Files
mod-ale/CreatureMethods.h
2014-08-23 15:41:19 +03:00

1166 lines
31 KiB
C++

/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef CREATUREMETHODS_H
#define CREATUREMETHODS_H
/***
* Non-[Player] controlled [Unit]s.
*
* Inherits [Object], [WorldObject], [Unit]
*/
namespace LuaCreature
{
/* BOOLEAN */
/**
* Returns `true` if the [Creature] is set to not give reputation when killed,
* and returns `false` otherwise.
*
* @return bool reputationDisabled
*/
int IsReputationGainDisabled(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsReputationGainDisabled());
return 1;
}
/**
* Returns `true` if the [Creature] can regenerate its health out-of-combat,
* and returns `false` otherwise.
*
* @return bool regeneratesHealth
*/
int CanRegenerateHealth(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->IsRegeneratingHealth());
#else
Eluna::Push(L, creature->isRegeneratingHealth());
#endif
return 1;
}
/**
* Returns `true` if the [Creature] completes the [Quest] with the ID `questID`,
* and returns `false` otherwise.
*
* @param uint32 questID : the ID of a [Quest]
* @return bool completesQuest
*/
int CanCompleteQuest(lua_State* L, Creature* creature)
{
uint32 quest_id = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, creature->HasInvolvedQuest(quest_id));
#else
Eluna::Push(L, creature->hasInvolvedQuest(quest_id));
#endif
return 1;
}
/**
* Returns `true` if the [Creature] can be targeted for attack,
* and returns `false` otherwise.
*
* @param bool mustBeDead = false : if `true`, only returns `true` if the [Creature] is also dead. Otherwise, it must be alive.
* @return bool targetable
*/
int IsTargetableForAttack(lua_State* L, Creature* creature)
{
bool mustBeDead = Eluna::CHECKVAL<bool>(L, 2, false);
#ifdef MANGOS
Eluna::Push(L, creature->IsTargetableForAttack(mustBeDead));
#else
Eluna::Push(L, creature->isTargetableForAttack(mustBeDead));
#endif
return 1;
}
/**
* Returns `true` if the [Creature] can assist `friend` in combat against `enemy`,
* and returns `false` otherwise.
*
* @param Unit friend : the Unit we will be assisting
* @param Unit enemy : the Unit that we would attack if we assist `friend`
* @param bool checkFaction = true : if `true`, the [Creature] must be the same faction as `friend` to assist
* @return bool canAssist
*/
int CanAssistTo(lua_State* L, Creature* creature)
{
Unit* u = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* enemy = Eluna::CHECKOBJ<Unit>(L, 3);
bool checkfaction = Eluna::CHECKVAL<bool>(L, 4, true);
Eluna::Push(L, creature->CanAssistTo(u, enemy, checkfaction));
return 1;
}
/**
* Returns `true` if the [Creature] has searched for combat assistance already,
* and returns `false` otherwise.
*
* @return bool searchedForAssistance
*/
int HasSearchedAssistance(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->HasSearchedAssistance());
return 1;
}
/**
* Returns `true` if the [Creature] will give its loot to `player`,
* and returns `false` otherwise.
*
* @return bool tapped
*/
int IsTappedBy(lua_State* L, Creature* creature)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#ifdef MANGOS
Eluna::Push(L, creature->IsTappedBy(player));
#else
Eluna::Push(L, creature->isTappedBy(player));
#endif
return 1;
}
/**
* Returns `true` if the [Creature] will give its loot to a [Player] or [Group],
* and returns `false` otherwise.
*
* @return bool hasLootRecipient
*/
int HasLootRecipient(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->HasLootRecipient());
#else
Eluna::Push(L, creature->hasLootRecipient());
#endif
return 1;
}
/**
* Returns `true` if the [Creature] can start attacking nearby hostile [Unit]s,
* and returns `false` otherwise.
*
* @return bool canAggro
*/
int CanAggro(lua_State* L, Creature* creature)
{
#ifdef TRINITY
Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC));
#else
// Eluna::Push(L, creature->CanInitiateAttack());
Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE));
#endif
return 1;
}
/**
* Returns `true` if the [Creature] can move through deep water,
* and returns `false` otherwise.
