#include "simple_ai.h" SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c) { //Clear all data Aggro_Text[0] = NULL; Aggro_Text[1] = NULL; Aggro_Text[2] = NULL; Aggro_Say[0] = false; Aggro_Say[1] = false; Aggro_Say[2] = false; Aggro_Sound[0] = 0; Aggro_Sound[1] = 0; Aggro_Sound[2] = 0; Death_Text[0] = NULL; Death_Text[1] = NULL; Death_Text[2] = NULL; Death_Say[0] = false; Death_Say[1] = false; Death_Say[2] = false; Death_Sound[0] = 0; Death_Sound[1] = 0; Death_Sound[2] = 0; Death_Spell = 0; Death_Target_Type = 0; Kill_Text[0] = NULL; Kill_Text[1] = NULL; Kill_Text[2] = NULL; Kill_Say[0] = false; Kill_Say[1] = false; Kill_Say[2] = false; Kill_Sound[0] = 0; Kill_Sound[1] = 0; Kill_Sound[2] = 0; Kill_Spell = 0; Kill_Target_Type = 0; memset(Spell,0,sizeof(Spell)); EnterEvadeMode(); } void SimpleAI::EnterEvadeMode() { InCombat = false; //Reset cast timers if (Spell[0].First_Cast >= 0) Spell_Timer[0] = Spell[0].First_Cast; else Spell_Timer[0] = 1000; if (Spell[1].First_Cast >= 0) Spell_Timer[1] = Spell[1].First_Cast; else Spell_Timer[1] = 1000; if (Spell[2].First_Cast >= 0) Spell_Timer[2] = Spell[2].First_Cast; else Spell_Timer[2] = 1000; if (Spell[3].First_Cast >= 0) Spell_Timer[3] = Spell[3].First_Cast; else Spell_Timer[3] = 1000; if (Spell[4].First_Cast >= 0) Spell_Timer[4] = Spell[4].First_Cast; else Spell_Timer[4] = 1000; if (Spell[5].First_Cast >= 0) Spell_Timer[5] = Spell[5].First_Cast; else Spell_Timer[5] = 1000; if (Spell[6].First_Cast >= 0) Spell_Timer[6] = Spell[6].First_Cast; else Spell_Timer[6] = 1000; if (Spell[7].First_Cast >= 0) Spell_Timer[7] = Spell[7].First_Cast; else Spell_Timer[7] = 1000; if (Spell[8].First_Cast >= 0) Spell_Timer[8] = Spell[8].First_Cast; else Spell_Timer[8] = 1000; if (Spell[9].First_Cast >= 0) Spell_Timer[9] = Spell[9].First_Cast; else Spell_Timer[9] = 1000; m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(); DoGoHome(); } void SimpleAI::AttackStart(Unit *who) { if (!who) return; if (who->isTargetableForAttack() && who!= m_creature) { //Begin melee attack if we are within range DoStartMeleeAttack(who); //Say our dialog if (!InCombat) { uint32 random_text = rand()%3; //Random yell if (Aggro_Text[random_text]) if (Aggro_Say[random_text]) DoSay(Aggro_Text[random_text], LANG_UNIVERSAL, who); else DoYell(Aggro_Text[random_text], LANG_UNIVERSAL, who); //Random sound if (Aggro_Sound[random_text]) DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); InCombat = true; } } } void SimpleAI::MoveInLineOfSight(Unit *who) { if (!who || m_creature->getVictim()) return; //In combat so check if this creature is friendly //And add it to the heal list if (m_creature->getVictim()) { //Heal code NYI } else 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 DoStartMeleeAttack(who); //Say our dialog if (!InCombat) { uint32 random_text = rand()%3; //Random yell if (Aggro_Text[random_text]) if (Aggro_Say[random_text]) DoSay(Aggro_Text[random_text], LANG_UNIVERSAL, who); else DoYell(Aggro_Text[random_text], LANG_UNIVERSAL, who); //Random sound if (Aggro_Sound[random_text]) DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); InCombat = true; } } } } void SimpleAI::KilledUnit(Unit *victim) { uint32 random_text = rand()%3; //Random yell if (Kill_Text[random_text]) if (Kill_Say[random_text]) DoSay(Kill_Text[random_text], LANG_UNIVERSAL, victim); else DoYell(Kill_Text[random_text], LANG_UNIVERSAL, victim); //Random sound if (Kill_Sound[random_text]) DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); if (!Kill_Spell) return; Unit* target = NULL; switch (Kill_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_KILLEDUNIT_VICTIM: target = victim; break; } //Target is ok, cast a spell on it if (target) DoCast(target, Kill_Spell); } void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) { //Return if damage taken won't kill us if (m_creature->GetHealth() > damage) return; uint32 random_text = rand()%3; //Random yell if (Death_Text[random_text]) if (Death_Say[random_text]) DoSay(Death_Text[random_text], LANG_UNIVERSAL, killer); else DoYell(Death_Text[random_text], LANG_UNIVERSAL, killer); //Random sound if (Death_Sound[random_text]) DoPlaySoundToSet(m_creature, Death_Sound[random_text]); if (!Death_Spell) return; Unit* target = NULL; switch (Death_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_JUSTDIED_KILLER: target = killer; break; } //Target is ok, cast a spell on it if (target) DoCast(target, Death_Spell); } void SimpleAI::UpdateAI(const uint32 diff) { //Return since we have no target if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) return; //Spells for (uint32 i = 0; i < 10; ++i) { //Spell not valid if (!Spell[i].Enabled || !Spell[i].Spell_Id) continue; if (Spell_Timer[i] < diff) { //Check if this is a percentage based if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) continue; //Check Current spell if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) { Unit* target = NULL; switch (Spell[i].Cast_Target_Type) { case CAST_SELF: target = m_creature; break; case CAST_HOSTILE_TARGET: target = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: target = SelectUnit(SELECT_TARGET_RANDOM,0); break; } //Target is ok, cast a spell on it and then do our random yell if (target) { if (m_creature->IsNonMeleeSpellCasted(false)) m_creature->InterruptSpell(CURRENT_GENERIC_SPELL); DoCast(target, Spell[i].Spell_Id); //Yell and sound use the same number so that you can make //the creature yell with the correct sound effect attached uint32 random_text = rand()%3; //Random yell if (Spell[i].Text[random_text]) if (Spell[i].Say[random_text]) DoSay(Spell[i].Text[random_text], LANG_UNIVERSAL, target); else DoYell(Spell[i].Text[random_text], LANG_UNIVERSAL, target); //Random sound if (Spell[i].Text_Sound[random_text]) DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); } } //Spell will cast agian when the cooldown is up if (Spell[i].CooldownRandomAddition) Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); else Spell_Timer[i] = Spell[i].Cooldown; }else Spell_Timer[i] -= diff; } DoMeleeAttackIfReady(); }