Merge pull request #14896 from Ofinka/dupl

This commit is contained in:
jackpoz
2015-12-12 17:43:35 +01:00

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@@ -24,11 +24,21 @@
#include "ScriptedCreature.h"
#include "CombatAI.h"
#include "Pet.h"
#include "PetAI.h"
enum MageSpells
{
SPELL_MAGE_CLONE_ME = 45204,
SPELL_MAGE_MASTERS_THREAT_LIST = 58838
SPELL_MAGE_MASTERS_THREAT_LIST = 58838,
SPELL_MAGE_FROST_BOLT = 59638,
SPELL_MAGE_FIRE_BLAST = 59637
};
enum MirrorImageTimers
{
TIMER_MIRROR_IMAGE_INIT = 0,
TIMER_MIRROR_IMAGE_FROST_BOLT = 4000,
TIMER_MIRROR_IMAGE_FIRE_BLAST = 6000
};
class npc_pet_mage_mirror_image : public CreatureScript
@@ -40,20 +50,184 @@ class npc_pet_mage_mirror_image : public CreatureScript
{
npc_pet_mage_mirror_imageAI(Creature* creature) : CasterAI(creature) { }
void Init()
{
Unit* owner = me->GetCharmerOrOwner();
std::list<Unit*> targets;
Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 30.0f);
Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check);
me->VisitNearbyObject(40.0f, searcher);
Unit* highestThreatUnit = nullptr;
float highestThreat = 0.0f;
Unit* nearestPlayer = nullptr;
for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
{
// Consider only units without CC
if (!(*iter)->HasBreakableByDamageCrowdControlAura((*iter)))
{
// Take first found unit
if (!highestThreatUnit && (*iter)->GetTypeId() != TYPEID_PLAYER)
{
highestThreatUnit = (*iter);
continue;
}
if (!nearestPlayer && ((*iter)->GetTypeId() == TYPEID_PLAYER))
{
nearestPlayer = (*iter);
continue;
}
// else compare best fit unit with current unit
ThreatContainer::StorageType triggers = (*iter)->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator trig_citr = triggers.begin(); trig_citr != triggers.end(); ++trig_citr)
{
// Try to find threat referenced to owner
if ((*trig_citr)->getTarget() == owner)
{
// Check if best fit hostile unit hs lower threat than this current unit
if (highestThreat < (*trig_citr)->getThreat())
{
// If so, update best fit unit
highestThreat = (*trig_citr)->getThreat();
highestThreatUnit = (*iter);
break;
}
}
}
// In case no unit with threat was found so far, always check for nearest unit (only for players)
if ((*iter)->GetTypeId() == TYPEID_PLAYER)
{
// If this player is closer than the previous one, update it
if (me->GetDistance((*iter)->GetPosition()) < me->GetDistance(nearestPlayer->GetPosition()))
nearestPlayer = (*iter);
}
}
}
// Prioritize units with threat referenced to owner
if (highestThreat > 0.0f && highestThreatUnit)
me->Attack(highestThreatUnit, false);
// If there is no such target, try to attack nearest hostile unit if such exists
else if (nearestPlayer)
me->Attack(nearestPlayer, false);
}
bool IsInThreatList(Unit* target)
{
Unit* owner = me->GetCharmerOrOwner();
std::list<Unit*> targets;
Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(me, me, 30.0f);
Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(me, targets, u_check);
me->VisitNearbyObject(40.0f, searcher);
for (std::list<Unit*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
{
if ((*iter) == target)
{
// Consider only units without CC
if (!(*iter)->HasBreakableByDamageCrowdControlAura((*iter)))
{
ThreatContainer::StorageType triggers = (*iter)->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator trig_citr = triggers.begin(); trig_citr != triggers.end(); ++trig_citr)
{
// Try to find threat referenced to owner
if ((*trig_citr)->getTarget() == owner)
return true;
}
}
}
}
return false;
}
void InitializeAI() override
{
CasterAI::InitializeAI();
Unit* owner = me->GetOwner();
if (!owner)
return;
// Inherit Master's Threat List (not yet implemented)
owner->CastSpell((Unit*)NULL, SPELL_MAGE_MASTERS_THREAT_LIST, true);
// here mirror image casts on summoner spell (not present in client dbc) 49866
// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
// Clone Me!
owner->CastSpell(me, SPELL_MAGE_CLONE_ME, false);
}
void EnterCombat(Unit* who) override
{
if (me->GetVictim() && !me->GetVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->CastSpell(who, SPELL_MAGE_FIRE_BLAST, false);
events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_INIT);
events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
}
else
EnterEvadeMode();
}
void Reset() override
{
events.Reset();
}
void UpdateAI(uint32 diff) override
{
Unit* owner = me->GetCharmerOrOwner();
Unit* target = owner->getAttackerForHelper();
events.Update(diff);
// prevent CC interrupts by images
if (me->GetVictim() && me->EnsureVictim()->HasBreakableByDamageCrowdControlAura(me))
{
me->InterruptNonMeleeSpells(false);
return;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
if (!owner)
return;
// assign target if image doesnt have any or the target is not actual
if (!target || me->GetVictim() != target)
{
Unit* ownerTarget = nullptr;
if (Player* owner = me->GetCharmerOrOwner()->ToPlayer())
ownerTarget = owner->GetSelectedUnit();
// recognize which victim will be choosen
if (ownerTarget && ownerTarget->GetTypeId() == TYPEID_PLAYER)
{
if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
me->Attack(ownerTarget, false);
}
else if (ownerTarget && (ownerTarget->GetTypeId() != TYPEID_PLAYER) && IsInThreatList(ownerTarget))
{
if (!ownerTarget->HasBreakableByDamageCrowdControlAura(ownerTarget))
me->Attack(ownerTarget, false);
}
else
Init();
}
if (uint32 spellId = events.ExecuteEvent())
{
if (spellId == SPELL_MAGE_FROST_BOLT)
{
events.ScheduleEvent(SPELL_MAGE_FROST_BOLT, TIMER_MIRROR_IMAGE_FROST_BOLT);
DoCastVictim(spellId);
}
else if (spellId == SPELL_MAGE_FIRE_BLAST)
{
DoCastVictim(spellId);
events.ScheduleEvent(SPELL_MAGE_FIRE_BLAST, TIMER_MIRROR_IMAGE_FIRE_BLAST);
}
}
}
// Do not reload Creature templates on evade mode enter - prevent visual lost
void EnterEvadeMode() override
{
@@ -68,6 +242,7 @@ class npc_pet_mage_mirror_image : public CreatureScript
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
}
Init();
}
};