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mod-ale/src/LuaEngine/methods/PetMethods.h
2025-08-29 03:59:04 +02:00

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19 KiB
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/*
* Copyright (C) 2010 - 2025 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 PETMETHODS_H
#define PETMETHODS_H
/***
* Non-[Player] controlled companions that fight alongside their owners.
*
* Includes hunter pets, warlock demons, death knight ghouls, and other summoned creatures.
* [Pet]s can be temporary or permanent and have various AI behaviors and spell abilities.
*
* Inherits all methods from: [Object], [WorldObject], [Unit], [Guardian]
*/
namespace LuaPet
{
/**
* Returns the [Pet]'s type.
*
* <pre>
* enum PetType
* {
* SUMMON_PET = 0,
* HUNTER_PET = 1,
* MAX_PET_TYPE = 4
* };
* </pre>
*
* @return [PetType] petType
*/
int GetPetType(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->getPetType());
return 1;
}
/**
* Sets the [Pet]'s type.
*
* <pre>
* enum PetType
* {
* SUMMON_PET = 0,
* HUNTER_PET = 1,
* MAX_PET_TYPE = 4
* };
* </pre>
*
* @param [PetType] petType : the pet type to set
*/
int SetPetType(lua_State* L, Pet* pet)
{
uint32 petType = Eluna::CHECKVAL<uint32>(L, 2);
pet->setPetType(static_cast<PetType>(petType));
return 0;
}
/**
* Returns `true` if the [Pet] is controlled by a player, returns `false` otherwise.
*
* @return bool isControlled
*/
int IsControlled(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->isControlled());
return 1;
}
/**
* Returns `true` if the [Pet] is temporarily summoned, returns `false` otherwise.
*
* @return bool isTemporary
*/
int IsTemporarySummoned(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->isTemporarySummoned());
return 1;
}
/**
* Returns `true` if the [Pet] is a permanent pet for the specified [Player], returns `false` otherwise.
*
* @param [Player] owner : the player to check ownership for
* @return bool isPermanent
*/
int IsPermanentPetFor(lua_State* L, Pet* pet)
{
Player* owner = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, pet->IsPermanentPetFor(owner));
return 1;
}
/**
* Creates the [Pet]'s base stats and properties from an existing [Creature].
*
* @param [Creature] creature : the creature to base the pet on
* @return bool success : `true` if successful, `false` otherwise
*/
int CreateBaseAtCreature(lua_State* L, Pet* pet)
{
Creature* creature = Eluna::CHECKOBJ<Creature>(L, 2);
Eluna::Push(L, pet->CreateBaseAtCreature(creature));
return 1;
}
/**
* Returns the [Pet]'s remaining duration in milliseconds.
*
* @return uint32 duration : remaining time in milliseconds, 0 if permanent
*/
int GetDuration(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetDuration().count());
return 1;
}
/**
* Sets the [Pet]'s duration in milliseconds.
*
* @param uint32 duration : duration in milliseconds, 0 for permanent
*/
int SetDuration(lua_State* L, Pet* pet)
{
uint32 duration = Eluna::CHECKVAL<uint32>(L, 2);
pet->SetDuration(Milliseconds(duration));
return 0;
}
/**
* Returns the [Pet]'s current happiness state.
*
* <pre>
* enum HappinessState
* {
* UNHAPPY = 1,
* CONTENT = 2,
* HAPPY = 3
* };
* </pre>
*
* @return [HappinessState] happinessState
*/
int GetHappinessState(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetHappinessState());
return 1;
}
/**
* Gives experience points to the [Pet].
*
* @param uint32 xp : amount of experience to give
*/
int GivePetXP(lua_State* L, Pet* pet)
{
uint32 xp = Eluna::CHECKVAL<uint32>(L, 2);
pet->GivePetXP(xp);
return 0;
}
/**
* Sets the [Pet]'s level directly.
*
* @param uint8 level : the level to set
*/
int GivePetLevel(lua_State* L, Pet* pet)
{
uint8 level = Eluna::CHECKVAL<uint8>(L, 2);
pet->GivePetLevel(level);
return 0;
}
/**
* Synchronizes the [Pet]'s level with its owner's level.
*
* The pet's level will be adjusted based on the owner's level and pet scaling rules.
