Add Creature documentation.

This commit is contained in:
Patman64
2014-08-20 22:32:46 -04:00
parent 1f73d61424
commit 6a44dab525
2 changed files with 536 additions and 157 deletions

View File

@@ -1,22 +1,38 @@
/*
* 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
*/
* 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.
*/
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;
}
int IsRegeneratingHealth(lua_State* L, Creature* creature)
/**
* 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());
@@ -26,7 +42,14 @@ namespace LuaCreature
return 1;
}
int HasInvolvedQuest(lua_State* L, Creature* creature)
/**
* Returns `true` if the [Creature] completes the [Quest] with the ID `quest_id`,
* 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);
@@ -38,18 +61,34 @@ namespace LuaCreature
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 inversAlive = Eluna::CHECKVAL<bool>(L, 2);
bool mustBeDead = Eluna::CHECKVAL<bool>(L, 2, false);
#ifdef MANGOS
Eluna::Push(L, creature->IsTargetableForAttack(inversAlive));
Eluna::Push(L, creature->IsTargetableForAttack(mustBeDead));
#else
Eluna::Push(L, creature->isTargetableForAttack(inversAlive));
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);
@@ -60,12 +99,24 @@ namespace LuaCreature
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);
@@ -78,6 +129,12 @@ namespace LuaCreature
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
@@ -88,37 +145,60 @@ namespace LuaCreature
return 1;
}
int IsCombatAllowed(lua_State* L, Creature* creature)
/**
* Returns `true` if the [Creature] can start attacking nearby hostile [Unit]s,
* and returns `false` otherwise.
*
* @return bool canInitiateAttack
*/
int CanAggro(lua_State* L, Creature* creature)
{
#ifndef TRINITY
if (CreatureAI* ai = creature->AI())
Eluna::Push(L, ai->IsCombatMovement());
else
Eluna::Push(L, false);
#else
Eluna::Push(L, !creature->HasReactState(REACT_PASSIVE));
#endif
Eluna::Push(L, creature->CanInitiateAttack());
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
@@ -129,24 +209,48 @@ namespace LuaCreature
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
@@ -157,6 +261,13 @@ namespace LuaCreature
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);
@@ -165,6 +276,13 @@ namespace LuaCreature
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);
@@ -173,6 +291,13 @@ namespace LuaCreature
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);
@@ -185,6 +310,13 @@ namespace LuaCreature
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);
@@ -193,60 +325,94 @@ namespace LuaCreature
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;
}
/*int IsTrigger(lua_State* L, Creature* creature)
#ifdef TRINITY
int IsTrigger(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsTrigger());
return 1;
}*/
Eluna::Push(L, creature->IsTrigger());
return 1;
}
/*int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
}*/
Eluna::Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
}
/*int CanStartAttack(lua_State* L, Creature* creature) // TODO: Implement core side
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);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
bool force = Eluna::CHECKVAL<bool>(L, 3, true);
Eluna::Push(L, creature->CanStartAttack(target, force));
return 1;
}*/
Eluna::Push(L, creature->CanStartAttack(target, force));
return 1;
}
/*int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, creature->HasLootMode(lootMode));
return 1;
}*/
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;
}
int GetRespawnRadius(lua_State* L, Creature* creature)
/**
* 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;
}
/**
* 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);
@@ -261,6 +427,15 @@ namespace LuaCreature
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);
@@ -269,6 +444,11 @@ namespace LuaCreature
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
@@ -279,30 +459,67 @@ namespace LuaCreature
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.
*
* @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 override the Creature's default AI.
*
* If the Creature is scripted by Eluna, this field 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 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);
@@ -311,12 +528,26 @@ namespace LuaCreature
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;
@@ -333,6 +564,23 @@ namespace LuaCreature
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: if `true`, skips targets that aren't [Player]s
* @param uint32 position: if `targetType` is not random, used as an offset into the threat list
* @param float distance: if positive, the maximum distance for the target. If negative, the minimum distance
* @param int32 aura 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);
@@ -414,6 +662,11 @@ namespace LuaCreature
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);
@@ -442,6 +695,11 @@ namespace LuaCreature