*
* @return bool canSwim
*/
int CanSwim(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanSwim());
return 1;
}
/**
* Returns `true` if the [Creature] can move on land,
* and returns `false` otherwise.
*
* @return bool canWalk
*/
int CanWalk(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanWalk());
return 1;
}
/**
* Returns `true` if the [Creature] is returning to its spawn position from combat,
* and returns `false` otherwise.
*
* @return bool inEvadeMode
*/
int IsInEvadeMode(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsInEvadeMode());
return 1;
}
/**
* Returns `true` if the [Creature]'s rank is Elite or Rare Elite,
* and returns `false` otherwise.
*
* @return bool isElite
*/
int IsElite(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->IsElite());
#else
Eluna::Push(L, creature->isElite());
#endif
return 1;
}
/**
* Returns `true` if the [Creature] is a city guard,
* and returns `false` otherwise.
*
* @return bool isGuard
*/
int IsGuard(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsGuard());
return 1;
}
/**
* Returns `true` if the [Creature] is a civilian,
* and returns `false` otherwise.
*
* @return bool isCivilian
*/
int IsCivilian(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsCivilian());
return 1;
}
/**
* Returns `true` if the [Creature] is the leader of a player faction,
* and returns `false` otherwise.
*
* @return bool isLeader
*/
int IsRacialLeader(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsRacialLeader());
return 1;
}
/**
* Returns `true` if the [Creature]'s rank is Boss,
* and returns `false` otherwise.
*
* @return bool isWorldBoss
*/
int IsWorldBoss(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->IsWorldBoss());
#else
Eluna::Push(L, creature->isWorldBoss());
#endif
return 1;
}
/**
* Returns `true` if the [Creature] cannot cast `spellId` due to a category cooldown,
* and returns `false` otherwise.
*
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasCategoryCooldown(lua_State* L, Creature* creature)
{
uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, creature->HasCategoryCooldown(spell));
return 1;
}
/**
* Returns `true` if the [Creature] can cast `spellId` when mind-controlled,
* and returns `false` otherwise.
*
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasSpell
*/
int HasSpell(lua_State* L, Creature* creature)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, creature->HasSpell(id));
return 1;
}
/**
* Returns `true` if the [Creature] starts the [Quest] `questId`,
* and returns `false` otherwise.
*
* @param uint32 questId : the ID of a [Quest]
* @return bool hasQuest
*/
int HasQuest(lua_State* L, Creature* creature)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, creature->HasQuest(questId));
#else
Eluna::Push(L, creature->hasQuest(questId));
#endif
return 1;
}
/**
* Returns `true` if the [Creature] has `spellId` on cooldown,
* and returns `false` otherwise.
*
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasSpellCooldown(lua_State* L, Creature* creature)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, creature->HasSpellCooldown(spellId));
return 1;
}
/**
* Returns `true` if the [Creature] can fly,
* and returns `false` otherwise.
*
* @return bool canFly
*/
int CanFly(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanFly());
return 1;
}
#ifdef TRINITY
/**
* Returns `true` if the [Creature] is an invisible trigger,
* and returns `false` otherwise.
*
* @return bool canFly
*/
int IsTrigger(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsTrigger());
return 1;
}
int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
}
int CanStartAttack(lua_State* L, Creature* creature) // TODO: Implement core side
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
bool force = Eluna::CHECKVAL<bool>(L, 3, true);
Eluna::Push(L, creature->CanStartAttack(target, force));
return 1;
}
int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, creature->HasLootMode(lootMode));
return 1;
}
#endif
/* GETTERS */
/**
* Returns the time it takes for this [Creature] to respawn once killed.
*
* This value does not usually change over a [Creature]'s lifespan,
* but can be modified by [Creature:SetRespawnDelay].
*
* @return uint32 respawnDelay : the respawn delay, in seconds
*/
int GetRespawnDelay(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetRespawnDelay());
return 1;
}
/**
* Returns the radius the [Creature] is permitted to wander from its
* respawn point.
