[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use.
[AHbot.git] / src / game / CreatureAI.h
blob9b6e29f2969136f31bd8d0b6677a3ef3f543fd5f
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef MANGOS_CREATUREAI_H
20 #define MANGOS_CREATUREAI_H
22 #include "Common.h"
23 #include "Platform/Define.h"
24 #include "Policies/Singleton.h"
25 #include "Dynamic/ObjectRegistry.h"
26 #include "Dynamic/FactoryHolder.h"
28 class Unit;
29 class Creature;
30 class WorldObject;
31 struct SpellEntry;
33 #define TIME_INTERVAL_LOOK 5000
34 #define VISIBILITY_RANGE 10000
36 class MANGOS_DLL_SPEC CreatureAI
38 public:
39 explicit CreatureAI(Creature* creature) : m_creature(creature) {}
41 virtual ~CreatureAI();
43 ///== Reactions At =================================
45 // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
46 virtual void MoveInLineOfSight(Unit *) {}
48 // Called for reaction at stopping attack at no attackers or targets
49 virtual void EnterEvadeMode() {}
51 // Called at reaching home after evade
52 virtual void JustReachedHome() {}
54 // Called at any heal cast/item used (call non implemented)
55 virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
57 // Called at any Damage to any victim (before damage apply)
58 virtual void DamageDeal(Unit * /*done_to*/, uint32 & /*damage*/) {}
60 // Called at any Damage from any attacker (before damage apply)
61 // Note: it for recalculation damage or special reaction at damage
62 // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
63 virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
65 // Called when the creature is killed
66 virtual void JustDied(Unit *) {}
68 // Called when the creature kills a unit
69 virtual void KilledUnit(Unit *) {}
71 // Called when the creature summon successfully other creature
72 virtual void JustSummoned(Creature* ) {}
74 virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
76 // Called when hit by a spell
77 virtual void SpellHit(Unit*, const SpellEntry*) {}
79 // Called when spell hits creature's target
80 virtual void SpellHitTarget(Unit*, const SpellEntry*) {}
82 // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
83 virtual void AttackedBy(Unit* attacker);
85 // Called when creature is spawned or respawned (for reseting variables)
86 virtual void JustRespawned() {}
88 // Called at waypoint reached or point movement finished
89 virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
91 ///== Triggered Actions Requested ==================
93 // Called when creature attack expected (if creature can and no have current victim)
94 // Note: for reaction at hostile action must be called AttackedBy function.
95 virtual void AttackStart(Unit *) {}
97 // Called at World update tick
98 virtual void UpdateAI(const uint32 diff ) {}
100 ///== State checks =================================
102 // Is unit visible for MoveInLineOfSight
103 virtual bool IsVisible(Unit *) const { return false; }
105 // Called when victim entered water and creature can not enter water
106 virtual bool canReachByRangeAttack(Unit*) { return false; }
108 ///== Fields =======================================
110 // Pointer to controlled by AI creature
111 Creature* const m_creature;
114 struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
117 SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
120 template<class REAL_AI>
121 struct CreatureAIFactory : public SelectableAI
123 CreatureAIFactory(const char *name) : SelectableAI(name) {}
125 CreatureAI* Create(void *) const;
127 int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
130 enum Permitions
132 PERMIT_BASE_NO = -1,
133 PERMIT_BASE_IDLE = 1,
134 PERMIT_BASE_REACTIVE = 100,
135 PERMIT_BASE_PROACTIVE = 200,
136 PERMIT_BASE_FACTION_SPECIFIC = 400,
137 PERMIT_BASE_SPECIAL = 800
140 typedef FactoryHolder<CreatureAI> CreatureAICreator;
141 typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
142 typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
143 #endif