/* Copyright (C) 2006,2007 ScriptDev2
* 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
*/
#include "../sc_defines.h"
#include "../../../../game/TargetedMovementGenerator.h"
#define KOBOLD_AGGRO_SAY "You no take candle"
#define GENERIC_CREATURE_COOLDOWN 5000
struct MANGOS_DLL_DECL KoboldAI : public ScriptedAI
{
KoboldAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}
uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
uint32 BuffTimer; //This variable keeps track of buffs
bool InCombat;
void EnterEvadeMode()
{
GlobalCooldown = 0;
BuffTimer = 0; //Rebuff as soon as we can
InCombat = false;
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
DoGoHome();
}
void AttackStart(Unit *who)
{
if (!who)
return;
if (who->isTargetableForAttack() && who!= m_creature)
{
//Begin melee attack if we are within range
if (m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE))
DoStartMeleeAttack(who);
else DoStartRangedAttack(who);
InCombat = true;
//10% chance to say our aggro line
if (rand() % 10 == 0)DoSay(KOBOLD_AGGRO_SAY,LANG_UNIVERSAL,NULL);
}
}
void MoveInLineOfSight(Unit *who)
{
if (!who || m_creature->getVictim())
return;
if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
{
float attackRadius = m_creature->GetAttackDistance(who);
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE && m_creature->IsWithinLOSInMap(who))
{
if(who->HasStealthAura())
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
//Begin melee attack if we are within range
if (m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE))
DoStartMeleeAttack(who);
else DoStartRangedAttack(who);
InCombat = true;
//10% chance to say our aggro line
if (rand() % 10 == 0)DoSay(KOBOLD_AGGRO_SAY,LANG_UNIVERSAL,NULL);
}
}
}
void 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() && !InCombat)
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->SelectHostilTarget() || !m_creature->getVictim())
return;
//If we are within range melee the target
if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
{
//Make sure our attack is ready and we arn't currently casting
if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
{
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, 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 ((*m_creature).GetMotionMaster()->top()->GetMovementGeneratorType()!=IDLE_MOTION_TYPE)
{
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->Idle();
}
//Face target
DoFaceTarget(m_creature->getVictim());
//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()->top()->GetMovementGeneratorType()!=TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
m_creature->InterruptSpell(CURRENT_GENERIC_SPELL);
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->Mutate(new TargetedMovementGenerator(*m_creature->getVictim()));
}
}
}
}
};
CreatureAI* GetAI_Kobold(Creature *_Creature)
{
return new KoboldAI (_Creature);
}
void AddSC_kobold()
{
return;
Script *newscript;
newscript = new Script;
newscript->Name="kobold";
newscript->GetAI = GetAI_Kobold;
m_scripts[nrscripts++] = newscript;
}