Beispiel #1
0
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
    if(ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if(GetEntry() == 416)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if( owner && owner->GetTypeId()==TYPEID_PLAYER)
    {
        if(getPetType() == HUNTER_PET)                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if(maximum < 0)
                maximum = 0;
            SetBonusDamage( int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if(frost < 0)
                frost = 0;
            SetBonusDamage( int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Beispiel #2
0
void Pet::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    Unit *owner = GetOwner();
    // chained, use original owner instead
    if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
        if (Unit *creator = GetCreator())
            owner = creator;

    // hunter and warlock and shaman pets gain 35% of owner's armor value
    if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET 
        && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_SHAMAN))))
        bonus_armor = 0.35f * float(owner->GetArmor());

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetStat(STAT_AGILITY);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
Beispiel #3
0
bool Guardian::UpdateStats(Stats stat)
{
    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    // Handle Death Knight Glyphs and Talents
    float mod = 0.75f;
    if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
    {
        if (stat == STAT_STAMINA)
            mod = 0.3f; // Default Owner's Stamina scale
        else
            mod = 0.7f; // Default Owner's Strength scale

        ownersBonus = float(owner->GetStat(stat)) * mod;
        value += ownersBonus;
    }
    else if (stat == STAT_STAMINA)
    {
        ownersBonus = CalculatePct(owner->GetStat(STAT_STAMINA), 30);
        value += ownersBonus;
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT)
    {
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
        }
    }
/*
    else if (stat == STAT_STRENGTH)
    {
        if (IsPetGhoul())
            value += float(owner->GetStat(stat)) * 0.3f;
    }
*/

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        default:
            break;
    }

    return true;
}
Beispiel #4
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit *owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner->getClass() == CLASS_WARLOCK && isPet() || isHunterPet())
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }
    else if (stat == STAT_INTELLECT)
    {
        // Warlock and Mage pets gain 30% of owners intellect
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Beispiel #5
0
bool Pet::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit* owner = GetOwner();

    // chained, use original owner instead
    if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
    {
        if (Unit* creator = GetCreator())
            owner = creator;
    }

    if (stat == STAT_STAMINA)
    {
        if(owner && owner->GetTypeId() == TYPEID_PLAYER  && owner->getClass() == CLASS_WARLOCK)
            value += float(owner->GetStat(stat)) * 0.75f;
        else if (owner)
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    // warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    // deathknight's ghoul gain 100% of owner's strength
    else if (stat == STAT_STRENGTH && getPetType() == SUMMON_PET)
    {
        if (owner && (owner->getClass() == CLASS_DEATH_KNIGHT))
        {
            value += float(owner->GetStat(stat)) * 1.0f;
        }
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Beispiel #6
0
bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    if ( stat == STAT_STAMINA )
    {
        if(owner)
        {
            float scale_coeff = 0.3f;
            switch (owner->getClass())
            {
                case CLASS_HUNTER:
                    scale_coeff = 0.45f;
                    break;
                case CLASS_WARLOCK:
                    scale_coeff = 0.75f;
                    break;
            }
            value += float(owner->GetStat(stat)) * scale_coeff;
        }
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
    {
        if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
            void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
            {
                PreventDefaultAction();

                uint32 spellId;
                Unit* caster = eventInfo.GetActor();
                Unit* target = eventInfo.GetProcTarget();

                switch (target->getClass())
                {
                    case CLASS_PALADIN:
                    case CLASS_PRIEST:
                    case CLASS_SHAMAN:
                    case CLASS_DRUID:
                        spellId = SPELL_PALADIN_HOLY_POWER_MP5;
                        break;
                    case CLASS_MAGE:
                    case CLASS_WARLOCK:
                        spellId = SPELL_PALADIN_HOLY_POWER_SPELL_POWER;
                        break;
                    case CLASS_HUNTER:
                    case CLASS_ROGUE:
                        spellId = SPELL_PALADIN_HOLY_POWER_ATTACK_POWER;
                        break;
                    case CLASS_WARRIOR:
                        spellId = SPELL_PALADIN_HOLY_POWER_ARMOR;
                        break;
                    default:
                        return;
                }