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
@@ -452,6 +710,14 @@ namespace LuaCreature
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));
@@ -459,6 +725,11 @@ namespace LuaCreature
}
#ifndef CATA
/**
* Returns the [Creature]'s shield block value.
*
* @return uint32 shieldBlockValue
*/
int GetShieldBlockValue(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetShieldBlockValue());
@@ -466,13 +737,21 @@ namespace LuaCreature
}
#endif
/*int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
#ifdef TRINITY
int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
Eluna::Push(L, creature->GetLootMode());
return 1;
}*/
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);
@@ -481,6 +760,11 @@ namespace LuaCreature
return 0;
}
/**
* 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);
@@ -493,6 +777,11 @@ namespace LuaCreature
return 0;
}
/**
* Sets whether the [Creature] is currently walking or running.
*
* @param bool enable: `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);
@@ -501,19 +790,32 @@ namespace LuaCreature
return 0;
}
int SetAllowedCombat(lua_State* L, Creature* creature)
/**
* Sets whether the [Creature] can be aggroed by movement or not.
*
* @param bool allow: `true` to allow aggro, `false` to disable aggro
*/
int SetAggroEnabled(lua_State* L, Creature* creature)
{
bool allow = Eluna::CHECKVAL<bool>(L, 2);
#ifndef TRINITY
if (CreatureAI* ai = creature->AI())
ai->SetCombatMovement(allow);
#else
creature->SetReactState(allow ? REACT_AGGRESSIVE : REACT_PASSIVE);
#endif
if (allow)
{
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
}
else
{
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE);
}
return 0;
}
/**
* Sets whether the [Creature] gives reputation or not.
*
* @param bool disable: `true` to disable reputation, `false` to enable
*/
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
bool disable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -522,13 +824,24 @@ namespace LuaCreature
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;
}
int SetRespawnRadius(lua_State* L, Creature* creature)
/**
* 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);
@@ -536,6 +849,11 @@ namespace LuaCreature
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);
@@ -544,6 +862,11 @@ namespace LuaCreature
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);
@@ -552,6 +875,11 @@ namespace LuaCreature
return 0;
}
/**
* Sets whether the [Creature] can search for assistance at low health or not.
*
* @param bool enable: `true` to disable searching, `false` to allow
*/
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -560,6 +888,11 @@ namespace LuaCreature
return 0;
}
/**
* Sets whether the [Creature] can call nearby enemies for help in combat or not.
*
* @param bool enable: `true` to disable calling for help, `false` to enable
*/
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -568,6 +901,11 @@ namespace LuaCreature
return 0;
}
/**
* Sets whether the creature is hovering or not.
*
* @param bool enable: `true` to enable hovering, `false` to disable
*/
int SetHover(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -580,24 +918,11 @@ namespace LuaCreature
return 0;
}
/*int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->SetLootMode(lootMode);
return 0;
}*/
/*int SetDisableGravity(lua_State* L, Creature* creature)
{
bool disable = Eluna::CHECKVAL<bool>(L, 2, true);
bool packetOnly = Eluna::CHECKVAL<bool>(L, 3, false);
Eluna::Push(L, creature->SetDisableGravity(disable, packetOnly));
return 1;
}*/
/* OTHER */
/**
* Despawn this [Creature].
*/
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
uint32 msTimeToDespawn = Eluna::CHECKVAL<uint32>(L, 2, 0);
@@ -610,18 +935,27 @@ namespace LuaCreature
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
@@ -632,12 +966,20 @@ namespace LuaCreature
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);
@@ -646,12 +988,20 @@ namespace LuaCreature
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);
@@ -660,12 +1010,20 @@ namespace LuaCreature
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
@@ -676,6 +1034,12 @@ namespace LuaCreature
return 1;
}
/**
* Transform the [Creature] into another Creature.
*
* @param uint32 entry: the Creature ID to transform into
* @param uint32 dataGUIDLow: 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);
@@ -689,26 +1053,28 @@ namespace LuaCreature
return 0;
}
/*int ResetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
#ifdef TRINITY
int ResetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
creature->ResetLootMode();
return 0;
}*/
creature->ResetLootMode();
return 0;
}
/*int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->RemoveLootMode(lootMode);
return 0;
}*/
creature->RemoveLootMode(lootMode);
return 0;
}
/*int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
creature->AddLootMode(lootMode);
return 0;
}*/
creature->AddLootMode(lootMode);
return 0;
}
#endif
};
#endif