*
* @return float wanderRadius
*/
int GetWanderRadius(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetRespawnRadius());
return 1;
}
#ifdef TRINITY
/**
* Returns the current waypoint path ID of the [Creature].
*
* @return uint32 pathId
*/
int GetWaypointPath(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetWaypointPath());
return 1;
}
#endif
/**
* Returns the current waypoint ID of the [Creature].
*
* @return uint32 wpId
*/
int GetCurrentWaypointId(lua_State* L, Creature* creature)
{
#ifdef TRINITY
Eluna::Push(L, creature->GetCurrentWaypointID());
#else
Eluna::Push(L, creature->GetMotionMaster()->getLastReachedWaypoint());
#endif
return 1;
}
/**
* Returns the default movement type for this [Creature].
*
* @return MovementGeneratorType defaultMovementType
*/
int GetDefaultMovementType(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetDefaultMovementType());
return 1;
}
/**
* Returns the aggro range of the [Creature] for `target`.
*
* @param Unit target
* @return float aggroRange
*/
int GetAggroRange(lua_State* L, Creature* creature)
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
#ifndef TRINITY
float AttackDist = creature->GetAttackDistance(target);
float ThreatRadius = sWorld.getConfig(CONFIG_FLOAT_THREAT_RADIUS);
Eluna::Push(L, ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
#else
Eluna::Push(L, creature->GetAggroRange(target));
#endif
return 1;
}
/**
* Returns the effective aggro range of the [Creature] for `target`.
*
* If this is smaller than the minimum aggro range set in the config file,
* that is used as the aggro range instead.
*
* @param Unit target
* @return float attackDistance
*/
int GetAttackDistance(lua_State* L, Creature* creature)
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
Eluna::Push(L, creature->GetAttackDistance(target));
return 1;
}
/**
* Returns the [Group] that can loot this [Creature].
*
* @return Group lootRecipientGroup : the group or `nil`
*/
int GetLootRecipientGroup(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->GetGroupLootRecipient());
#else
Eluna::Push(L, creature->GetLootRecipientGroup());
#endif
return 1;
}
/**
* Returns the [Player] that can loot this [Creature].
*
* @return Player lootRecipient : the player or `nil`
*/
int GetLootRecipient(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetLootRecipient());
return 1;
}
/**
* Returns the [Creature]'s script name.
*
* This is used by the core to apply C++ scripts to the Creature.
*
* It is not used by Eluna. Eluna will override AI scripts.
*
* @return string scriptName
*/
int GetScriptName(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetScriptName());
return 1;
}
/**
* Returns the [Creature]'s AI name.
*
* This is used by the core to assign the Creature's default AI.
*
* If the Creature is scripted by Eluna, the AI is overriden.
*
* @return string AIName
*/
int GetAIName(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetAIName());
return 1;
}
/**
* Returns the [Creature]'s script ID.
*
* Every C++ script name is assigned a unique ID by the core.
* This returns the ID for this [Creature]'s script name.
*
* @return uint32 scriptID
*/
int GetScriptId(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetScriptId());
return 1;
}
/**
* Returns the [Creature]'s cooldown for `spellID`.
*
* @param uint32 spellID
* @return uint32 cooldown : the cooldown, in milliseconds
*/
int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature)
{
uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, creature->GetCreatureSpellCooldownDelay(spell));
return 1;
}
/**
* Returns the delay between when the [Creature] dies and when its body despawns.
*
* @return uint32 corpseDelay : the delay, in seconds
*/
int GetCorpseDelay(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetCorpseDelay());
return 1;
}
/**
* Returns position the [Creature] returns to when evading from combat
* or respawning.
*
* @return float x
* @return float y
* @return float z
* @return float o
*/
int GetHomePosition(lua_State* L, Creature* creature)
{
float x, y, z, o;
#ifndef TRINITY
creature->GetRespawnCoord(x, y, z, &o);
#else
creature->GetHomePosition(x, y, z, o);
#endif
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
Eluna::Push(L, o);
return 4;
}
/**
* Returns a target from the [Creature]'s threat list based on the
* supplied arguments.