                caster->CastSpell(target, spellId, true);
            }
Beispiel #8
0
 void JustSummoned(Creature* pSummoned)
 {
     Unit* pTarget = NULL;
     uint8 uiHealer = 0;
     for (uint8 j = 1; j <= 4; ++j)
     {
         switch (j)
         {
             case 1: uiHealer = CLASS_PRIEST; break;
             case 2: uiHealer = CLASS_PALADIN; break;
             case 3: uiHealer = CLASS_DRUID; break;
             case 4: uiHealer = CLASS_SHAMAN; break;
         }
         ThreatList const& lThreatList = m_creature->getThreatManager().getThreatList();
         for (ThreatList::const_iterator i = lThreatList.begin(); i != lThreatList.end(); ++i)
         {
             Unit* pTemp = m_creature->GetMap()->GetUnit((*i)->getUnitGuid());
             if (pTemp && pTemp->GetTypeId() == TYPEID_PLAYER && pTemp->getClass() == uiHealer)
             {
                 pTarget = pTemp;
                 break;
             }
         }
         if (pTarget)
             break;
     }
     if (!pTarget)
         if (pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0))
             pSummoned->AI()->AttackStart(pTarget);
 }
Beispiel #9
0
        void HandleDummy(SpellEffIndex /*effIndex*/)
        {
            Unit* pCaster = GetCaster();
            if (pCaster->GetTypeId() != TYPEID_PLAYER)
                return;
            
            std::vector<uint32> possibleSpells;
            switch (pCaster->getClass())
            {
                case CLASS_WARLOCK:
                case CLASS_MAGE:
                case CLASS_PRIEST:
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_SP);
                    break;
                case CLASS_DEATH_KNIGHT:
                case CLASS_WARRIOR:
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_STR);
                    break;
                case CLASS_ROGUE:
                case CLASS_HUNTER:
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_AP);
                    break;
                case CLASS_DRUID:
                case CLASS_PALADIN:
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_SP);
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_STR);
                    break;
                case CLASS_SHAMAN:
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_SP);
                    possibleSpells.push_back(SPELL_FLASK_OF_THE_NORTH_AP);
                    break;
            }

            pCaster->CastSpell(pCaster, possibleSpells[irand(0, (possibleSpells.size() - 1))], true, NULL);
        }
Beispiel #10
0
bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    if (owner)
    {
        switch(stat)
        {
            case STAT_STAMINA:
                // warlock's pets gain 75% of owner's stamina
                if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
                    value += owner->GetStat(stat) * 0.75f;
                else
                {
                    if (getPetType() == SUMMON_PET || getPetType() == HUNTER_PET || owner->getClass() == CLASS_DEATH_KNIGHT)
                        value += owner->GetStat(stat) * 0.3f;
                }
                break;
            case STAT_INTELLECT:
                // warlock's and mage's pets gain 30% of owner's intellect
                if (getPetType() == SUMMON_PET && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
                    value += owner->GetStat(stat) * 0.3f;
                break;
        };
    }

    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Beispiel #11
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit* owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner && (IsHunterPet() || owner->getClass() == CLASS_WARLOCK))
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && IsPet())
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateAttackPowerAndDamage();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        break;
    case STAT_SPIRIT:
    default:
        break;
    }

    return true;
}
Beispiel #12
0
void Pet::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit *owner = GetOwner();
        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (getPetType() == HUNTER_PET || getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK))
            value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;

        // Void Star Talisman's resistance bonus
        if (owner && getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
            if (Aura *aura = owner->GetAura(37386, 0))
                value += float(aura->GetModifierValue());

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
Beispiel #13
0
bool ManaTide(uint32 i, Spell* s)
{
    Unit* unitTarget = s->GetUnitTarget();

    if(unitTarget == NULL || unitTarget->IsDead() || unitTarget->getClass() == WARRIOR || unitTarget->getClass() == ROGUE)
        return false;

    uint32 gain = (uint32)(unitTarget->GetMaxPower(POWER_TYPE_MANA) * 0.06);
    unitTarget->Energize(unitTarget, 16191, gain, POWER_TYPE_MANA);

    return true;
}
Beispiel #14
0
void Pet::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    //  Pet's base damage changes depending on happiness
    if (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
    {
        switch(GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                total_pct *= 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                total_pct *= 0.75f;
                break;
        }
    }
    else if (getPetType() == SUMMON_PET)
    {    
        Unit* owner = GetOwner();
        if (owner && owner->getClass() == CLASS_PRIEST)
            total_value += 0.3f * owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW);
    }

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
Beispiel #15
0
void Pet::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit* owner = GetOwner();
        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
            { value += float(owner->GetResistance(SpellSchools(school))) * 0.4f; }

