/* Copyright (C) 2006 - 2009 ScriptDev2 .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); }