
if (position >= targetList.size())
return nullptr;
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(Acore::ObjectDistanceOrderPred(me));
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::iterator itr = targetList.begin();
std::advance(itr, position);
return *itr;
}
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
std::advance(ritr, position);
return *ritr;
}
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::iterator itr = targetList.begin();
std::advance(itr, urand(position, targetList.size() - 1));
return *itr;
}
default:
break;
}
return nullptr;
}
void SelectTargetList(std::list<Unit*>& targetList, uint32 num, SelectAggroTarget targetType, float dist = 0.0f, bool playerOnly = false, int32 aura = 0);
// Select the targets satifying the predicate.
// predicate shall extend Acore::unary_function<Unit*, bool>
template <class PREDICATE> void SelectTargetList(std::list<Unit*>& targetList, PREDICATE const& predicate, uint32 maxTargets, SelectAggroTarget targetType)
{
ThreatContainer::StorageType const& threatlist = me->getThreatMgr().getThreatList();
if (threatlist.empty())
return;
for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
if (predicate((*itr)->getTarget()))
targetList.push_back((*itr)->getTarget());
if (targetList.size() < maxTargets)
return;
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(Acore::ObjectDistanceOrderPred(me));
if (targetType == SELECT_TARGET_FARTHEST || targetType == SELECT_TARGET_BOTTOMAGGRO)
targetList.reverse();
if (targetType == SELECT_TARGET_RANDOM)
Acore::Containers::RandomResize(targetList, maxTargets);
else
targetList.resize(maxTargets);
}
// Called at any Damage to any victim (before damage apply)
virtual void DamageDealt(Unit* /*victim*/, uint32& /*damage*/, DamageEffectType /*damageType*/) { }
// Called at any Damage from any attacker (before damage apply)
// Note: it for recalculation damage or special reaction at damage
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/ ) {}
// Called when the creature receives heal
virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
// Called when the unit heals
virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
void AttackStartCaster(Unit* victim, float dist);
void DoAddAuraToAllHostilePlayers(uint32 spellid);
void DoCast(uint32 spellId);
void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
inline void DoCastSelf(uint32 spellId, bool triggered = false) { DoCast(me, spellId, triggered); }
void DoCastToAllHostilePlayers(uint32 spellid, bool triggered = false);
void DoCastVictim(uint32 spellId, bool triggered = false);
void DoCastAOE(uint32 spellId, bool triggered = false);
void DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition = 0, float dist = 0.0f, bool playerOnly = true, bool triggered = false);
float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
void DoMeleeAttackIfReady();
bool DoSpellAttackIfReady(uint32 spell);
static AISpellInfoType* AISpellInfo;
static void FillAISpellInfo();
virtual void sGossipHello(Player* /*player*/) {}
virtual void sGossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) {}
virtual void sGossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) {}
virtual void sQuestAccept(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestSelect(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestComplete(Player* /*player*/, Quest const* /*quest*/) {}
virtual void sQuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) {}
virtual void sOnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
};
class PlayerAI : public UnitAI
{
protected:
Player* const me;
public:
explicit PlayerAI(Player* player) : UnitAI((Unit*)player), me(player) {}
void OnCharmed(bool apply) override;
};
class SimpleCharmedAI : public PlayerAI
{
public:
void UpdateAI(uint32 diff) override;
SimpleCharmedAI(Player* player): PlayerAI(player) {}
};
#endif