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        { UpdateArmor(); }
}
Beispiel #16
0
void Guardian::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit* owner = GetOwner();
        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (isHunterPet() || (isPet() && owner->getClass() == CLASS_WARLOCK)))
            value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
Beispiel #17
0
void Pet::UpdateArmor()
{
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    Unit* owner = GetOwner();
    // hunter and warlock pets gain 35% of owner's armor value
    if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
        bonus_armor = 0.35f * float(owner->GetArmor());

    float value = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetStat(STAT_AGILITY) * 2.0f;
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
Beispiel #18
0
void Pet::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit *owner = GetOwner();
        // chained, use original owner instead
        if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
            if (Unit *creator = GetCreator())
                owner = creator;

        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
            value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
Beispiel #19
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    // Handle Death Knight Glyphs and Talents
    float mod = 0.75f;
    if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
    {
        if (stat == STAT_STAMINA)
            mod = 0.3f; // Default Owner's Stamina scale
        else
            mod = 0.7f; // Default Owner's Strength scale

        // Check just if owner has Ravenous Dead since it's effect is not an aura
        AuraEffect const* aurEff = owner->GetAuraEffect(SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE, SPELLFAMILY_DEATHKNIGHT, 3010, 0);
        if (aurEff)
        {
            SpellInfo const* spellInfo = aurEff->GetSpellInfo();                                                 // Then get the SpellProto and add the dummy effect value
            AddPct(mod, spellInfo->Effects[EFFECT_1].CalcValue(owner));                                              // Ravenous Dead edits the original scale
        }
        // Glyph of the Ghoul
        aurEff = owner->GetAuraEffect(58686, 0);
        if (aurEff)
            mod += CalculatePct(1.0f, aurEff->GetAmount());                                                    // Glyph of the Ghoul adds a flat value to the scale mod
        ownersBonus = float(owner->GetStat(stat)) * mod;
        value += ownersBonus;
    }
    else if (stat == STAT_STAMINA)
    {
        ownersBonus = CalculatePct(owner->GetStat(STAT_STAMINA), 30);
        value += ownersBonus;
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT)
    {
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
        }
    }
/*
    else if (stat == STAT_STRENGTH)
    {
        if (IsPetGhoul())
            value += float(owner->GetStat(stat)) * 0.3f;
    }
*/

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            if (TargetTimer <= diff && Enslaved == false)
            {
                EnslaveTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                TargetTimer = 1000;
            } else TargetTimer -= diff;

            if (EnslaveEndTimer <= diff && Enslaved == true)
            {
                me->SetReactState(REACT_AGGRESSIVE);
                EnslaveTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                EnslaveTarget->RemoveAurasDueToSpell(SPELL_ENSLAVE);
                EnslaveTarget->RemoveAurasDueToSpell(SPELL_ENSLAVE_BUFF);
                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                Enslaved = false;
                EnslaveTimer = 30000;
                AbsorbMagicTimer = 20000;
                MindFogTimer = urand(6000,12000);
                UnrelentingAgonyTimer = 10000;
                EnslaveEndTimer = 90000;
            } else EnslaveEndTimer -= diff;

            if (EnslaveTimer <= diff && Enslaved == false)
            {
                if (EnslaveTarget)
                {
                    DoZoneInCombat();
                    me->SetReactState(REACT_PASSIVE);
                    DoCast(EnslaveTarget, SPELL_ENSLAVE);
                    DoCast(EnslaveTarget, SPELL_ENSLAVE_BUFF);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    DoScriptText(RAND(SAY_MIND_CONTROL_1,SAY_MIND_CONTROL_2,SAY_MIND_CONTROL_3), me);
                    Enslaved = true;
                    EnslaveTimer = 180000;
                    AbsorbMagicTimer = 180000;
                    MindFogTimer = 180000;
                    UnrelentingAgonyTimer = 180000;
                    EnslaveEndTimer = DUNGEON_MODE(60000,30000);
                    CastTimer = 2000;
                }
                EnslaveTimer = 1000;
            } else EnslaveTimer -= diff;

            if (EnslaveTarget && Enslaved == true)
                if (EnslaveTarget->HealthBelowPct(50))
                {
                    me->SetReactState(REACT_AGGRESSIVE);
                    EnslaveTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                    EnslaveTarget->RemoveAurasDueToSpell(SPELL_ENSLAVE);
                    EnslaveTarget->RemoveAurasDueToSpell(SPELL_ENSLAVE_BUFF);
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                    Enslaved = false;
                    EnslaveTimer = 30000;
                    AbsorbMagicTimer = 20000;
                    MindFogTimer = urand(6000,12000);
                    UnrelentingAgonyTimer = 10000;
                }

