diff options
Diffstat (limited to 'src/game/ScriptedGuardAI.cpp')
-rw-r--r-- | src/game/ScriptedGuardAI.cpp | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp index 83cc8c20479..2fbf8bff1cb 100644 --- a/src/game/ScriptedGuardAI.cpp +++ b/src/game/ScriptedGuardAI.cpp @@ -45,10 +45,10 @@ void guardAI::Reset() 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 (me->GetEntry() == 15184) + DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who); - if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who)) + if (SpellEntry const *spell = me->reachWithSpellAttack(who)) DoCastSpell(who, spell); } @@ -56,7 +56,7 @@ 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); + me->SendZoneUnderAttackMessage(pKiller); } void guardAI::UpdateAI(const uint32 diff) @@ -67,16 +67,16 @@ void guardAI::UpdateAI(const uint32 diff) else GlobalCooldown = 0; //Buff timer (only buff when we are alive and not in combat - if (m_creature->isAlive() && !m_creature->isInCombat()) + if (me->isAlive() && !me->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); + SpellEntry const *info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA); if (info && !GlobalCooldown) { //Cast the buff spell - DoCastSpell(m_creature, info); + DoCastSpell(me, info); //Set our global cooldown GlobalCooldown = GENERIC_CREATURE_COOLDOWN; @@ -92,77 +92,77 @@ void guardAI::UpdateAI(const uint32 diff) return; // Make sure our attack is ready and we arn't currently casting - if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) + if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false)) { //If we are within range melee the target - if (m_creature->IsWithinMeleeRange(m_creature->getVictim())) + if (me->IsWithinMeleeRange(me->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); + if (me->GetHealth()*100 / me->GetMaxHealth() < 30) + info = SelectSpell(me, -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); + else info = SelectSpell(me->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); + if (Healing)DoCastSpell(me, info); + else DoCastSpell(me->getVictim(), info); //Set our global cooldown GlobalCooldown = GENERIC_CREATURE_COOLDOWN; } - else m_creature->AttackerStateUpdate(m_creature->getVictim()); + else me->AttackerStateUpdate(me->getVictim()); - m_creature->resetAttackTimer(); + me->resetAttackTimer(); } } else { //Only run this code if we arn't already casting - if (!m_creature->IsNonMeleeSpellCasted(false)) + if (!me->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); + if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0) + info = SelectSpell(me, -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); + else info = SelectSpell(me->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) + if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) { - (*m_creature).GetMotionMaster()->Clear(false); - (*m_creature).GetMotionMaster()->MoveIdle(); + (*me).GetMotionMaster()->Clear(false); + (*me).GetMotionMaster()->MoveIdle(); } //Cast spell - if (Healing) DoCastSpell(m_creature,info); - else DoCastSpell(m_creature->getVictim(),info); + if (Healing) DoCastSpell(me,info); + else DoCastSpell(me->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) + else if ((*me).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()); + me->InterruptNonMeleeSpells(false); + (*me).GetMotionMaster()->Clear(false); + (*me).GetMotionMaster()->MoveChase(me->getVictim()); } } } @@ -172,12 +172,12 @@ 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_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break; + case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break; + case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break; + case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break; case TEXTEMOTE_RUDE: - case TEXTEMOTE_CHICKEN: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break; + case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break; } } |