*/
int SynchronizeLevelWithOwner(lua_State* /*L*/, Pet* pet)
{
pet->SynchronizeLevelWithOwner();
return 0;
}
/**
* Returns `true` if the [Pet] can eat the specified [Item], returns `false` otherwise.
*
* @param [Item] item : the item to check
* @return bool canEat
*/
int HaveInDiet(lua_State* L, Pet* pet)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2);
Eluna::Push(L, pet->HaveInDiet(item->GetTemplate()));
return 1;
}
/**
* Returns the food benefit level for an item of the specified level.
*
* @param uint32 itemLevel : the level of the food item
* @return uint32 benefitLevel
*/
int GetCurrentFoodBenefitLevel(lua_State* L, Pet* pet)
{
uint32 itemLevel = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, pet->GetCurrentFoodBenefitLevel(itemLevel));
return 1;
}
/**
* Toggles autocast on or off for the specified spell.
*
* @param uint32 spellId : the spell ID to toggle autocast for
* @param bool apply : `true` to enable autocast, `false` to disable
*/
int ToggleAutocast(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
bool apply = Eluna::CHECKVAL<bool>(L, 3);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (spellInfo)
pet->ToggleAutocast(spellInfo, apply);
return 0;
}
/**
* Makes the [Pet] learn all passive spells it should know.
*
* This includes racial passives and pet-specific passive abilities.
*/
int LearnPetPassives(lua_State* /*L*/, Pet* pet)
{
pet->LearnPetPassives();
return 0;
}
/**
* Queues a spell to be cast when the [Pet] becomes available.
*
* @param uint32 spellId : the spell ID to cast
* @param [Unit] target : the target for the spell
* @param bool isPositive = false : whether the spell is beneficial
*/
int CastWhenWillAvailable(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 3);
ObjectGuid oldTarget = ObjectGuid::Empty;
bool isPositive = Eluna::CHECKVAL<bool>(L, 4, false);
pet->CastWhenWillAvailable(spellId, target, oldTarget, isPositive);
return 0;
}
/**
* Clears any queued spell that was set to cast when available.
*/
int ClearCastWhenWillAvailable(lua_State* /*L*/, Pet* pet)
{
pet->ClearCastWhenWillAvailable();
return 0;
}
/**
* Adds a spell to the [Pet]'s spellbook.
*
* <pre>
* enum ActiveStates : uint8
* {
* ACT_PASSIVE = 0x01, // 0x01 - passive
* ACT_DISABLED = 0x81, // 0x80 - castable
* ACT_ENABLED = 0xC1, // 0x40 | 0x80 - auto cast + castable
* ACT_COMMAND = 0x07, // 0x01 | 0x02 | 0x04
* ACT_REACTION = 0x06, // 0x02 | 0x04
* ACT_DECIDE = 0x00 // custom
* };
* </pre>
*
* <pre>
* enum PetSpellState
* {
* PETSPELL_UNCHANGED = 0,
* PETSPELL_CHANGED = 1,
* PETSPELL_NEW = 2,
* PETSPELL_REMOVED = 3
* };
* </pre>
*
* <pre>
* enum PetSpellType
* {
* PETSPELL_NORMAL = 0,
* PETSPELL_FAMILY = 1,
* PETSPELL_TALENT = 2
* };
* </pre>
*
* @param uint32 spellId : the spell ID to add
* @param [ActiveStates] active : the spell's active state by default is ACT_DECIDE
* @param [PetSpellState] state : the spell's state by default is PETSPELL_NEW
* @param [PetSpellType] type : the spell's type by default is PETSPELL_NORMAL
* @return bool success : `true` if the spell was added successfully
*/
int AddSpell(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 active = Eluna::CHECKVAL<uint32>(L, 3, ACT_DECIDE);
uint32 state = Eluna::CHECKVAL<uint32>(L, 4, PETSPELL_NEW);
uint32 type = Eluna::CHECKVAL<uint32>(L, 5, PETSPELL_NORMAL);
Eluna::Push(L, pet->addSpell(spellId, static_cast<ActiveStates>(active), static_cast<PetSpellState>(state), static_cast<PetSpellType>(type)));
return 1;
}
/**
* Makes the [Pet] learn a spell.
*
* @param uint32 spellId : the spell ID to learn
* @return bool success : `true` if the spell was learned successfully
*/
int LearnSpell(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, pet->learnSpell(spellId));
return 1;
}
/**
* Makes the [Pet] learn the highest available rank of a spell.
