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
23 #include "Platform/Define.h"
24 #include "Policies/Singleton.h"
25 #include "Dynamic/ObjectRegistry.h"
26 #include "Dynamic/FactoryHolder.h"
32 #define TIME_INTERVAL_LOOK 5000
33 #define VISIBILITY_RANGE 10000
35 class MANGOS_DLL_SPEC CreatureAI
39 virtual ~CreatureAI();
41 // Called if IsVisible(Unit *who) is true at each *who move
42 virtual void MoveInLineOfSight(Unit
*) = 0;
44 // Called at each attack of m_creature by any victim
45 virtual void AttackStart(Unit
*) = 0;
47 // Called at stopping attack by any attacker
48 virtual void EnterEvadeMode() = 0;
50 // Called at any heal cast/item used (call non implemented)
51 virtual void HealBy(Unit
* /*healer*/, uint32
/*amount_healed*/) {}
53 // Called at any Damage to any victim (before damage apply)
54 virtual void DamageDeal(Unit
* /*done_to*/, uint32
& /*damage*/) {}
56 // Called at any Damage from any attacker (before damage apply)
57 virtual void DamageTaken(Unit
*done_by
, uint32
& /*damage*/) { AttackedBy(done_by
); }
59 // Is unit visible for MoveInLineOfSight
60 virtual bool IsVisible(Unit
*) const = 0;
62 // Called at World update tick
63 virtual void UpdateAI(const uint32 diff
) = 0;
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 vitim entered water and creature can not enter water
80 virtual bool canReachByRangeAttack(Unit
*) { return false; }
82 // Called when the creature is attacked
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*/) {}
92 struct SelectableAI
: public FactoryHolder
<CreatureAI
>, public Permissible
<Creature
>
95 SelectableAI(const char *id
) : FactoryHolder
<CreatureAI
>(id
) {}
98 template<class REAL_AI
>
99 struct CreatureAIFactory
: public SelectableAI
101 CreatureAIFactory(const char *name
) : SelectableAI(name
) {}
103 CreatureAI
* Create(void *) const;
105 int Permit(const Creature
*c
) const { return REAL_AI::Permissible(c
); }
111 PERMIT_BASE_IDLE
= 1,
112 PERMIT_BASE_REACTIVE
= 100,
113 PERMIT_BASE_PROACTIVE
= 200,
114 PERMIT_BASE_FACTION_SPECIFIC
= 400,
115 PERMIT_BASE_SPECIAL
= 800
118 typedef FactoryHolder
<CreatureAI
> CreatureAICreator
;
119 typedef FactoryHolder
<CreatureAI
>::FactoryHolderRegistry CreatureAIRegistry
;
120 typedef FactoryHolder
<CreatureAI
>::FactoryHolderRepository CreatureAIRepository
;