*
* For example, if you wanted to select the third-farthest [Player]
* within 50 yards that has the [Aura] "Corrupted Blood" (ID 24328),
* you could use this function like so:
*
* target = creature:GetAITarget(4, true, 3, 50, 24328)
*
* @param SelectAggroTarget targetType : how the threat list should be sorted
* @param bool playerOnly = false : if `true`, skips targets that aren't [Player]s
* @param uint32 position = 0 : used as an offset into the threat list. If `targetType` is random, used as the number of players from top of aggro to choose from
* @param float distance = 0.0 : if positive, the maximum distance for the target. If negative, the minimum distance
* @param int32 aura = 0 : if positive, the target must have this [Aura]. If negative, the the target must not have this Aura
* @return Unit target : the target, or `nil`
*/
int GetAITarget(lua_State* L, Creature* creature)
{
uint32 targetType = Eluna::CHECKVAL<uint32>(L, 2);
bool playerOnly = Eluna::CHECKVAL<bool>(L, 3, false);
uint32 position = Eluna::CHECKVAL<uint32>(L, 4, 0);
float dist = Eluna::CHECKVAL<float>(L, 5, 0.0f);
int32 aura = Eluna::CHECKVAL<int32>(L, 6, 0);
#ifdef MANGOS
ThreatList const& threatlist = creature->GetThreatManager().getThreatList();
#else
ThreatList const& threatlist = creature->getThreatManager().getThreatList();
#endif
if (threatlist.empty())
return 1;
if (position >= threatlist.size())
return 1;
std::list<Unit*> targetList;
for (ThreatList::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
if (playerOnly && target->GetTypeId() != TYPEID_PLAYER)
continue;
if (aura > 0 && !target->HasAura(aura))
continue;
else if (aura < 0 && target->HasAura(-aura))
continue;
if (dist > 0.0f && !creature->IsWithinDist(target, dist))
continue;
else if (dist < 0.0f && creature->IsWithinDist(target, -dist))
continue;
targetList.push_back(target);
}
if (targetList.empty())
return 1;
if (position >= targetList.size())
return 1;
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(ElunaUtil::ObjectDistanceOrderPred(creature));
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, position);
Eluna::Push(L, *itr);
}
break;
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
if (position)
std::advance(ritr, position);
Eluna::Push(L, *ritr);
}
break;
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, urand(0, position));
else
std::advance(itr, urand(0, targetList.size()-1));
Eluna::Push(L, *itr);
}
break;
default:
luaL_argerror(L, 2, "SelectAggroTarget expected");
break;
}
return 1;
}
/**
* Returns all [Unit]s in the [Creature]'s threat list.
*
* @return table targets
*/
int GetAITargets(lua_State* L, Creature* creature)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
#ifdef MANGOS
ThreatList const& threatlist = creature->GetThreatManager().getThreatList();
#else
ThreatList const& threatlist = creature->getThreatManager().getThreatList();
#endif
if (threatlist.empty())
return 1;
for (ThreatList::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
++i;
Eluna::Push(L, i);
Eluna::Push(L, target);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns the number of [Unit]s in this [Creature]'s threat list.
*
* @return int targetsCount
*/
int GetAITargetsCount(lua_State* L, Creature* creature)
{
#ifdef MANGOS
Eluna::Push(L, creature->GetThreatManager().getThreatList().size());
#else
Eluna::Push(L, creature->getThreatManager().getThreatList().size());
#endif
return 1;
}
/**
* Returns the [Creature]'s NPC flags.
*
* These are used to control whether the NPC is a vendor, can repair items,
* can give quests, etc.
*
* @return NPCFlags npcFlags
*/
int GetNPCFlags(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
return 1;
}
#ifndef CATA
/**
* Returns the [Creature]'s shield block value.