*
* @param uint32 spellId : the base spell ID
*/
int LearnSpellHighRank(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
pet->learnSpellHighRank(spellId);
return 0;
}
/**
* Initializes level-up spells for the [Pet]'s current level.
*
* This teaches the pet all spells it should know at its current level.
*/
int InitLevelupSpellsForLevel(lua_State* /*L*/, Pet* pet)
{
pet->InitLevelupSpellsForLevel();
return 0;
}
/**
* Makes the [Pet] unlearn a spell.
*
* @param uint32 spellId : the spell ID to unlearn
* @param bool learnPrev : if `true`, learns the previous rank by default is false
* @param bool clearAb : if `true`, clears the spell from action bar by default is true
* @return bool success : `true` if the spell was unlearned successfully
*/
int UnlearnSpell(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
bool learnPrev = Eluna::CHECKVAL<bool>(L, 3, false);
bool clearAb = Eluna::CHECKVAL<bool>(L, 4, true);
Eluna::Push(L, pet->unlearnSpell(spellId, learnPrev, clearAb));
return 1;
}
/**
* Removes a spell from the [Pet]'s spellbook.
*
* @param uint32 spellId : the spell ID to remove
* @param bool learnPrev : if `true`, learns the previous rank by default is false
* @param bool clearAb : if `true`, clears the spell from action bar by default is true
* @return bool success : `true` if the spell was removed successfully
*/
int RemoveSpell(lua_State* L, Pet* pet)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
bool learnPrev = Eluna::CHECKVAL<bool>(L, 3, false);
bool clearAb = Eluna::CHECKVAL<bool>(L, 4, true);
Eluna::Push(L, pet->removeSpell(spellId, learnPrev, clearAb));
return 1;
}
/**
* Cleans up the [Pet]'s action bar, removing invalid spells.
*/
int CleanupActionBar(lua_State* /*L*/, Pet* pet)
{
pet->CleanupActionBar();
return 0;
}
/**
* Generates action bar data for the [Pet].
*
* @return string actionBarData : the action bar data as a string
*/
int GenerateActionBarData(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GenerateActionBarData());
return 1;
}
/**
* Initializes the [Pet]'s creation spells.
*
* This sets up the basic spells the pet should have when first created.
*/
int InitPetCreateSpells(lua_State* /*L*/, Pet* pet)
{
pet->InitPetCreateSpells();
return 0;
}
/**
* Resets all of the [Pet]'s talents.
*
* @return bool success : `true` if talents were reset successfully
*/
int ResetTalents(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->resetTalents());
return 1;
}
/**
* Initializes talents for the [Pet]'s current level.
*
* This assigns talent points based on the pet's level.
*/
int InitTalentForLevel(lua_State* /*L*/, Pet* pet)
{
pet->InitTalentForLevel();
return 0;
}
/**
* Returns the maximum number of talent points available at the specified level.
*
* @param uint8 level : the level to check
* @return uint8 maxTalentPoints
*/
int GetMaxTalentPointsForLevel(lua_State* L, Pet* pet)
{
uint8 level = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, pet->GetMaxTalentPointsForLevel(level));
return 1;
}
/**
* Returns the number of unspent talent points the [Pet] has.
*
* @return uint8 freeTalentPoints
*/
int GetFreeTalentPoints(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetFreeTalentPoints());
return 1;
}
/**
* Sets the number of unspent talent points for the [Pet].
*
* @param uint8 points : the number of free talent points to set
*/
int SetFreeTalentPoints(lua_State* L, Pet* pet)
{
uint8 points = Eluna::CHECKVAL<uint8>(L, 2);
pet->SetFreeTalentPoints(points);
return 0;
}
/**
* Returns the number of talents the [Pet] has used.
*
* @return uint32 usedTalentCount
*/
int GetUsedTalentCount(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->m_usedTalentCount);
return 1;
}
/**
* Sets the number of talents the [Pet] has used.
*
* @param uint32 count : the number of used talents to set
*/
int SetUsedTalentCount(lua_State* L, Pet* pet)
{
uint32 count = Eluna::CHECKVAL<uint32>(L, 2);
pet->m_usedTalentCount = count;
return 0;
}
/**
* Returns the aura update mask for raid members.
*
* @return uint64 auraUpdateMask
*/
int GetAuraUpdateMaskForRaid(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetAuraUpdateMaskForRaid());
return 1;
}
/**
* Sets an aura slot in the raid update mask.
