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https://github.com/liyunfan1223/azerothcore-wotlk.git
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73 lines
2.4 KiB
C++
73 lines
2.4 KiB
C++
/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* 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 TRINITY_PETAI_H
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#define TRINITY_PETAI_H
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#include "CreatureAI.h"
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#include "Timer.h"
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class Creature;
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class Spell;
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class PetAI : public CreatureAI
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{
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public:
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explicit PetAI(Creature* c);
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void UpdateAI(uint32);
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static int Permissible(const Creature*);
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void KilledUnit(Unit* /*victim*/);
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void AttackStart(Unit* target);
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void MovementInform(uint32 moveType, uint32 data);
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void OwnerAttackedBy(Unit* attacker);
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void OwnerAttacked(Unit* target);
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void AttackedBy(Unit* attacker);
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void ReceiveEmote(Player* player, uint32 textEmote);
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// The following aren't used by the PetAI but need to be defined to override
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// default CreatureAI functions which interfere with the PetAI
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//
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void MoveInLineOfSight(Unit* /*who*/) {} // CreatureAI interferes with returning pets
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void MoveInLineOfSight_Safe(Unit* /*who*/) {} // CreatureAI interferes with returning pets
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void EnterEvadeMode() {} // For fleeing, pets don't use this type of Evade mechanic
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void SpellHit(Unit* caster, const SpellInfo* spellInfo);
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private:
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bool _isVisible(Unit*) const;
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bool _needToStop(void);
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void _stopAttack(void);
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void _doMeleeAttack();
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bool _canMeleeAttack() const;
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void UpdateAllies();
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TimeTracker i_tracker;
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std::set<uint64> m_AllySet;
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uint32 m_updateAlliesTimer;
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Unit* SelectNextTarget(bool allowAutoSelect) const;
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void HandleReturnMovement();
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void DoAttack(Unit* target, bool chase);
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bool CanAttack(Unit* target, const SpellInfo* spellInfo = NULL);
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void ClearCharmInfoFlags();
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};
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#endif
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