            if (CastTimer <= diff && Enslaved == true)
            {
                if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, NotCharmedTargetSelector()))
                {
                    switch(EnslaveTarget->getClass())
                    {
                        case CLASS_DRUID:
                            if (urand(0,1))
                                EnslaveTarget->CastSpell(pTarget, 8921, false);
                            else
                                EnslaveTarget->CastSpell(me, 774, false);
                            break;
                        case CLASS_HUNTER:
                            EnslaveTarget->CastSpell(pTarget, RAND(2643, 1978), false);
                            break;
                        case CLASS_MAGE:
                            EnslaveTarget->CastSpell(pTarget, RAND(44614, 30455), false);
                            break;
                        case CLASS_WARLOCK:
                            EnslaveTarget->CastSpell(pTarget, RAND(980, 686), true);
                            break;
                        case CLASS_WARRIOR:
                            EnslaveTarget->CastSpell(pTarget, RAND(46924, 845), false);
                            break;
                        case CLASS_PALADIN:
                            if (urand(0,1))
                                EnslaveTarget->CastSpell(pTarget, 853, false);
                            else
                                EnslaveTarget->CastSpell(me, 20473, false);
                            break;
                        case CLASS_PRIEST:
                            if (urand(0,1))
                                EnslaveTarget->CastSpell(pTarget, 34914, false);
                            else
                                EnslaveTarget->CastSpell(me, 139, false);
                            break;
                        case CLASS_SHAMAN:
                            if (urand(0,1))
                                EnslaveTarget->CastSpell(pTarget, 421, false);
                            else
                                EnslaveTarget->CastSpell(me, 61295, false);
                            break;
                        case CLASS_ROGUE:
                            EnslaveTarget->CastSpell(pTarget, RAND(16511, 1329), false);
                            break;
                        case CLASS_DEATH_KNIGHT:
                            if (urand(0,1))
                                EnslaveTarget->CastSpell(pTarget, 45462, true);
                            else
                                EnslaveTarget->CastSpell(pTarget, 49184, true);
                            break;
                    }
                }
                CastTimer = 3000;
            } else CastTimer -= diff;

            if (AbsorbMagicTimer <= diff && Enslaved == false)
            {
                DoCast(me, SPELL_ABSORB_MAGIC);
                AbsorbMagicTimer = urand(15000,20000);
            } else AbsorbMagicTimer -= diff;

            if (MindFogTimer <= diff && Enslaved == false)
            {
                DoCast(me, SPELL_MIND_FOG_SUMMON);
                DoScriptText(SAY_MIND_FOG, me);
                MindFogTimer = 18000;
            } else MindFogTimer -= diff;

            if (UnrelentingAgonyTimer <= diff && Enslaved == false)
            {
                DoCastAOE(SPELL_UNRELENTING_AGONY);
                UnrelentingAgonyTimer = 20000;
            } else UnrelentingAgonyTimer -= diff;

