/* 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/Player.h" #include "../../../../game/Creature.h" #include "../../../../game/ObjectAccessor.h" #include "../../../../game/WorldSession.h" class Creature; WorldSession *m_session; #define totem_wg_COOLDOWN 5000 #define totem_wg_ROOTSELF 23973 struct MANGOS_DLL_DECL totem_wgAI : public ScriptedAI { totem_wgAI(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 IsSelfRooted; bool InCombat; void EnterEvadeMode() { GlobalCooldown = 0; BuffTimer = 0; //Rebuff as soon as we can IsSelfRooted = false; 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 DoStartMeleeAttack(who); if (!m_creature->IsWithinDist(who, ATTACK_DIST)) { DoCast(m_creature, totem_wg_ROOTSELF); IsSelfRooted = true; } InCombat = true; } } 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->IsWithinDist(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE) { if(who->HasStealthAura()) who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); //Begin melee attack if we are within range DoStartMeleeAttack(who); if (!m_creature->IsWithinDist(who, ATTACK_DIST)) { DoCast(m_creature, totem_wg_ROOTSELF); IsSelfRooted = true; } InCombat = true; } } } 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 (!InCombat && 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, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_AURA); if (info && !GlobalCooldown) { //Cast the buff spell DoCastSpell(m_creature, info); //Set our global cooldown GlobalCooldown = totem_wg_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()) return; //Check if we have a current target if( m_creature->getVictim() && m_creature->isAlive()) { //Check if we should stop attacking because our victim is no longer in range or we are to far from spawn point if (CheckTether()) { EnterEvadeMode(); return; } if (m_creature->GetHealth() <= 1 ) if(m_creature->getVictim() && m_creature->getVictim()->GetTypeId() == TYPEID_PLAYER) { Player *pVictim; uint32 id = atoi("21002"); if ( pVictim->TeamForRace(pVictim->getRace()) == ALLIANCE ) { uint32 id = atoi("21000"); } if ( pVictim->TeamForRace(pVictim->getRace()) == HORDE ) { uint32 id = atoi("21001"); } float x = m_creature->GetPositionX(); float y = m_creature->GetPositionY(); float z = m_creature->GetPositionZ(); float o = m_creature->GetOrientation(); // start delete old uint32 GuidOld = m_creature->GetGUID(); m_creature->CombatStop(true); m_creature->DeleteFromDB(); m_creature->CleanupCrossRefsBeforeDelete(); ObjectAccessor::Instance().AddObjectToRemoveList(m_creature); // end delete old // add new Unit *chr = m_creature->getVictim(); Creature* pCreature = new Creature(chr); if (!pCreature->Create(GuidOld, m_creature->GetMapId(), x, y, z, o, id)) { delete pCreature; } pCreature->SaveToDB(); pCreature->LoadFromDB(pCreature->GetGUIDLow(),); // To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells(); pCreature->AddToWorld(); MapManager::Instance().GetMap(pCreature->GetMapId())->Add(pCreature); uint32 GuidNew = pCreature->GetGUID(); // end add new //sDatabase.PExecute("UPDATE `Totem_wg` SET `CreatureID` = '%u' WHERE `CreatureID` = '%u'",GuidOld ,GuidNew); } //If we are within range melee the target if( m_creature->IsWithinDist(m_creature->getVictim(), ATTACK_DIST)) { //Make sure our attack is ready and we arn't currently casting if( m_creature->isAttackReady() && !m_creature->m_currentSpell) { 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, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_HEALING); //No healing spell available, select a hostile spell if (info) Healing = true; else info = SelectSpell(m_creature->getVictim(), NULL, NULL, SELECT_TARGET_ANY_ENEMY, NULL, NULL, NULL, NULL, 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 = totem_wg_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->m_currentSpell) { 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, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_HEALING); //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DIST) if (info) Healing = true; else info = SelectSpell(m_creature->getVictim(), NULL, NULL, SELECT_TARGET_ANY_ENEMY, NULL, NULL, ATTACK_DIST, NULL, 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) { DoCast(m_creature, totem_wg_ROOTSELF); IsSelfRooted = true; } //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 = totem_wg_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->InterruptSpell(); m_creature->RemoveAurasDueToSpell(totem_wg_ROOTSELF); IsSelfRooted = false; } } } } } }; CreatureAI* GetAI_totem_wg(Creature *_Creature) { return new totem_wgAI (_Creature); } void AddSC_totem_wg() { Script *newscript; newscript = new Script; newscript->Name="totem_wg"; newscript->GetAI = GetAI_totem_wg; m_scripts[nrscripts++] = newscript; }