*
* @return uint32 shieldBlockValue
*/
int GetShieldBlockValue(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetShieldBlockValue());
return 1;
}
#endif
#ifdef TRINITY
int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
Eluna::Push(L, creature->GetLootMode());
return 1;
}
#endif
/* SETTERS */
/**
* Sets the [Creature]'s NPC flags to `flags`.
*
* @param NPCFlags flags
*/
int SetNPCFlags(lua_State* L, Creature* creature)
{
uint32 flags = Eluna::CHECKVAL<uint32>(L, 2);
creature->SetUInt32Value(UNIT_NPC_FLAGS, flags);
return 0;
}
/**
* Makes the [Creature] able to fly if enabled.
*
* @param bool enable = true
*/
int SetDisableGravity(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef TRINITY
creature->SetDisableGravity(!enable);
#else
creature->SetLevitate(enable);
#endif
return 0;
}
#ifdef TRINITY
int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->SetLootMode(lootMode);
return 0;
}
#endif
/**
* Sets the [Creature]'s death state to `deathState`.
*
* @param DeathState deathState
*/
int SetDeathState(lua_State* L, Creature* creature)
{
int32 state = Eluna::CHECKVAL<int32>(L, 2);
#ifndef TRINITY
creature->SetDeathState((DeathState)state);
#else
creature->setDeathState((DeathState)state);
#endif
return 0;
}
/**
* Sets whether the [Creature] is currently walking or running.
*
* @param bool enable = true : `true` to enable walking, `false` for running
*/
int SetWalk(lua_State* L, Creature* creature) // TODO: Move same to Player ?
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
creature->SetWalk(enable);
return 0;
}
/**
* Sets whether the [Creature] can be aggroed by movement or not.
*
* @param bool allow = true : `true` to allow aggro, `false` to disable aggro
*/
int SetAggroEnabled(lua_State* L, Creature* creature)
{
bool allow = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef TRINITY
if (allow)
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
else
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
#else
if (allow)
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
else
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
#endif
return 0;
}
/**
* Sets whether the [Creature] gives reputation or not.
*
* @param bool disable = true : `true` to disable reputation, `false` to enable
*/
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
bool disable = Eluna::CHECKVAL<bool>(L, 2, true);
creature->SetDisableReputationGain(disable);
return 0;
}
/**
* Sets the [Creature] as in combat with all [Player]s in the dungeon instance.
*
* This is used by raid bosses to prevent Players from using out-of-combat
* actions once the encounter has begun.
*/
int SetInCombatWithZone(lua_State* /*L*/, Creature* creature)
{
creature->SetInCombatWithZone();
return 0;
}
/**
* Sets the distance the [Creature] can wander from it's spawn point.
*
* @param float distance
*/
int SetWanderRadius(lua_State* L, Creature* creature)
{
float dist = Eluna::CHECKVAL<float>(L, 2);
creature->SetRespawnRadius(dist);
return 0;
}
/**
* Sets the time it takes for the [Creature] to respawn when killed.
*
* @param uint32 delay : the delay, in seconds
*/
int SetRespawnDelay(lua_State* L, Creature* creature)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2);
creature->SetRespawnDelay(delay);
return 0;
}
/**
* Sets the default movement type of the [Creature].
*
* @param MovementGeneratorType type
*/
int SetDefaultMovementType(lua_State* L, Creature* creature)
{
int32 type = Eluna::CHECKVAL<int32>(L, 2);
creature->SetDefaultMovementType((MovementGeneratorType)type);
return 0;
}
/**
* Sets whether the [Creature] can search for assistance at low health or not.
*
* @param bool enable = true : `true` to disable searching, `false` to allow
*/
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
creature->SetNoSearchAssistance(val);
return 0;
}
/**
* Sets whether the [Creature] can call nearby enemies for help in combat or not.
*
* @param bool enable = true : `true` to disable calling for help, `false` to enable
*/
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
creature->SetNoCallAssistance(val);
return 0;
}
/**
* Sets whether the creature is hovering / levitating or not.
