Files
Viano-Core/src/server/game/AI/PlayerAI/PlayerAI.h
T
2016-02-25 09:34:24 +01:00

61 lines
2.4 KiB
C++

/*
* Copyright (C) 2016-2016 TrinityCore <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_PLAYERAI_H
#define TRINITY_PLAYERAI_H
#include "UnitAI.h"
#include "Player.h"
#include "Creature.h"
class PlayerAI : public UnitAI
{
public:
explicit PlayerAI(Player* player) : UnitAI(static_cast<Unit*>(player)), me(player), _isSelfHealer(PlayerAI::IsPlayerHealer(player)), _isSelfRangedAttacker(PlayerAI::IsPlayerRangedAttacker(player)) { }
void OnCharmed(bool /*apply*/) override { } // charm AI application for players is handled by Unit::SetCharmedBy / Unit::RemoveCharmedBy
// helper functions to determine player info
static bool IsPlayerHealer(Player const* who);
bool IsHealer(Player const* who = nullptr) const { return (!who || who == me) ? _isSelfHealer : IsPlayerHealer(who); }
static bool IsPlayerRangedAttacker(Player const* who);
bool IsRangedAttacker(Player const* who = nullptr) const { return (!who || who == me) ? _isSelfRangedAttacker : IsPlayerRangedAttacker(who); }
protected:
Player* const me;
void SetIsRangedAttacker(bool state) { _isSelfRangedAttacker = state; } // this allows overriding of the default ranged attacker detection
virtual Unit* SelectAttackTarget() const { return me->GetCharmer() ? me->GetCharmer()->GetVictim() : nullptr; }
void DoRangedAttackIfReady();
void DoAutoAttackIfReady();
private:
bool _isSelfHealer;
bool _isSelfRangedAttacker;
};
class SimpleCharmedPlayerAI : public PlayerAI
{
public:
SimpleCharmedPlayerAI(Player* player) : PlayerAI(player) { }
void UpdateAI(uint32 diff) override;
void OnCharmed(bool apply) override;
Unit* SelectAttackTarget() const override;
};
#endif