#include "../sc_defines.h" enum CastTarget { CAST_SELF = 0, //Self cast CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro) CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks) CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for) CAST_HOSTILE_RANDOM, //Just any random target on our threat list CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED //Special cases CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function CAST_JUSTDIED_KILLER, //Only works within JustDied function }; struct MANGOS_DLL_DECL SimpleAI : public ScriptedAI { SimpleAI(Creature *c);// : ScriptedAI(c); void EnterEvadeMode(); void AttackStart(Unit *who); void KilledUnit(Unit *victim); void DamageTaken(Unit *killer, uint32 &damage); void MoveInLineOfSight(Unit *who); void UpdateAI(const uint32 diff); public: char* Aggro_Text[3]; bool Aggro_Say[3]; uint32 Aggro_Sound[3]; char* Death_Text[3]; bool Death_Say[3]; uint32 Death_Sound[3]; uint32 Death_Spell; uint32 Death_Target_Type; char* Kill_Text[3]; bool Kill_Say[3]; uint32 Kill_Sound[3]; uint32 Kill_Spell; uint32 Kill_Target_Type; struct SimpleAI_Spell { uint32 Spell_Id; //Spell ID to cast int32 First_Cast; //Delay for first cast uint32 Cooldown; //Cooldown between casts uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition) uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this) bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast bool Enabled; //Spell enabled or disabled (default: false) //3 texts to many? char* Text[3]; bool Say[3]; uint32 Text_Sound[3]; }Spell[10]; protected: uint32 Spell_Timer[10]; bool InCombat; };