/* 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 "guard_ai.h" #include "../../../../game/TargetedMovementGenerator.h" // **** This script is for use within every single guard to save coding time **** #define GENERIC_CREATURE_COOLDOWN 5000 void guardAI::EnterEvadeMode() { GlobalCooldown = 0; BuffTimer = 0; //Rebuff as soon as we can InCombat = false; m_creature->RemoveAllAuras(); m_creature->DeleteThreatList(); m_creature->CombatStop(); DoGoHome(); } void guardAI::AttackStart(Unit *who) { if (!who) return; //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels if (who->GetTypeId() == TYPEID_PLAYER && !ZoneAttackMsgTimer) { m_creature->SendZoneUnderAttackMessage((Player*)who); ZoneAttackMsgTimer = 30000; } 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; } } void guardAI::MoveInLineOfSight(Unit *who) { if (!who || m_creature->getVictim()) return; if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && (m_creature->IsHostileTo(who) || who->IsHostileToPlayers())) { 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); //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels if (who->GetTypeId() == TYPEID_PLAYER && !ZoneAttackMsgTimer) { m_creature->SendZoneUnderAttackMessage((Player*)who); ZoneAttackMsgTimer = 30000; } //Begin melee attack if we are within range if (m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE)) DoStartMeleeAttack(who); else DoStartRangedAttack(who); InCombat = true; } } } void guardAI::UpdateAI(const uint32 diff) { //Always decrease our global cooldown first if (GlobalCooldown > diff) GlobalCooldown -= diff; else GlobalCooldown = 0; //Always decrease ZoneAttackMsgTimer if (ZoneAttackMsgTimer > diff) ZoneAttackMsgTimer -= diff; else ZoneAttackMsgTimer = 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())); } } } }