server/src/modules/SD3/base/guard_ai.cpp

275 lines
8.8 KiB
C++

/**
* ScriptDev3 is an extension for mangos providing enhanced features for
* area triggers, creatures, game objects, instances, items, and spells beyond
* the default database scripting in mangos.
*
* Copyright (C) 2006-2013 ScriptDev2 <http://www.scriptdev2.com/>
* Copyright (C) 2014-2016 MaNGOS <https://getmangos.eu>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
/* ScriptData
SDName: Guard_AI
SD%Complete: 90
SDComment:
SDCategory: Guards
EndScriptData */
#include "precompiled.h"
#include "guard_ai.h"
// This script is for use within every single guard to save coding time
guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
m_uiGlobalCooldown(0),
m_uiBuffTimer(0)
{}
void guardAI::Reset()
{
m_uiGlobalCooldown = 0;
m_uiBuffTimer = 0; // Rebuff as soon as we can
}
void guardAI::Aggro(Unit* pWho)
{
if (m_creature->GetEntry() == NPC_CENARION_INFANTRY)
{
switch (urand(0, 2))
{
case 0:
DoScriptText(SAY_GUARD_SIL_AGGRO1, m_creature, pWho);
break;
case 1:
DoScriptText(SAY_GUARD_SIL_AGGRO2, m_creature, pWho);
break;
case 2:
DoScriptText(SAY_GUARD_SIL_AGGRO3, m_creature, pWho);
break;
}
}
if (const SpellEntry* pSpellInfo = m_creature->ReachWithSpellAttack(pWho))
{
DoCastSpell(pWho, pSpellInfo);
}
}
void guardAI::JustDied(Unit* pKiller)
{
// Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
if (Player* pPlayer = pKiller->GetCharmerOrOwnerPlayerOrPlayerItself())
{
m_creature->SendZoneUnderAttackMessage(pPlayer);
}
}
void guardAI::UpdateAI(const uint32 uiDiff)
{
// Always decrease our global cooldown first
if (m_uiGlobalCooldown > uiDiff)
{
m_uiGlobalCooldown -= uiDiff;
}
else
{
m_uiGlobalCooldown = 0;
}
// Buff timer (only buff when we are alive and not in combat
if (m_creature->IsAlive() && !m_creature->IsInCombat())
{
if (m_uiBuffTimer < uiDiff)
{
// Find a spell that targets friendly and applies an aura (these are generally buffs)
const SpellEntry* pSpellInfo = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (pSpellInfo && !m_uiGlobalCooldown)
{
// Cast the buff spell
DoCastSpell(m_creature, pSpellInfo);
// Set our global cooldown
m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
// Set our timer to 10 minutes before rebuff
m_uiBuffTimer = 600000;
} // Try again in 30 seconds
else
{
m_uiBuffTimer = 30000;
}
}
else
{
m_uiBuffTimer -= uiDiff;
}
}
// Return since we have no target
if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
{
return;
}
// Make sure our attack is ready and we arn't currently casting
if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
{
// If we are within range melee the target
if (m_creature->CanReachWithMeleeAttack(m_creature->getVictim()))
{
bool bHealing = false;
const SpellEntry* pSpellInfo = NULL;
// Select a healing spell if less than 30% hp
if (m_creature->GetHealthPercent() < 30.0f)
{
pSpellInfo = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
}
// No healing spell available, select a hostile spell
if (pSpellInfo)
{
bHealing = true;
}
else
{
pSpellInfo = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
}
// 20% chance to replace our white hit with a spell
if (pSpellInfo && !urand(0, 4) && !m_uiGlobalCooldown)
{
// Cast the spell
if (bHealing)
{
DoCastSpell(m_creature, pSpellInfo);
}
else
{
DoCastSpell(m_creature->getVictim(), pSpellInfo);
}
// Set our global cooldown
m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}
else
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
}
m_creature->resetAttackTimer();
}
}
else
{
// Only run this code if we arn't already casting
if (!m_creature->IsNonMeleeSpellCasted(false))
{
bool bHealing = false;
const SpellEntry* pSpellInfo = NULL;
// Select a healing spell if less than 30% hp ONLY 33% of the time
if (m_creature->GetHealthPercent() < 30.0f && !urand(0, 2))
{
pSpellInfo = SelectSpell(m_creature, -1, -1, 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 (pSpellInfo)
{
bHealing = true;
}
else
{
pSpellInfo = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, ATTACK_DISTANCE, 0, SELECT_EFFECT_DONTCARE);
}
// Found a spell, check if we arn't on cooldown
if (pSpellInfo && !m_uiGlobalCooldown)
{
// If we are currently moving stop us and set the movement generator
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveIdle();
}
// Cast spell
if (bHealing)
{
DoCastSpell(m_creature, pSpellInfo);
}
else
{
DoCastSpell(m_creature->getVictim(), pSpellInfo);
}
// Set our global cooldown
m_uiGlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} // If no spells available and we arn't moving run to target
else if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
{
// Cancel our current spell and then mutate new movement generator
m_creature->InterruptNonMeleeSpells(false);
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
}
}
}
}
void guardAI::DoReplyToTextEmote(uint32 uiTextEmote)
{
switch (uiTextEmote)
{
case TEXTEMOTE_KISS:
m_creature->HandleEmote(EMOTE_ONESHOT_BOW);
break;
case TEXTEMOTE_WAVE:
m_creature->HandleEmote(EMOTE_ONESHOT_WAVE);
break;
case TEXTEMOTE_SALUTE:
m_creature->HandleEmote(EMOTE_ONESHOT_SALUTE);
break;
case TEXTEMOTE_SHY:
m_creature->HandleEmote(EMOTE_ONESHOT_FLEX);
break;
case TEXTEMOTE_RUDE:
case TEXTEMOTE_CHICKEN:
m_creature->HandleEmote(EMOTE_ONESHOT_POINT);
break;
}
}
void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
{
if (pPlayer->GetTeam() == HORDE)
{
DoReplyToTextEmote(uiTextEmote);
}
}
void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 uiTextEmote)
{
if (pPlayer->GetTeam() == ALLIANCE)
{
DoReplyToTextEmote(uiTextEmote);
}
}