mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 02:25:38 +01:00
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
279 lines
8.2 KiB
C++
279 lines
8.2 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: SimpleAI
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SD%Complete: 100
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SDComment: Base Class for SimpleAI creatures
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SDCategory: Creatures
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EndScriptData */
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#include "ScriptedPch.h"
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#include "ScriptedSimpleAI.h"
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SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c)
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{
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//Clear all data
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Aggro_TextId[0] = 0;
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Aggro_TextId[1] = 0;
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Aggro_TextId[2] = 0;
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Aggro_Sound[0] = 0;
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Aggro_Sound[1] = 0;
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Aggro_Sound[2] = 0;
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Death_TextId[0] = 0;
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Death_TextId[1] = 0;
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Death_TextId[2] = 0;
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Death_Sound[0] = 0;
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Death_Sound[1] = 0;
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Death_Sound[2] = 0;
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Death_Spell = 0;
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Death_Target_Type = 0;
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Kill_TextId[0] = 0;
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Kill_TextId[1] = 0;
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Kill_TextId[2] = 0;
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Kill_Sound[0] = 0;
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Kill_Sound[1] = 0;
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Kill_Sound[2] = 0;
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Kill_Spell = 0;
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Kill_Target_Type = 0;
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memset(Spell,0,sizeof(Spell));
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EnterEvadeMode();
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}
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void SimpleAI::Reset()
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{
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}
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void SimpleAI::EnterCombat(Unit *who)
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{
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//Reset cast timers
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if (Spell[0].First_Cast >= 0)
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Spell_Timer[0] = Spell[0].First_Cast;
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else Spell_Timer[0] = 1000;
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if (Spell[1].First_Cast >= 0)
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Spell_Timer[1] = Spell[1].First_Cast;
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else Spell_Timer[1] = 1000;
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if (Spell[2].First_Cast >= 0)
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Spell_Timer[2] = Spell[2].First_Cast;
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else Spell_Timer[2] = 1000;
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if (Spell[3].First_Cast >= 0)
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Spell_Timer[3] = Spell[3].First_Cast;
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else Spell_Timer[3] = 1000;
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if (Spell[4].First_Cast >= 0)
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Spell_Timer[4] = Spell[4].First_Cast;
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else Spell_Timer[4] = 1000;
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if (Spell[5].First_Cast >= 0)
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Spell_Timer[5] = Spell[5].First_Cast;
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else Spell_Timer[5] = 1000;
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if (Spell[6].First_Cast >= 0)
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Spell_Timer[6] = Spell[6].First_Cast;
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else Spell_Timer[6] = 1000;
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if (Spell[7].First_Cast >= 0)
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Spell_Timer[7] = Spell[7].First_Cast;
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else Spell_Timer[7] = 1000;
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if (Spell[8].First_Cast >= 0)
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Spell_Timer[8] = Spell[8].First_Cast;
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else Spell_Timer[8] = 1000;
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if (Spell[9].First_Cast >= 0)
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Spell_Timer[9] = Spell[9].First_Cast;
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else Spell_Timer[9] = 1000;
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uint8 random_text = urand(0,2);
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//Random text
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if (Aggro_TextId[random_text])
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DoScriptText(Aggro_TextId[random_text], m_creature, who);
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//Random sound
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if (Aggro_Sound[random_text])
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DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]);
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}
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void SimpleAI::KilledUnit(Unit *victim)
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{
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uint8 random_text = urand(0,2);
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//Random yell
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if (Kill_TextId[random_text])
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DoScriptText(Kill_TextId[random_text], m_creature, victim);
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//Random sound
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if (Kill_Sound[random_text])
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DoPlaySoundToSet(m_creature, Kill_Sound[random_text]);
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if (!Kill_Spell)
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return;
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Unit *pTarget = NULL;
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switch (Kill_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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break;
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case CAST_KILLEDUNIT_VICTIM:
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pTarget = victim;
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break;
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}
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//Target is ok, cast a spell on it
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if (pTarget)
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DoCast(pTarget, Kill_Spell);
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}
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void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
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{
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//Return if damage taken won't kill us
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if (m_creature->GetHealth() > damage)
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return;
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uint8 random_text = urand(0,2);
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//Random yell
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if (Death_TextId[random_text])
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DoScriptText(Death_TextId[random_text], m_creature, killer);
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//Random sound
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if (Death_Sound[random_text])
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DoPlaySoundToSet(m_creature, Death_Sound[random_text]);
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if (!Death_Spell)
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return;
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Unit *pTarget = NULL;
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switch (Death_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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break;
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case CAST_JUSTDIED_KILLER:
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pTarget = killer;
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break;
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}
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//Target is ok, cast a spell on it
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if (pTarget)
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DoCast(pTarget, Death_Spell);
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}
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void SimpleAI::UpdateAI(const uint32 diff)
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{
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//Spells
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for (uint32 i = 0; i < 10; ++i)
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{
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//Spell not valid
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if (!Spell[i].Enabled || !Spell[i].Spell_Id)
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continue;
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if (Spell_Timer[i] <= diff)
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{
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//Check if this is a percentage based
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if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast)
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continue;
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//Check Current spell
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if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false)))
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{
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Unit *pTarget = NULL;
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switch (Spell[i].Cast_Target_Type)
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{
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case CAST_SELF:
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pTarget = m_creature;
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break;
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case CAST_HOSTILE_TARGET:
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pTarget = m_creature->getVictim();
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break;
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case CAST_HOSTILE_SECOND_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
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break;
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case CAST_HOSTILE_LAST_AGGRO:
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pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
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break;
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case CAST_HOSTILE_RANDOM:
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pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
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break;
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}
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//Target is ok, cast a spell on it and then do our random yell
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if (pTarget)
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{
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if (m_creature->IsNonMeleeSpellCasted(false))
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m_creature->InterruptNonMeleeSpells(false);
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DoCast(pTarget, Spell[i].Spell_Id);
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//Yell and sound use the same number so that you can make
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//the Creature yell with the correct sound effect attached
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uint8 random_text = urand(0,2);
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//Random yell
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if (Spell[i].TextId[random_text])
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DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget);
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//Random sound
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if (Spell[i].Text_Sound[random_text])
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DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]);
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}
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}
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//Spell will cast agian when the cooldown is up
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if (Spell[i].CooldownRandomAddition)
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Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition);
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else Spell_Timer[i] = Spell[i].Cooldown;
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} else Spell_Timer[i] -= diff;
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}
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DoMeleeAttackIfReady();
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}
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