diff options
| author | Nay <dnpd.dd@gmail.com> | 2012-03-11 16:59:17 +0000 |
|---|---|---|
| committer | Nay <dnpd.dd@gmail.com> | 2012-03-11 16:59:17 +0000 |
| commit | 2b2d054f64f1fa137364d2f840c7005e7936bdc2 (patch) | |
| tree | f4637130d92c5d0504b3263cd09e157044e9cb68 /src/server/game/AI/ScriptedAI | |
| parent | 036dae5a36d2041944a74f301b5fae76c7d39b06 (diff) | |
R.I.P SimpleAI
- Convert SimpleAI to (DB) SmartAI
- Spell ids corrected (and completed some of the scripts)
- Random cleanup (code style) in some scripts
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
| -rwxr-xr-x | src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp | 280 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h | 73 |
2 files changed, 0 insertions, 353 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp deleted file mode 100755 index 25c7f6f44b7..00000000000 --- a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp +++ /dev/null @@ -1,280 +0,0 @@ -/* - * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/> - * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> - * - * 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, see <http://www.gnu.org/licenses/>. - */ - -/* ScriptData -SDName: SimpleAI -SD%Complete: 100 -SDComment: Base Class for SimpleAI creatures -SDCategory: Creatures -EndScriptData */ - -#include "ScriptPCH.h" -#include "ScriptedSimpleAI.h" - -SimpleAI::SimpleAI(Creature* c) : ScriptedAI(c) -{ - //Clear all data - Aggro_TextId[0] = 0; - Aggro_TextId[1] = 0; - Aggro_TextId[2] = 0; - Aggro_Sound[0] = 0; - Aggro_Sound[1] = 0; - Aggro_Sound[2] = 0; - - Death_TextId[0] = 0; - Death_TextId[1] = 0; - Death_TextId[2] = 0; - Death_Sound[0] = 0; - Death_Sound[1] = 0; - Death_Sound[2] = 0; - Death_Spell = 0; - Death_Target_Type = 0; - - Kill_TextId[0] = 0; - Kill_TextId[1] = 0; - Kill_TextId[2] = 0; - Kill_Sound[0] = 0; - Kill_Sound[1] = 0; - Kill_Sound[2] = 0; - Kill_Spell = 0; - Kill_Target_Type = 0; - - memset(Spell, 0, sizeof(Spell)); - - EnterEvadeMode(); -} - -void SimpleAI::Reset() -{ -} - -void SimpleAI::EnterCombat(Unit* who) -{ - //Reset cast timers - if (Spell[0].First_Cast >= 0) - Spell_Timer[0] = Spell[0].First_Cast; - else Spell_Timer[0] = 1000; - if (Spell[1].First_Cast >= 0) - Spell_Timer[1] = Spell[1].First_Cast; - else Spell_Timer[1] = 1000; - if (Spell[2].First_Cast >= 0) - Spell_Timer[2] = Spell[2].First_Cast; - else Spell_Timer[2] = 1000; - if (Spell[3].First_Cast >= 0) - Spell_Timer[3] = Spell[3].First_Cast; - else Spell_Timer[3] = 1000; - if (Spell[4].First_Cast >= 0) - Spell_Timer[4] = Spell[4].First_Cast; - else Spell_Timer[4] = 1000; - if (Spell[5].First_Cast >= 0) - Spell_Timer[5] = Spell[5].First_Cast; - else Spell_Timer[5] = 1000; - if (Spell[6].First_Cast >= 0) - Spell_Timer[6] = Spell[6].First_Cast; - else Spell_Timer[6] = 1000; - if (Spell[7].First_Cast >= 0) - Spell_Timer[7] = Spell[7].First_Cast; - else Spell_Timer[7] = 1000; - if (Spell[8].First_Cast >= 0) - Spell_Timer[8] = Spell[8].First_Cast; - else Spell_Timer[8] = 1000; - if (Spell[9].First_Cast >= 0) - Spell_Timer[9] = Spell[9].First_Cast; - else Spell_Timer[9] = 1000; - - uint8 random_text = urand(0, 2); - - //Random text - if (Aggro_TextId[random_text]) - DoScriptText(Aggro_TextId[random_text], me, who); - - //Random sound - if (Aggro_Sound[random_text]) - DoPlaySoundToSet(me, Aggro_Sound[random_text]); -} - -void SimpleAI::KilledUnit(Unit* victim) -{ - uint8 random_text = urand(0, 2); - - //Random yell - if (Kill_TextId[random_text]) - DoScriptText(Kill_TextId[random_text], me, victim); - - //Random sound - if (Kill_Sound[random_text]) - DoPlaySoundToSet(me, Kill_Sound[random_text]); - - if (!Kill_Spell) - return; - - Unit* target = NULL; - - switch (Kill_Target_Type) - { - case CAST_SELF: - target = me; - break; - case CAST_HOSTILE_TARGET: - target = me->getVictim(); - break; - case CAST_HOSTILE_SECOND_AGGRO: - target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1); - break; - case CAST_HOSTILE_LAST_AGGRO: - target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0); - break; - case CAST_HOSTILE_RANDOM: - target = SelectTarget(SELECT_TARGET_RANDOM, 0); - break; - case CAST_KILLEDUNIT_VICTIM: - target = victim; - break; - } - - //Target is ok, cast a spell on it - if (target) - DoCast(target, Kill_Spell); -} - -void SimpleAI::DamageTaken(Unit* killer, uint32& damage) -{ - //Return if damage taken won't kill us - if (me->GetHealth() > damage) - return; - - uint8 random_text = urand(0, 2); - - //Random yell - if (Death_TextId[random_text]) - DoScriptText(Death_TextId[random_text], me, killer); - - //Random sound - if (Death_Sound[random_text]) - DoPlaySoundToSet(me, Death_Sound[random_text]); - - if (!Death_Spell) - return; - - Unit* target = NULL; - - switch (Death_Target_Type) - { - case CAST_SELF: - target = me; - break; - case CAST_HOSTILE_TARGET: - target = me->getVictim(); - break; - case CAST_HOSTILE_SECOND_AGGRO: - target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1); - break; - case CAST_HOSTILE_LAST_AGGRO: - target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0); - break; - case CAST_HOSTILE_RANDOM: - target = SelectTarget(SELECT_TARGET_RANDOM, 0); - break; - case CAST_JUSTDIED_KILLER: - target = killer; - break; - } - - //Target is ok, cast a spell on it - if (target) - DoCast(target, Death_Spell); -} - -void SimpleAI::UpdateAI(const uint32 diff) -{ - //Return since we have no target - if (!UpdateVictim()) - return; - - //Spells - for (uint32 i = 0; i < MAX_SIMPLEAI_SPELLS; ++i) - { - //Spell not valid - if (!Spell[i].Enabled || !Spell[i].Spell_Id) - continue; - - if (Spell_Timer[i] <= diff) - { - //Check if this is a percentage based - if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && HealthAbovePct(uint32(-Spell[i].First_Cast))) - continue; - - //Check Current spell - if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false))) - { - Unit* target = NULL; - - switch (Spell[i].Cast_Target_Type) - { - case CAST_SELF: - target = me; - break; - case CAST_HOSTILE_TARGET: - target = me->getVictim(); - break; - case CAST_HOSTILE_SECOND_AGGRO: - target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1); - break; - case CAST_HOSTILE_LAST_AGGRO: - target = SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0); - break; - case CAST_HOSTILE_RANDOM: - target = SelectTarget(SELECT_TARGET_RANDOM, 0); - break; - } - - //Target is ok, cast a spell on it and then do our random yell - if (target) - { - if (me->IsNonMeleeSpellCasted(false)) - me->InterruptNonMeleeSpells(false); - - DoCast(target, Spell[i].Spell_Id); - - //Yell and sound use the same number so that you can make - //the Creature yell with the correct sound effect attached - uint8 random_text = urand(0, 2); - - //Random yell - if (Spell[i].TextId[random_text]) - DoScriptText(Spell[i].TextId[random_text], me, target); - - //Random sound - if (Spell[i].Text_Sound[random_text]) - DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]); - } - - } - - //Spell will cast agian when the cooldown is up - if (Spell[i].CooldownRandomAddition) - Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); - else Spell_Timer[i] = Spell[i].Cooldown; - - } else Spell_Timer[i] -= diff; - - } - - DoMeleeAttackIfReady(); -} - diff --git a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h b/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h deleted file mode 100644 index a38bdf85e14..00000000000 --- a/src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h +++ /dev/null @@ -1,73 +0,0 @@ -/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> -* This program is free software licensed under GPL version 2 -* Please see the included DOCS/LICENSE.TXT for more information */ - -#ifndef SC_SIMPLEAI_H -#define SC_SIMPLEAI_H - -enum CastTarget -{ - CAST_SELF = 0, //Self cast - CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro) - CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks) - CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for) - CAST_HOSTILE_RANDOM, //Just any random target on our threat list - CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED - - //Special cases - CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function - CAST_JUSTDIED_KILLER, //Only works within JustDied function -}; - -#define MAX_SIMPLEAI_SPELLS 10 - -struct SimpleAI : public ScriptedAI -{ - SimpleAI(Creature* c);// : ScriptedAI(c); - - void Reset(); - - void EnterCombat(Unit* /*who*/); - - void KilledUnit(Unit* /*victim*/); - - void DamageTaken(Unit* killer, uint32& damage); - - void UpdateAI(const uint32 diff); - -public: - - int32 Aggro_TextId[3]; - uint32 Aggro_Sound[3]; - - int32 Death_TextId[3]; - uint32 Death_Sound[3]; - uint32 Death_Spell; - uint32 Death_Target_Type; - - int32 Kill_TextId[3]; - uint32 Kill_Sound[3]; - uint32 Kill_Spell; - uint32 Kill_Target_Type; - - struct SimpleAI_Spell - { - uint32 Spell_Id; //Spell ID to cast - int32 First_Cast; //Delay for first cast - uint32 Cooldown; //Cooldown between casts - uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition) - uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this) - bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast - bool Enabled; //Spell enabled or disabled (default: false) - - //3 texts to many? - int32 TextId[3]; - uint32 Text_Sound[3]; - }Spell[MAX_SIMPLEAI_SPELLS]; - -protected: - uint32 Spell_Timer[MAX_SIMPLEAI_SPELLS]; -}; - -#endif - |