*
* @param bool enable = true : `true` to enable hovering, `false` to disable
*/
int SetHover(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef TRINITY
creature->SetHover(enable);
#else
// Copy paste from Aura::HandleAuraHover
// TODO: implement core side properly
WorldPacket data;
if (enable)
data.Initialize(SMSG_MOVE_SET_HOVER, 8 + 4);
else
data.Initialize(SMSG_MOVE_UNSET_HOVER, 8 + 4);
data << creature->GetPackGUID();
data << uint32(0);
creature->SendMessageToSet(&data, true);
#endif
return 0;
}
/* OTHER */
/**
* Despawn this [Creature].
*
* @param uint32 delay = 0 : dely to despawn in milliseconds
*/
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
uint32 msTimeToDespawn = Eluna::CHECKVAL<uint32>(L, 2, 0);
#ifndef TRINITY
creature->ForcedDespawn(msTimeToDespawn);
#else
creature->DespawnOrUnsummon(msTimeToDespawn);
#endif
return 0;
}
/**
* Respawn this [Creature].
*/
int Respawn(lua_State* /*L*/, Creature* creature)
{
creature->Respawn();
return 0;
}
/**
* Remove this [Creature]'s corpse.
*/
int RemoveCorpse(lua_State* /*L*/, Creature* creature)
{
creature->RemoveCorpse();
return 0;
}
/**
* Make the [Creature] start following it's waypoint path.
*/
int MoveWaypoint(lua_State* /*L*/, Creature* creature)
{
#ifndef TRINITY
creature->GetMotionMaster()->MoveWaypoint();
#else
creature->GetMotionMaster()->MovePath(creature->GetWaypointPath(), true);
#endif
return 0;
}
/**
* Make the [Creature] call for assistance in combat from other nearby [Creature]s.
*/
int CallAssistance(lua_State* /*L*/, Creature* creature)
{
creature->CallAssistance();
return 0;
}
/**
* Make the [Creature] call for help in combat from friendly [Creature]s within `radius`.
*
* @param float radius
*/
int CallForHelp(lua_State* L, Creature* creature)
{
float radius = Eluna::CHECKVAL<float>(L, 2);
creature->CallForHelp(radius);
return 0;
}
/**
* Make the [Creature] flee combat to get assistance from a nearby friendly [Creature].
*/
int FleeToGetAssistance(lua_State* /*L*/, Creature* creature)
{
creature->DoFleeToGetAssistance();
return 0;
}
/**
* Make the [Creature] attack `target`.
*
* @param Unit target
*/
int AttackStart(lua_State* L, Creature* creature)
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
creature->AI()->AttackStart(target);
return 0;
}
/**
* Save the [Creature] in the database.
*/
int SaveToDB(lua_State* /*L*/, Creature* creature)
{
creature->SaveToDB();
return 0;
}
/**
* Make the [Creature] try to find a new target.
*
* This should be called every update cycle for the Creature's AI.
*/
int SelectVictim(lua_State* L, Creature* creature)
{
#ifndef TRINITY
Eluna::Push(L, creature->SelectHostileTarget());
#else
Eluna::Push(L, creature->SelectVictim());
#endif
return 1;
}
/**
* Transform the [Creature] into another Creature.
*
* @param uint32 entry : the Creature ID to transform into
* @param uint32 dataGUIDLow = 0 : use this Creature's model and equipment instead of the defaults
*/
int UpdateEntry(lua_State* L, Creature* creature)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint32 dataGuidLow = Eluna::CHECKVAL<uint32>(L, 3, 0);
#ifndef TRINITY
creature->UpdateEntry(entry, ALLIANCE, dataGuidLow ? eObjectMgr->GetCreatureData(dataGuidLow) : NULL);
#else
creature->UpdateEntry(entry, dataGuidLow ? eObjectMgr->GetCreatureData(dataGuidLow) : NULL);
#endif
return 0;
}
#ifdef TRINITY
int ResetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
creature->ResetLootMode();
return 0;
}
int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->RemoveLootMode(lootMode);
return 0;
}
int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->AddLootMode(lootMode);
return 0;
}
#endif
};
#endif