72dd540b67
Co-authored-by: Cursor <cursoragent@cursor.com>
88 lines
3.2 KiB
C++
88 lines
3.2 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
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your 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 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_GAMEOBJECTAI_H
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#define ACORE_GAMEOBJECTAI_H
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#include "CreatureAI.h"
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#include "Define.h"
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#include "GameObject.h"
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#include "Object.h"
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#include "QuestDef.h"
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class Creature;
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class GameObject;
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class Unit;
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class SpellInfo;
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class AC_GAME_API GameObjectAI
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{
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protected:
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GameObject* const me;
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public:
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explicit GameObjectAI(GameObject* go) : me(go) {}
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virtual ~GameObjectAI() {}
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virtual void UpdateAI(uint32 /*diff*/) {}
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virtual void InitializeAI() { Reset(); }
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virtual void Reset() { }
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// Pass parameters between AI
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virtual void DoAction(int32 /*param = 0 */) {}
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virtual void SetGUID(ObjectGuid const& /*guid*/, int32 /*id = 0 */) {}
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virtual ObjectGuid GetGUID(int32 /*id = 0 */) const { return ObjectGuid::Empty; }
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static int32 Permissible(GameObject const* go);
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virtual bool GossipHello(Player* /*player*/, bool /*reportUse*/) { return false; }
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virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
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virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
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virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
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virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
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virtual uint32 GetDialogStatus(Player* /*player*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
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virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
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virtual uint32 GetData(uint32 /*id*/) const { return 0; }
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virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
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virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
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virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) {}
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virtual void EventInform(uint32 /*eventId*/) {}
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virtual void SpellHit(Unit* /*unit*/, SpellInfo const* /*spellInfo*/) {}
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virtual bool CanBeSeen(Player const* /*seer*/) { return true; }
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// Called when the gameobject summon successfully other creature
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virtual void JustSummoned(Creature* /*summon*/) {}
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virtual void SummonedCreatureDespawn(Creature* /*summon*/) {}
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virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {}
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virtual void SummonedCreatureEvade(Creature* /*summon*/) {}
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};
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class NullGameObjectAI : public GameObjectAI
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{
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public:
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explicit NullGameObjectAI(GameObject* go);
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void UpdateAI(uint32 /*diff*/) override {}
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static int32 Permissible(GameObject const* go);
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};
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#endif
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