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world
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mob_generic_creature.cpp
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/*
This file is part of the ScriptDev2 Project. See AUTHORS file for Copyright information
* 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: Generic_Creature
SD%Complete: 80
SDComment: Should be replaced with core based AI
SDCategory: Creatures
EndScriptData
*/
#
include
"
precompiled.h
"
#
define
GENERIC_CREATURE_COOLDOWN
5000
struct
generic_creatureAI
:
public
ScriptedAI
{
generic_creatureAI
(Creature* pCreature) : ScriptedAI(pCreature) {
Reset
();}
uint32 GlobalCooldown;
//
This variable acts like the global cooldown that players have (1.5 seconds)
uint32 BuffTimer;
//
This variable keeps track of buffs
bool
IsSelfRooted;
void
Reset
()
override
{
GlobalCooldown =
0
;
BuffTimer =
0
;
//
Rebuff as soon as we can
IsSelfRooted =
false
;
}
void
Aggro
(Unit* who)
override
{
if
(!m_creature->
CanReachWithMeleeAttack
(who))
{
IsSelfRooted =
true
;
}
}
void
UpdateAI
(
const
uint32 diff)
override
{
//
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->
isInCombat
() && m_creature->
isAlive
())
{
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 agian in 30 seconds
else
BuffTimer =
30000
;
}
else
BuffTimer -= diff;
}
//
Return since we have no target
if
(!m_creature->
SelectHostileTarget
() || !m_creature->
getVictim
())
return
;
//
Return if we already cast a spell
if
(m_creature->
IsNonMeleeSpellCasted
(
false
))
return
;
//
If we are within range melee the target
if
(m_creature->
CanReachWithMeleeAttack
(m_creature->
getVictim
()))
{
//
Make sure our attack is ready
if
(m_creature->
isAttackReady
())
{
bool
Healing =
false
;
SpellEntry
const
* info =
NULL
;
//
Select a healing spell if less than 30% hp
if
(m_creature->
GetHealthPercent
() <
30
.
0f
)
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
);
//
50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
if
(info && (
rand
() % (m_creature->
GetCreatureInfo
()->
Rank
>
1
?
2
:
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
{
bool
Healing =
false
;
SpellEntry
const
* info =
NULL
;
//
Select a healing spell if less than 30% hp ONLY 33% of the time
if
(m_creature->
GetHealthPercent
() <
30
.
0f
&& !
urand
(
0
,
2
))
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
,
ATTACK_DISTANCE
,
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
(!IsSelfRooted)
{
IsSelfRooted =
true
;
}
//
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
(IsSelfRooted)
{
//
Cancel our current spell and then allow movement agian
m_creature->
InterruptNonMeleeSpells
(
false
);
IsSelfRooted =
false
;
}
}
}
};
CreatureAI*
GetAI_generic_creature
(Creature* pCreature)
{
return
new
generic_creatureAI
(pCreature);
}
void
AddSC_generic_creature
()
{
Script* pNewScript;
pNewScript =
new
Script;
pNewScript->
Name
=
"
generic_creature
"
;
pNewScript->
GetAI
= &GetAI_generic_creature;
pNewScript->
RegisterSelf
(
false
);
}
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