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+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>.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, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/* ScriptData
+SDName: Guard_AI
+SD%Complete: 90
+SDComment:
+SDCategory: Guards
+EndScriptData */
+
+#include "ScriptedPch.h"
+#include "ScriptedGuardAI.h"
+
+// **** This script is for use within every single guard to save coding time ****
+
+#define GENERIC_CREATURE_COOLDOWN 5000
+
+#define SAY_GUARD_SIL_AGGRO1 -1070001
+#define SAY_GUARD_SIL_AGGRO2 -1070002
+#define SAY_GUARD_SIL_AGGRO3 -1070003
+
+guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
+ GlobalCooldown(0),
+ BuffTimer(0)
+{}
+
+void guardAI::Reset()
+{
+ GlobalCooldown = 0;
+ BuffTimer = 0; //Rebuff as soon as we can
+}
+
+void guardAI::EnterCombat(Unit *who)
+{
+ if (m_creature->GetEntry() == 15184)
+ DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), m_creature, who);
+
+ if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who))
+ DoCastSpell(who, spell);
+}
+
+void guardAI::JustDied(Unit *Killer)
+{
+ //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
+ if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
+ m_creature->SendZoneUnderAttackMessage(pKiller);
+}
+
+void guardAI::UpdateAI(const uint32 diff)
+{
+ //Always decrease our global cooldown first
+ if (GlobalCooldown > diff)
+ GlobalCooldown -= diff;
+ else GlobalCooldown = 0;
+
+ //Buff timer (only buff when we are alive and not in combat
+ if (m_creature->isAlive() && !m_creature->isInCombat())
+ if (BuffTimer <= diff)
+ {
+ //Find a spell that targets friendly and applies an aura (these are generally buffs)
+ SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
+
+ if (info && !GlobalCooldown)
+ {
+ //Cast the buff spell
+ DoCastSpell(m_creature, info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+
+ //Set our timer to 10 minutes before rebuff
+ BuffTimer = 600000;
+ } //Try again in 30 seconds
+ else BuffTimer = 30000;
+ } else BuffTimer -= diff;
+
+ //Return since we have no target
+ if (!UpdateVictim())
+ return;
+
+ // Make sure our attack is ready and we arn't currently casting
+ if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
+ {
+ //If we are within range melee the target
+ if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
+ {
+ bool Healing = false;
+ SpellEntry const *info = NULL;
+
+ //Select a healing spell if less than 30% hp
+ if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
+ info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+
+ //No healing spell available, select a hostile spell
+ if (info) Healing = true;
+ else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
+
+ //20% chance to replace our white hit with a spell
+ if (info && rand() % 5 == 0 && !GlobalCooldown)
+ {
+ //Cast the spell
+ if (Healing)DoCastSpell(m_creature, info);
+ else DoCastSpell(m_creature->getVictim(), info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+ }
+ else m_creature->AttackerStateUpdate(m_creature->getVictim());
+
+ m_creature->resetAttackTimer();
+ }
+ }
+ else
+ {
+ //Only run this code if we arn't already casting
+ if (!m_creature->IsNonMeleeSpellCasted(false))
+ {
+ bool Healing = false;
+ SpellEntry const *info = NULL;
+
+ //Select a healing spell if less than 30% hp ONLY 33% of the time
+ if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
+ info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+
+ //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
+ if (info) Healing = true;
+ else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
+
+ //Found a spell, check if we arn't on cooldown
+ if (info && !GlobalCooldown)
+ {
+ //If we are currently moving stop us and set the movement generator
+ if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE)
+ {
+ (*m_creature).GetMotionMaster()->Clear(false);
+ (*m_creature).GetMotionMaster()->MoveIdle();
+ }
+
+ //Cast spell
+ if (Healing) DoCastSpell(m_creature,info);
+ else DoCastSpell(m_creature->getVictim(),info);
+
+ //Set our global cooldown
+ GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
+
+ } //If no spells available and we arn't moving run to target
+ else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=TARGETED_MOTION_TYPE)
+ {
+ //Cancel our current spell and then mutate new movement generator
+ m_creature->InterruptNonMeleeSpells(false);
+ (*m_creature).GetMotionMaster()->Clear(false);
+ (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim());
+ }
+ }
+ }
+}
+
+void guardAI::DoReplyToTextEmote(uint32 em)
+{
+ switch(em)
+ {
+ case TEXTEMOTE_KISS: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
+ case TEXTEMOTE_WAVE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
+ case TEXTEMOTE_SALUTE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
+ case TEXTEMOTE_SHY: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
+ case TEXTEMOTE_RUDE:
+ case TEXTEMOTE_CHICKEN: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
+ }
+}
+
+void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 text_emote)
+{
+ if (pPlayer->GetTeam()==HORDE)
+ DoReplyToTextEmote(text_emote);
+}
+
+void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 text_emote)
+{
+ if (pPlayer->GetTeam() == ALLIANCE)
+ DoReplyToTextEmote(text_emote);
+}