*
* @param uint8 slot : the aura slot to set
*/
int SetAuraUpdateMaskForRaid(lua_State* L, Pet* pet)
{
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
pet->SetAuraUpdateMaskForRaid(slot);
return 0;
}
/**
* Resets the aura update mask for raid members.
*/
int ResetAuraUpdateMaskForRaid(lua_State* /*L*/, Pet* pet)
{
pet->ResetAuraUpdateMaskForRaid();
return 0;
}
/**
* Returns the [Player] who owns this [Pet].
*
* @return [Player] owner : the pet's owner
*/
int GetOwner(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetOwner());
return 1;
}
/**
* Returns `true` if the [Pet] has a temporary spell queued, returns `false` otherwise.
*
* @return bool hasTempSpell
*/
int HasTempSpell(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->HasTempSpell());
return 1;
}
/**
* Returns `true` if the [Pet] is marked as removed, returns `false` otherwise.
*
* @return bool isRemoved
*/
int IsRemoved(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->m_removed);
return 1;
}
/**
* Sets whether the [Pet] is marked as removed.
*
* @param bool removed : `true` to mark as removed, `false` otherwise
*/
int SetRemoved(lua_State* L, Pet* pet)
{
bool removed = Eluna::CHECKVAL<bool>(L, 2);
pet->m_removed = removed;
return 0;
}
/**
* Returns the number of auto-spells the [Pet] has.
*
* @return uint8 autoSpellCount
*/
int GetPetAutoSpellSize(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->GetPetAutoSpellSize());
return 1;
}
/**
* Returns the auto-spell at the specified position.
*
* @param uint8 pos : the position in the auto-spell list
* @return uint32 spellId : the spell ID, or 0 if invalid position
*/
int GetPetAutoSpellOnPos(lua_State* L, Pet* pet)
{
uint8 pos = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, pet->GetPetAutoSpellOnPos(pos));
return 1;
}
/**
* Saves the [Pet] to the database.
*
* <pre>
* enum PetSaveMode
* {
* PET_SAVE_AS_DELETED = -1, // not saved in fact
* PET_SAVE_AS_CURRENT = 0, // in current slot (with player)
* PET_SAVE_FIRST_STABLE_SLOT = 1,
* PET_SAVE_LAST_STABLE_SLOT = MAX_PET_STABLES, // last in DB stable slot index (including), all higher have same meaning as PET_SAVE_NOT_IN_SLOT
* PET_SAVE_NOT_IN_SLOT = 100 // for avoid conflict with stable size grow will use 100
* };
* </pre>
*
* @param [PetSaveMode] mode : the save mode to use
*/
int SavePetToDB(lua_State* L, Pet* pet)
{
uint32 mode = Eluna::CHECKVAL<uint32>(L, 2);
pet->SavePetToDB(static_cast<PetSaveMode>(mode));
return 0;
}
/**
* Removes the [Pet] from the world.
*
* <pre>
* enum PetSaveMode
* {
* PET_SAVE_AS_DELETED = -1, // not saved in fact
* PET_SAVE_AS_CURRENT = 0, // in current slot (with player)
* PET_SAVE_FIRST_STABLE_SLOT = 1,
* PET_SAVE_LAST_STABLE_SLOT = MAX_PET_STABLES, // last in DB stable slot index (including), all higher have same meaning as PET_SAVE_NOT_IN_SLOT
* PET_SAVE_NOT_IN_SLOT = 100 // for avoid conflict with stable size grow will use 100
* };
* </pre>
*
* @param [PetSaveMode] mode : how to handle the removal
* @param bool returnReagent = false : if `true`, returns reagents used to summon
*/
int Remove(lua_State* L, Pet* pet)
{
uint32 mode = Eluna::CHECKVAL<uint32>(L, 2);
bool returnReagent = Eluna::CHECKVAL<bool>(L, 3, false);
pet->Remove(static_cast<PetSaveMode>(mode), returnReagent);
return 0;
}
/**
* Returns `true` if the [Pet] is currently being loaded from the database, returns `false` otherwise.
*
* @return bool isBeingLoaded
*/
int IsBeingLoaded(lua_State* L, Pet* pet)
{
Eluna::Push(L, pet->isBeingLoaded());
return 1;
}
};
#endif // PETMETHODS_H