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* Akama is summoned after the illidari council has been deafeated. (remove your akama spawn from creature db) * Dampen Magic timer * Merging mother from TC2 --HG-- branch : trunk
94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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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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#include "AggressorAI.h"
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#include "SpellMgr.h"
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int AggressorAI::Permissible(const Creature *creature)
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{
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// have some hostile factions, it will be selected by IsHostileTo check at MoveInLineOfSight
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if( !creature->isCivilian() && !creature->IsNeutralToAll() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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void AggressorAI::UpdateAI(const uint32 /*diff*/)
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{
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if(!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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int SpellAI::Permissible(const Creature *creature)
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{
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return PERMIT_BASE_NO;
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}
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void SpellAI::InitializeAI()
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{
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for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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if(me->m_spells[i] && GetSpellStore()->LookupEntry(me->m_spells[i]))
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spells.push_back(me->m_spells[i]);
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}
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void SpellAI::Reset()
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{
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events.Reset();
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}
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void SpellAI::JustDied(Unit *killer)
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{
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for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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if(AISpellInfo[*i].condition == AICOND_DIE)
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me->CastSpell(killer, *i, true);
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}
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void SpellAI::EnterCombat(Unit *who)
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{
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for(SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
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{
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if(AISpellInfo[*i].condition == AICOND_AGGRO)
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me->CastSpell(who, *i, false);
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else if(AISpellInfo[*i].condition == AICOND_COMBAT)
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events.ScheduleEvent(*i, AISpellInfo[*i].cooldown + rand()%AISpellInfo[*i].cooldown);
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}
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}
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void SpellAI::UpdateAI(const uint32 diff)
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{
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if(!UpdateVictim())
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return;
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events.Update(diff);
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if(me->hasUnitState(UNIT_STAT_CASTING))
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return;
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if(uint32 spellId = events.ExecuteEvent())
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{
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DoCast(spellId);
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events.ScheduleEvent(spellId, AISpellInfo[spellId].cooldown + rand()%AISpellInfo[spellId].cooldown);
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}
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else
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DoMeleeAttackIfReady();
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}
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