/* 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" #define generic_creature_beta_COOLDOWN 5000 struct MANGOS_DLL_DECL generic_creature_betaAI : public ScriptedAI { generic_creature_betaAI(Creature *c) : ScriptedAI(c) {Reset();} 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; bool IsFeared; //This variable keeps track of fear asura bool IsFlee; //This variable keeps track of fleeing humanoids bool HasFled; //This variable keeps track of fleeing humanoids make sure only 1 chance bool SlowSpell; //This variable keeps track of auras that increase casting times bool CanFlee; //This variable keeps of creatures that can flee from battle bool IsHuman; //This variable states with creature is human. void Reset() { GlobalCooldown = 0; BuffTimer = 0; //Rebuff as soon as we can InCombat = false; IsFeared = false; IsFlee = false; SlowSpell = false; HasFled = false; CanFlee = false; if (m_creature->GetCreatureType() == CREATURE_TYPE_HUMANOID) {IsHuman = true;} else {IsHuman = 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); InCombat = true; } } void MoveInLineOfSight(Unit *who) { if (!who || m_creature->getVictim()) return; // detect family member that needs help //here need to add check for freindly move in line of sight with fear aura & same familiy //then attack what make freindly unit flee. if (m_creature->IsFriendlyTo(who) && who->hasUnitState(UNIT_STAT_FLEEING) && m_creature->GetDistanceZ(who) <= 1 && m_creature->IsWithinLOSInMap(who) && !InCombat) { float attackRadius = (m_creature->GetAttackDistance(who) /3); if (m_creature->IsWithinDistInMap(who, attackRadius)) { Unit* target = NULL; target = who->getVictim(); DoStartMeleeAttack(target); if (rand() % 3 == 0) { who->RemoveSpellsCausingAura(SPELL_AURA_MOD_FEAR); } } } 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); InCombat = true; } } } void UpdateAI(const uint32 diff) { //Always decrease our global cooldown first if (GlobalCooldown > diff) {GlobalCooldown -= diff;} else { GlobalCooldown = 0;} //Check to see if creature is able to flee from battle or not if ((m_creature->GetHealth()*6.66 < m_creature->GetMaxHealth()) && IsHuman) {CanFlee = true;} else {CanFlee = false;} // other checked need adding for other auras that effect creature spell casting times with possible rank support if (m_creature->HasAuraType(SPELL_AURA_HASTE_SPELLS) || m_creature->HasAuraType(SPELL_AURA_MOD_LANGUAGE)) { if (!SlowSpell) {GlobalCooldown *= 2; SlowSpell = true;} else {SlowSpell = false;} } // Check for fear, may need to add other things here like polymorph and others that render creature useless for XX seconds if ((m_creature->HasAuraType(SPELL_AURA_MOD_FEAR)) || (m_creature->HasAuraType(SPELL_AURA_MOD_CHARM)) || (m_creature->HasAuraType(SPELL_AURA_MOD_POSSESS))) //set IsFeared = true dissables all spell casting abilities last on int he script {IsFeared = true;} else {IsFeared = false;} // Make humaniod flee for 6-10 seconds, @ 15% HP give 30% chance to flee aslong as not stuned if (!HasFled) { if (!IsFlee && !IsFeared && CanFlee && (!m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) && ((!m_creature->hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUNDED | UNIT_STAT_ROOT)) || !m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) || (!m_creature->HasAuraType(SPELL_AURA_PREVENTS_FLEEING) )) ) { if (rand() % 3 == 0) { //Cancel our current spell m_creature->InterruptSpell(CURRENT_GENERIC_SPELL); //This is a semi work around, core needs a Flee_Movement_Gen m_creature->CastSpell(m_creature,8225, true); // self cast run away IsFeared = true; IsFlee = true; HasFled = true; } else {HasFled = true;} //prevent multi checks to flee } } if (!IsFeared) { //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, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA); if (info && !GlobalCooldown && !m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED) ) { //Cast the buff spell DoCastSpell(m_creature, info); //Set our global cooldown GlobalCooldown = generic_creature_beta_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) && !m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED) ) { bool Healing = false; SpellEntry const *info = NULL; //Select a healing spell if less than 30% hp if (m_creature->GetHealth()*3.33 < m_creature->GetMaxHealth()) 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); //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 = generic_creature_beta_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) && !m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED) ) { 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()*3.33 < m_creature->GetMaxHealth() && 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 (!IsSelfRooted) { 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 = generic_creature_beta_COOLDOWN; } } } } } }; CreatureAI* GetAI_generic_creature_beta(Creature *_Creature) { return new generic_creature_betaAI (_Creature); } void AddSC_generic_creature_beta() { Script *newscript; newscript = new Script; newscript->Name="generic_creature_beta"; newscript->GetAI = GetAI_generic_creature_beta; m_scripts[nrscripts++] = newscript; }