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234 lines (198 loc) · 8.01 KB
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/*
* Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* 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/>.
*/
/* ScriptData
SDName: Generic_Creature
SD%Complete: 80
SDComment: Should be replaced with core based AI
SDCategory: Creatures
EndScriptData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "PassiveAI.h"
#define GENERIC_CREATURE_COOLDOWN 5000
class generic_creature : public CreatureScript
{
public:
generic_creature() : CreatureScript("generic_creature") { }
struct generic_creatureAI : public ScriptedAI
{
generic_creatureAI(Creature* creature) : ScriptedAI(creature) {}
uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
uint32 BuffTimer; //This variable keeps track of buffs
bool IsSelfRooted;
void Reset()
{
GlobalCooldown = 0;
BuffTimer = 0; //Rebuff as soon as we can
IsSelfRooted = false;
}
void EnterCombat(Unit* who)
{
if (!me->IsWithinMeleeRange(who))
IsSelfRooted = true;
}
void UpdateAI(uint32 diff)
{
//Always decrease our global cooldown first
if (GlobalCooldown > diff)
GlobalCooldown -= diff;
else GlobalCooldown = 0;
//Buff timer (only buff when we are alive and not in combat
if (!me->isInCombat() && me->isAlive())
{
if (BuffTimer <= diff)
{
//Find a spell that targets friendly and applies an aura (these are generally buffs)
SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (info && !GlobalCooldown)
{
//Cast the buff spell
DoCastSpell(me, info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
//Set our timer to 10 minutes before rebuff
BuffTimer = 600000;
}//Try agian in 30 seconds
else BuffTimer = 30000;
} else BuffTimer -= diff;
}
//Return since we have no target
if (!UpdateVictim())
return;
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
//Make sure our attack is ready and we arn't currently casting
if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
{
bool Healing = false;
SpellInfo const* info = NULL;
//Select a healing spell if less than 30% hp
if (HealthBelowPct(30))
info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, select a hostile spell
if (info) Healing = true;
else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
//50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
if (info && (rand() % (me->GetCreatureTemplate()->rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
{
//Cast the spell
if (Healing)DoCastSpell(me, info);
else DoCastSpell(me->getVictim(), info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}
else me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
else
{
//Only run this code if we arn't already casting
if (!me->IsNonMeleeSpellCasted(false))
{
bool Healing = false;
SpellInfo const* info = NULL;
//Select a healing spell if less than 30% hp ONLY 33% of the time
if (HealthBelowPct(30) && rand() % 3 == 0)
info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
if (info) Healing = true;
else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
//Found a spell, check if we arn't on cooldown
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
if (!IsSelfRooted)
IsSelfRooted = true;
//Cast spell
if (Healing) DoCastSpell(me, info);
else DoCastSpell(me->getVictim(), info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}//If no spells available and we arn't moving run to target
else if (IsSelfRooted)
{
//Cancel our current spell and then allow movement agian
me->InterruptNonMeleeSpells(false);
IsSelfRooted = false;
}
}
}
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new generic_creatureAI(creature);
}
};
class trigger_periodic : public CreatureScript
{
public:
trigger_periodic() : CreatureScript("trigger_periodic") { }
struct trigger_periodicAI : public NullCreatureAI
{
trigger_periodicAI(Creature* creature) : NullCreatureAI(creature)
{
spell = me->m_spells[0] ? sSpellMgr->GetSpellInfo(me->m_spells[0]) : NULL;
interval = me->GetAttackTime(BASE_ATTACK);
timer = interval;
}
uint32 timer, interval;
const SpellInfo* spell;
void UpdateAI(uint32 diff)
{
if (timer <= diff)
{
if (spell)
me->CastSpell(me, spell, true);
timer = interval;
}
else
timer -= diff;
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new trigger_periodicAI(creature);
}
};
class trigger_death : public CreatureScript
{
public:
trigger_death() : CreatureScript("trigger_death") { }
struct trigger_deathAI : public NullCreatureAI
{
trigger_deathAI(Creature* creature) : NullCreatureAI(creature) {}
void JustDied(Unit* killer)
{
if (me->m_spells[0])
me->CastSpell(killer, me->m_spells[0], true);
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new trigger_deathAI(creature);
}
};
void AddSC_generic_creature()
{
//new generic_creature;
new trigger_periodic;
//new trigger_death;
}