            DoMeleeAttackIfReady();
        }
Beispiel #21
0
bool Pet::UpdateStats(Stats stat)
{
    if(stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    if ( stat == STAT_STAMINA )
    {
        if(owner)
        {
            float scale_coeff = 0.3f;
            switch (owner->getClass())
            {
                case CLASS_HUNTER:
                    scale_coeff = 0.4493f;
                    break;
                case CLASS_WARLOCK:
                {
                    CreatureInfo const *cinfo = GetCreatureInfo();
                    CreatureFamily petFamily = (CreatureFamily) cinfo->family;
                    switch (petFamily)
                    {
                        case CREATURE_FAMILY_FELHUNTER:  value += float(owner->GetStat(stat)) * 0.7125f; break;
                        case CREATURE_FAMILY_VOIDWALKER: value += float(owner->GetStat(stat)) * 0.825f; break;
                        case CREATURE_FAMILY_FELGUARD:   value += float(owner->GetStat(stat)) * 0.825f; break;
                        case CREATURE_FAMILY_SUCCUBUS:   value += float(owner->GetStat(stat)) * 0.6825f; break;
                        case CREATURE_FAMILY_IMP:        value += float(owner->GetStat(stat)) * 0.63f; break;
                        default: value += float(owner->GetStat(stat)) * 0.3f; break;
                    }
                    break;
                }
                case CLASS_DEATH_KNIGHT:
                    scale_coeff = 0.3928f;
                    break;
            }
            value += float(owner->GetStat(stat)) * scale_coeff;
        }    
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
    {
        if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch(stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Beispiel #22
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit *owner = GetOwner();
    // Handle Death Knight Glyphs and Talents
    float mod = 0.75f;
    if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
    {
        switch (stat)
        {
        case STAT_STAMINA:
            mod = 0.3f;
            break;                // Default Owner's Stamina scale
        case STAT_STRENGTH:
            mod = 0.7f;
            break;                // Default Owner's Strength scale
        default:
            break;
        }
        // Ravenous Dead
        AuraEffect const *aurEff = NULL;
        // Check just if owner has Ravenous Dead since it's effect is not an aura
        aurEff = owner->GetAuraEffect(SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE, SPELLFAMILY_DEATHKNIGHT, 3010, 0);
        if (aurEff)
        {
            SpellEntry const* sProto = aurEff->GetSpellProto();                                                       // Then get the SpellProto and add the dummy effect value
            mod += mod * (SpellMgr::CalculateSpellEffectAmount(sProto, 1) / 100.0f);                                                      // Ravenous Dead edits the original scale
        }
        // Glyph of the Ghoul
        aurEff = owner->GetAuraEffect(58686, 0);
        if (aurEff)
            mod += (aurEff->GetAmount() / 100.0f);                                                                    // Glyph of the Ghoul adds a flat value to the scale mod
        ownersBonus = float(owner->GetStat(stat)) * mod;
        value += ownersBonus;
    }
    else if (stat == STAT_STAMINA)
    {
        if (owner->getClass() == CLASS_WARLOCK && isPet())
        {
            ownersBonus = float(owner->GetStat(STAT_STAMINA)) * 0.75f;
            value += ownersBonus;
        }
        else
        {
            mod = 0.45f;
            if (isPet())
            {
                switch(ToPet()->GetTalentType())
                {
                case PET_TALENT_TYPE_NOT_HUNTER_PET:
                    break;
                case PET_TALENT_TYPE_FEROCITY:
                    mod = 0.67f;
                    break;
                case PET_TALENT_TYPE_TENACITY:
                    mod = 0.78f;
                    break;
                case PET_TALENT_TYPE_CUNNING:
                    mod = 0.725f;
                    break;
                }

                PetSpellMap::const_iterator itr = (ToPet()->m_spells.find(62758)); // Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            // Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellEntry const* sProto = sSpellStore.LookupEntry(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += mod * (SpellMgr::CalculateSpellEffectAmount(sProto, 0) / 100.0f);
                }
            }
            ownersBonus = float(owner->GetStat(stat)) * mod;
            value += ownersBonus;
        }
    }
    //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT)
    {
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            ownersBonus = float(owner->GetStat(stat)) * 0.3f;
            value += ownersBonus;
        }
    }
    /*
        else if (stat == STAT_STRENGTH)
        {
            if (IsPetGhoul())
                value += float(owner->GetStat(stat)) * 0.3f;
        }
    */

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateAttackPowerAndDamage();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        break;
    case STAT_SPIRIT:
    default:
        break;
    }

    return true;
}
Beispiel #23
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit *owner = GetOwner();
    // Handle Death Knight Glyphs and Talents
    if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
    { 
        float mod = 0.0f;
        switch (stat)
        {
            case STAT_STAMINA:  mod = 0.3f; break;                // Default Owner's Stamina scale
            case STAT_STRENGTH: mod = 0.7f; break;                // Default Owner's Strength scale
            default: break;
        }
        // Ravenous Dead
        AuraEffect const *aurEff;
        // Check just if owner has Ravenous Dead since it's effect is not an aura
        if (aurEff = owner->GetAuraEffect(SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE, SPELLFAMILY_DEATHKNIGHT, 3010, 0))
        {
            SpellEntry const* sProto = aurEff->GetSpellProto();                                                       // Then get the SpellProto and add the dummy effect value
            mod += mod * (sProto->EffectBasePoints[1] / 100.0f);                                                      // Ravenous Dead edits the original scale
        }
        // Glyph of the Ghoul
        if (aurEff = owner->GetAuraEffect(58686, 0))
            mod += (aurEff->GetAmount() / 100.0f);                                                                    // Glyph of the Ghoul adds a flat value to the scale mod
        value += float(owner->GetStat(stat)) * mod;
    }
    else if (stat == STAT_STAMINA)
    {
        if (owner->getClass() == CLASS_WARLOCK && isPet())
            value += float(owner->GetStat(STAT_STAMINA)) * 0.75f;
        else
            value += float(owner->GetStat(stat)) * 0.3f;
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT)
    {
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
            value += float(owner->GetStat(stat)) * 0.3f;
    }
/*
    else if (stat == STAT_STRENGTH)
    {
        if (IsPetGhoul())
            value += float(owner->GetStat(stat)) * 0.3f;
    }
*/

