eqemu-server/zone/bot_structs.h
nytmyr 780120036d
[Bots] Move all spell_id instances to uint16 (#4876)
* [Bots] Move all spell_id instances to uint16

* Alignment
2025-05-14 19:58:18 -05:00

191 lines
5.5 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef BOT_STRUCTS
#define BOT_STRUCTS
#include "../common/types.h"
#include "../common/timer.h"
#include "mob.h"
#include <sstream>
struct BotsAvailableList {
uint32 bot_id;
char bot_name[64];
uint16 class_;
uint8 level;
uint16 race;
uint8 gender;
char owner_name[64];
uint32 owner_id;
};
struct BotSpell {
uint16 SpellId;
int SpellIndex;
int16 ManaCost;
};
struct BotSpell_wPriority : public BotSpell {
uint8 Priority;
};
struct BotCastingRoles {
bool GroupHealer;
bool GroupSlower;
bool GroupNuker;
bool GroupDoter;
//bool RaidHealer;
//bool RaidSlower;
//bool RaidNuker;
//bool RaidDoter;
};
struct BotSpellSetting {
int16 priority;
uint8 min_level;
uint8 max_level;
int8 min_hp;
int8 max_hp;
bool is_enabled = true;
};
struct BotSpells {
uint32 type; // 0 = never, must be one (and only one) of the defined values
uint16 spellid; // <= 0 = no spell
int16 manacost; // -1 = use spdat, -2 = no cast time
uint32 time_cancast; // when we can cast this spell next
int32 recast_delay;
int16 priority;
int16 resist_adjust;
uint8 minlevel;
uint8 maxlevel;
int16 min_hp; // >0 won't cast if HP is below
int16 max_hp; // >0 won't cast if HP is above
std::string bucket_name;
std::string bucket_value;
uint8 bucket_comparison;
};
struct BotSpells_wIndex {
uint32 index; //index of AIBot_spells
uint32 type; // 0 = never, must be one (and only one) of the defined values
uint16 spellid; // <= 0 = no spell
int16 manacost; // -1 = use spdat, -2 = no cast time
uint32 time_cancast; // when we can cast this spell next
int32 recast_delay;
int16 priority;
int16 resist_adjust;
uint8 minlevel;
uint8 maxlevel;
int16 min_hp; // >0 won't cast if HP is below
int16 max_hp; // >0 won't cast if HP is above
std::string bucket_name;
std::string bucket_value;
uint8 bucket_comparison;
};
struct BotTimer {
uint32 timer_id;
uint32 timer_value;
uint32 recast_time;
bool is_spell;
bool is_disc;
uint16 spell_id;
bool is_item;
uint32 item_id;
};
struct BotSpellSettings {
uint16 spell_type; // type ID of bot category
std::string short_name; // type short name of bot category
std::string name; // type name of bot category
bool hold; // 0 = allow spell type, 1 = hold spell type
uint16 delay; // delay between casts of spell type, 1ms-60,000ms
uint8 min_threshold; // minimum target health threshold to allow casting of spell type
uint8 max_threshold; // maximum target health threshold to allow casting of spell type
uint16 resist_limit; // resist limit to skip spell type
bool aggro_check; // whether or not to check for possible aggro before casting
uint8 min_mana_pct; // lower mana percentage limit to allow spell cast
uint8 max_mana_pct; // upper mana percentage limit to allow spell cast
uint8 min_hp_pct; // lower HP percentage limit to allow spell cast
uint8 max_hp_pct; // upper HP percentage limit to allow spell cast
uint16 idle_priority; // idle priority of the spell type
uint16 engaged_priority; // engaged priority of the spell type
uint16 pursue_priority; // pursue priority of the spell type
uint16 ae_or_group_target_count; // require target count to cast an AE or Group spell type
uint16 announce_cast; // announce when casting a certain spell type
Timer recast_timer; // recast timer based off delay
Timer ai_delay; // spell timer based off delay
};
struct BotSpellTypeOrder {
uint16 spellType;
uint16 priority;
};
struct BotBlockedBuffs {
uint32_t bot_id;
uint32_t spell_id;
uint8_t blocked;
uint8_t blocked_pet;
};
struct BotSpellTypesByClass {
uint8_t min_level = 255;
std::string description;
};
struct CombatRangeInput {
Mob* target;
float target_distance;
bool stop_melee_level;
const EQ::ItemInstance* p_item;
const EQ::ItemInstance* s_item;
};
struct CombatRangeOutput {
bool at_combat_range = false;
float melee_distance_min = 0.0f;
float melee_distance = 0.0f;
float melee_distance_max = 0.0f;
};
struct CombatPositioningInput {
Mob* tar;
bool stop_melee_level;
float tar_distance;
float melee_distance_min;
float melee_distance;
float melee_distance_max;
bool behind_mob;
bool front_mob;
};
struct FindPositionInput {
Mob* tar;
float distance_min;
float distance_max;
bool behind_only;
bool front_only;
bool bypass_los;
};
#endif // BOT_STRUCTS