/*
* This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information
*
* 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 2 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 <http://www.gnu.org/licenses/>.
*/

#ifndef TRINITY_PASSIVEAI_H
#define TRINITY_PASSIVEAI_H

#include "CreatureAI.h"

class PassiveAI : public CreatureAI
{
    public:
        explicit PassiveAI(Creature* c);

        void MoveInLineOfSight(Unit*) { }
        void AttackStart(Unit*) { }
        void UpdateAI(uint32);

        static int Permissible(const Creature*) { return PERMIT_BASE_IDLE;  }
};

class PossessedAI : public CreatureAI
{
    public:
        explicit PossessedAI(Creature* c);

        void MoveInLineOfSight(Unit*) { }
        void AttackStart(Unit* target);
        void UpdateAI(uint32);
        void EnterEvadeMode() { }

        void JustDied(Unit*);
        void KilledUnit(Unit* victim);

        static int Permissible(const Creature*) { return PERMIT_BASE_IDLE;  }
};

class NullCreatureAI : public CreatureAI
{
    public:
        explicit NullCreatureAI(Creature* c);

        void MoveInLineOfSight(Unit*) { }
        void AttackStart(Unit*) { }
        void UpdateAI(uint32) { }
        void EnterEvadeMode() { }
        void OnCharmed(bool /*apply*/) { }

        static int Permissible(const Creature*) { return PERMIT_BASE_IDLE;  }
};

class CritterAI : public PassiveAI
{
    public:
        explicit CritterAI(Creature* c) : PassiveAI(c) { }

        void DamageTaken(Unit* done_by, uint32& /*damage*/);
        void EnterEvadeMode();
};

class TriggerAI : public NullCreatureAI
{
    public:
        explicit TriggerAI(Creature* c) : NullCreatureAI(c) { }
        void IsSummonedBy(Unit* summoner);
};

#endif
