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