/* * Copyright (C) 2012-2020 CypherCore * * 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 3 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 . */ using Framework.Constants; using Framework.Dynamic; using Game.Entities; using Game.Spells; namespace Game.AI { public class GameObjectAI { protected TaskScheduler _scheduler; protected EventMap _events; public GameObject me; public GameObjectAI(GameObject go) { me = go; _scheduler = new TaskScheduler(); _events = new EventMap(); } public virtual void UpdateAI(uint diff) { } public virtual void InitializeAI() { Reset(); } public virtual void Reset() { } // Pass parameters between AI public virtual void DoAction(int param = 0) { } public virtual void SetGUID(ObjectGuid guid, int id = 0) { } public virtual ObjectGuid GetGUID(int id = 0) { return ObjectGuid.Empty; } /// /// Called when the dialog status between a player and the gameobject is requested. /// public virtual QuestGiverStatus? GetDialogStatus(Player player) { return null; } /// /// Called when a player opens a gossip dialog with the gameobject. /// public virtual bool GossipHello(Player player) { return false; } /// /// Called when a player selects a gossip item in the gameobject's gossip menu. /// public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; } /// /// Called when a player selects a gossip with a code in the gameobject's gossip menu. /// public virtual bool GossipSelectCode(Player player, uint sender, uint action, string code) { return false; } /// /// Called when a player accepts a quest from the gameobject. /// public virtual void QuestAccept(Player player, Quest quest) { } /// /// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0 /// public virtual void QuestReward(Player player, Quest quest, LootItemType type, uint opt) { } // Called when a Player clicks a GameObject, before GossipHello // prevents achievement tracking if returning true public virtual bool OnReportUse(Player player) { return false; } public virtual void Destroyed(WorldObject attacker, uint eventId) { } public virtual void Damaged(WorldObject attacker, uint eventId) { } public virtual void SetData64(uint id, ulong value) { } public virtual ulong GetData64(uint id) { return 0; } public virtual uint GetData(uint id) { return 0; } public virtual void SetData(uint id, uint value) { } public virtual void OnGameEvent(bool start, ushort eventId) { } public virtual void OnLootStateChanged(uint state, Unit unit) { } public virtual void OnStateChanged(GameObjectState state) { } public virtual void EventInform(uint eventId) { } // Called when hit by a spell public virtual void SpellHit(Unit caster, SpellInfo spellInfo) { } public virtual void SpellHitByGameObject(GameObject caster, SpellInfo spellInfo) { } // Called when spell hits a target public virtual void SpellHitTarget(Unit target, SpellInfo spellInfo) { } public virtual void SpellHitTargetGameObject(GameObject target, SpellInfo spellInfo) { } // Called when the gameobject summon successfully other creature public virtual void JustSummoned(Creature summon) { } public virtual void SummonedCreatureDespawn(Creature summon) { } public virtual void SummonedCreatureDies(Creature summon, Unit killer) { } } }