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follower_ai.h
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65 lines (45 loc) · 2.55 KB
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/* This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_FOLLOWERAI_H
#define SC_FOLLOWERAI_H
enum FollowState
{
STATE_FOLLOW_NONE = 0x000,
STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow
STATE_FOLLOW_RETURNING = 0x002, // when returning to combat start after being in combat
STATE_FOLLOW_PAUSED = 0x004, // disables following
STATE_FOLLOW_COMPLETE = 0x008, // follow is completed and may end
STATE_FOLLOW_PREEVENT = 0x010, // not implemented (allow pre event to run, before follow is initiated)
STATE_FOLLOW_POSTEVENT = 0x020 // can be set at complete and allow post event to run
};
class FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* pCreature);
~FollowerAI() {}
// virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 uiMotionType, uint32 uiPointId) override;
void AttackStart(Unit*) override;
void MoveInLineOfSight(Unit*) override;
void EnterEvadeMode() override;
void JustDied(Unit*) override;
void JustRespawned() override;
void UpdateAI(const uint32) override; // the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(const uint32); // used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);
void SetFollowPaused(bool bPaused); // if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
protected:
Player* GetLeaderForFollower();
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
bool AssistPlayerInCombat(Unit* pWho);
ObjectGuid m_leaderGuid;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
const Quest* m_pQuestForFollow; // normally we have a quest
};
#endif