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authormegamage <none@none>2009-07-30 10:53:16 +0800
committermegamage <none@none>2009-07-30 10:53:16 +0800
commit3926cb174b7a5ff98a69705092831a7111333377 (patch)
treef34f9ac23333d2bb5e91cdda898b02264328a65b
parentdd94fb12d68677c01b906ab05ef8c8eb676554b3 (diff)
[8233] Implement new EventAI action ACTION_T_SET_INVINCEABILITY_HP_LEVEL. Author: VladimirMangos
Action set min. health value that can be set for creature in result damage apply. It can be used in duel like events with creatures to prevent killing creature and other cases when creature must avoid damage at some health level while it used. --HG-- branch : trunk
-rw-r--r--doc/EventAI.txt9
-rw-r--r--src/game/CreatureEventAI.cpp21
-rw-r--r--src/game/CreatureEventAI.h18
-rw-r--r--src/game/CreatureEventAIMgr.cpp10
4 files changed, 53 insertions, 5 deletions
diff --git a/doc/EventAI.txt b/doc/EventAI.txt
index 7434a7adf8e..c63fb9044cc 100644
--- a/doc/EventAI.txt
+++ b/doc/EventAI.txt
@@ -137,6 +137,7 @@ Each event type has its own specific interpretation of it's params, like every e
39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target.
40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon).
41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature
+42 ACTION_T_SET_INVINCEABILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health
* = Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2).
@@ -737,6 +738,14 @@ This possible setup by set ar event AI start (single used EVENT_T_TIMER_OOC set
Despawns the creature (in or out of combat)
No parameters
+-------------------------
+42 ACTION_T_SET_INVINCEABILITY_HP_LEVEL
+-------------------------
+Parameter 1: min. health level for creature that can be set at damage, 0 used as absent min. health value for apply damage.
+Parameter 2: format of paramater 1 value
+0 paramater 1 used as flat value
+1 paramater 1 used as percent (0..100) from creature max health
+
=========================================
Target Types
=========================================
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 6e8ac6a4909..6f7a8a89958 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -96,6 +96,8 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
AttackDistance = 0.0f;
AttackAngle = 0.0f;
+ InvinceabilityHpLevel = 0;
+
//Handle Spawned Events
if (!bEmptyList)
{
@@ -792,6 +794,14 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
m_creature->ForcedDespawn();
break;
}
+ case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
+ {
+ if(action.invinceability_hp_level.is_percent)
+ InvinceabilityHpLevel = m_creature->GetMaxHealth()*100/action.invinceability_hp_level.hp_level;
+ else
+ InvinceabilityHpLevel = action.invinceability_hp_level.hp_level;
+ break;
+ }
}
}
@@ -1338,6 +1348,17 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
}
}
+void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage )
+{
+ if(InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage)
+ {
+ if(m_creature->GetHealth() <= InvinceabilityHpLevel)
+ damage = 0;
+ else
+ damage = m_creature->GetHealth() - InvinceabilityHpLevel;
+ }
+}
+
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if(event.event_type != EVENT_T_SPAWNED)
diff --git a/src/game/CreatureEventAI.h b/src/game/CreatureEventAI.h
index ad3827ef75d..de46fee3eae 100644
--- a/src/game/CreatureEventAI.h
+++ b/src/game/CreatureEventAI.h
@@ -113,6 +113,7 @@ enum EventAI_ActionType
ACTION_T_FORCE_DESPAWN = 41, // No Params
ACTION_T_END = 105,
+ ACTION_T_SET_INVINCEABILITY_HP_LEVEL= 42, // MinHpValue, format(0-flat,1-percent from max health)
};
enum Target
@@ -379,6 +380,11 @@ struct CreatureEventAI_Action
{
uint32 sheath;
} set_sheath;
+ struct
+ {
+ uint32 hp_level;
+ uint32 is_percent;
+ } invinceability_hp_level;
// RAW
struct
{
@@ -581,6 +587,7 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
void AttackStart(Unit *who);
void MoveInLineOfSight(Unit *who);
void SpellHit(Unit* pUnit, const SpellEntry* pSpell);
+ void DamageTaken(Unit* done_by, uint32& damage);
void UpdateAI(const uint32 diff);
void ReceiveEmote(Player* pPlayer, uint32 text_emote);
static int Permissible(const Creature *);
@@ -608,10 +615,11 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
bool bEmptyList;
//Variables used by Events themselves
- uint8 Phase; //Current phase, max 32 phases
- bool CombatMovementEnabled; //If we allow targeted movment gen (movement twoards top threat)
- bool MeleeEnabled; //If we allow melee auto attack
- float AttackDistance; //Distance to attack from
- float AttackAngle; //Angle of attack
+ uint8 Phase; // Current phase, max 32 phases
+ bool CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
+ bool MeleeEnabled; // If we allow melee auto attack
+ float AttackDistance; // Distance to attack from
+ float AttackAngle; // Angle of attack
+ uint32 InvinceabilityHpLevel; // Minimal health level allowed at damage apply
};
#endif
diff --git a/src/game/CreatureEventAIMgr.cpp b/src/game/CreatureEventAIMgr.cpp
index 18db935536b..94f83296536 100644
--- a/src/game/CreatureEventAIMgr.cpp
+++ b/src/game/CreatureEventAIMgr.cpp
@@ -661,6 +661,16 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
action.set_sheath.sheath = SHEATH_STATE_UNARMED;
}
break;
+ case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
+ if(action.invinceability_hp_level.is_percent)
+ {
+ if(action.invinceability_hp_level.hp_level > 100)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invinceability_hp_level.hp_level);
+ action.invinceability_hp_level.hp_level = 100;
+ }
+ }
+ break;
case ACTION_T_EVADE: //No Params
case ACTION_T_FLEE_FOR_ASSIST: //No Params
case ACTION_T_DIE: //No Params