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ElunaCreatureAI.h
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ElunaCreatureAI.h
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/*
* Copyright (C) 2010 - 2024 Eluna Lua Engine <https://elunaluaengine.github.io/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_CREATURE_AI_H
#define _ELUNA_CREATURE_AI_H
#include "LuaEngine.h"
#if defined ELUNA_CMANGOS
#include "AI/BaseAI/CreatureAI.h"
#endif
#if defined ELUNA_TRINITY
struct ScriptedAI;
typedef ScriptedAI NativeScriptedAI;
#elif defined ELUNA_CMANGOS || ELUNA_MANGOS
class CreatureAI;
typedef CreatureAI NativeScriptedAI;
#elif defined ELUNA_VMANGOS
class BasicAI;
typedef BasicAI NativeScriptedAI;
#endif
struct ElunaCreatureAI : NativeScriptedAI
{
// used to delay the spawn hook triggering on AI creation
bool justSpawned;
// used to delay movementinform hook (WP hook)
std::vector< std::pair<uint32, uint32> > movepoints;
#if !defined ELUNA_TRINITY
#define me m_creature
#endif
ElunaCreatureAI(Creature* creature) : NativeScriptedAI(creature), justSpawned(true)
{
}
~ElunaCreatureAI() { }
//Called at World update tick
#if !defined ELUNA_TRINITY
void UpdateAI(const uint32 diff) override
#else
void UpdateAI(uint32 diff) override
#endif
{
#if !defined ELUNA_TRINITY
if (justSpawned)
{
justSpawned = false;
JustRespawned();
}
#endif
if (!movepoints.empty())
{
for (auto& point : movepoints)
{
if (!me->GetEluna()->MovementInform(me, point.first, point.second))
NativeScriptedAI::MovementInform(point.first, point.second);
}
movepoints.clear();
}
if (!me->GetEluna()->UpdateAI(me, diff))
{
#if !defined ELUNA_MANGOS
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
#else
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE))
#endif
NativeScriptedAI::UpdateAI(diff);
}
}
#if defined ELUNA_TRINITY
// Called for reaction when initially engaged - this will always happen _after_ JustEnteredCombat
// Called at creature aggro either by MoveInLOS or Attack Start
void JustEngagedWith(Unit* target) override
{
if (!me->GetEluna()->EnterCombat(me, target))
NativeScriptedAI::JustEngagedWith(target);
}
#else
//Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* target) override
{
if (!me->GetEluna()->EnterCombat(me, target))
NativeScriptedAI::EnterCombat(target);
}
#endif
// Called at any Damage from any attacker (before damage apply)
#if defined ELUNA_TRINITY || defined ELUNA_CMANGOS
void DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damageType, SpellInfo const* spellInfo) override
#else
void DamageTaken(Unit* attacker, uint32& damage) override
#endif
{
if (!me->GetEluna()->DamageTaken(me, attacker, damage))
{
#if defined ELUNA_TRINITY || defined ELUNA_CMANGOS
NativeScriptedAI::DamageTaken(attacker, damage, damageType, spellInfo);
#else
NativeScriptedAI::DamageTaken(attacker, damage);
#endif
}
}
//Called at creature death
void JustDied(Unit* killer) override
{
if (!me->GetEluna()->JustDied(me, killer))
NativeScriptedAI::JustDied(killer);
}
//Called at creature killing another unit
void KilledUnit(Unit* victim) override
{
if (!me->GetEluna()->KilledUnit(me, victim))
NativeScriptedAI::KilledUnit(victim);
}
// Called when the creature summon successfully other creature
void JustSummoned(Creature* summon) override
{
if (!me->GetEluna()->JustSummoned(me, summon))
NativeScriptedAI::JustSummoned(summon);
}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* summon) override
{
if (!me->GetEluna()->SummonedCreatureDespawn(me, summon))
NativeScriptedAI::SummonedCreatureDespawn(summon);
}
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 type, uint32 id) override
{
// delayed since hook triggers before actually reaching the point
// and starting new movement would bug
movepoints.push_back(std::make_pair(type, id));
}
// Called before EnterCombat even before the creature is in combat.
void AttackStart(Unit* target) override
{
if (!me->GetEluna()->AttackStart(me, target))
NativeScriptedAI::AttackStart(target);
}
#if defined ELUNA_TRINITY
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode(EvadeReason /*why*/) override
#else
void EnterEvadeMode() override
#endif
{
if (!me->GetEluna()->EnterEvadeMode(me))
NativeScriptedAI::EnterEvadeMode();
}
#if defined ELUNA_TRINITY
// Called when creature appears in the world (spawn, respawn, grid load etc...)
void JustAppeared() override
{
if (!me->GetEluna()->JustRespawned(me))
NativeScriptedAI::JustAppeared();
}
#else
// Called when creature is spawned or respawned (for reseting variables)
void JustRespawned() override
{
if (!me->GetEluna()->JustRespawned(me))
NativeScriptedAI::JustRespawned();
}
#endif
// Called at reaching home after evade
void JustReachedHome() override
{
if (!me->GetEluna()->JustReachedHome(me))
NativeScriptedAI::JustReachedHome();
}
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 emoteId) override
{
if (!me->GetEluna()->ReceiveEmote(me, player, emoteId))
NativeScriptedAI::ReceiveEmote(player, emoteId);
}
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay) override
{
if (!me->GetEluna()->CorpseRemoved(me, respawnDelay))
NativeScriptedAI::CorpseRemoved(respawnDelay);
}
#if !defined ELUNA_TRINITY && !defined ELUNA_VMANGOS
// Enables use of MoveInLineOfSight
bool IsVisible(Unit* who) const override
{
return true;
}
#endif
void MoveInLineOfSight(Unit* who) override
{
if (!me->GetEluna()->MoveInLineOfSight(me, who))
NativeScriptedAI::MoveInLineOfSight(who);
}
// Called when hit by a spell
#if defined ELUNA_TRINITY
void SpellHit(WorldObject* caster, SpellInfo const* spell) override
#elif defined ELUNA_VMANGOS
void SpellHit(Unit* caster, SpellInfo const* spell)
#else
void SpellHit(Unit* caster, SpellInfo const* spell) override
#endif
{
if (!me->GetEluna()->SpellHit(me, caster, spell))
NativeScriptedAI::SpellHit(caster, spell);
}
// Called when spell hits a target
#if defined ELUNA_TRINITY
void SpellHitTarget(WorldObject* target, SpellInfo const* spell) override
#else
void SpellHitTarget(Unit* target, SpellInfo const* spell) override
#endif
{
if (!me->GetEluna()->SpellHitTarget(me, target, spell))
NativeScriptedAI::SpellHitTarget(target, spell);
}
#if defined ELUNA_TRINITY
// Called when the creature is summoned successfully by other creature
void IsSummonedBy(WorldObject* summoner) override
{
if (!summoner->ToUnit() || !me->GetEluna()->OnSummoned(me, summoner->ToUnit()))
NativeScriptedAI::IsSummonedBy(summoner);
}
void SummonedCreatureDies(Creature* summon, Unit* killer) override
{
if (!me->GetEluna()->SummonedCreatureDies(me, summon, killer))
NativeScriptedAI::SummonedCreatureDies(summon, killer);
}
// Called when owner takes damage
void OwnerAttackedBy(Unit* attacker) override
{
if (!me->GetEluna()->OwnerAttackedBy(me, attacker))
NativeScriptedAI::OwnerAttackedBy(attacker);
}
// Called when owner attacks something
void OwnerAttacked(Unit* target) override
{
if (!me->GetEluna()->OwnerAttacked(me, target))
NativeScriptedAI::OwnerAttacked(target);
}
#endif
#if !defined ELUNA_TRINITY
#undef me
#endif
};
#endif