    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
Beispiel #24
0
void WorldSession::HandleMirrorImageDataRequest(WorldPackets::Spells::GetMirrorImageData& getMirrorImageData)
{
    ObjectGuid guid = getMirrorImageData.UnitGUID;

    // Get unit for which data is needed by client
    Unit* unit = ObjectAccessor::GetUnit(*_player, guid);
    if (!unit)
        return;

    if (!unit->HasAuraType(SPELL_AURA_CLONE_CASTER))
        return;

    // Get creator of the unit (SPELL_AURA_CLONE_CASTER does not stack)
    Unit* creator = unit->GetAuraEffectsByType(SPELL_AURA_CLONE_CASTER).front()->GetCaster();
    if (!creator)
        return;

    if (Player* player = creator->ToPlayer())
    {
        WorldPackets::Spells::MirrorImageComponentedData mirrorImageComponentedData;
        mirrorImageComponentedData.UnitGUID = guid;
        mirrorImageComponentedData.DisplayID = creator->GetDisplayId();
        mirrorImageComponentedData.RaceID = creator->getRace();
        mirrorImageComponentedData.Gender = creator->getGender();
        mirrorImageComponentedData.ClassID = creator->getClass();

        Guild* guild = player->GetGuild();

        mirrorImageComponentedData.SkinColor = player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID);
        mirrorImageComponentedData.FaceVariation = player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID);
        mirrorImageComponentedData.HairVariation = player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID);
        mirrorImageComponentedData.HairColor = player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID);
        mirrorImageComponentedData.BeardVariation = player->GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE);
        mirrorImageComponentedData.GuildGUID = (guild ? guild->GetGUID() : ObjectGuid::Empty);

        mirrorImageComponentedData.ItemDisplayID.reserve(11);

        static EquipmentSlots const itemSlots[] =
        {
            EQUIPMENT_SLOT_HEAD,
            EQUIPMENT_SLOT_SHOULDERS,
            EQUIPMENT_SLOT_BODY,
            EQUIPMENT_SLOT_CHEST,
            EQUIPMENT_SLOT_WAIST,
            EQUIPMENT_SLOT_LEGS,
            EQUIPMENT_SLOT_FEET,
            EQUIPMENT_SLOT_WRISTS,
            EQUIPMENT_SLOT_HANDS,
            EQUIPMENT_SLOT_TABARD,
            EQUIPMENT_SLOT_BACK,
            EQUIPMENT_SLOT_END
        };

        // Display items in visible slots
        for (auto const& slot : itemSlots)
        {
            uint32 itemDisplayId;
            if ((slot == EQUIPMENT_SLOT_HEAD && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) ||
                (slot == EQUIPMENT_SLOT_BACK && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)))
                itemDisplayId = 0;
            else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
                itemDisplayId = item->GetDisplayId();
            else
                itemDisplayId = 0;

            mirrorImageComponentedData.ItemDisplayID.push_back(itemDisplayId);
        }
        SendPacket(mirrorImageComponentedData.Write());
    }
    else
    {
        WorldPackets::Spells::MirrorImageCreatureData mirrorImageCreatureData;
        mirrorImageCreatureData.UnitGUID = guid;
        mirrorImageCreatureData.DisplayID = creator->GetDisplayId();
        SendPacket(mirrorImageCreatureData.Write());
    }
}
    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        if (ResetTimer <= diff)
        {
            if (me->IsWithinDist3d(119.223f, 1035.45f, 29.4481f, 10))
            {
                EnterEvadeMode();
                return;
            }
            ResetTimer = 5000;
        } else ResetTimer -= diff;

        if (CheckAddState_Timer <= diff)
        {
            for (uint8 i = 0; i < 4; ++i)
                if (Creature *pTemp = Unit::GetCreature(*me, AddGUID[i]))
                    if (pTemp->isAlive() && !pTemp->getVictim())
                        pTemp->AI()->AttackStart(me->getVictim());

            CheckAddState_Timer = 5000;
        } else CheckAddState_Timer -= diff;

        if (DrainPower_Timer <= diff)
        {
            DoCast(me, SPELL_DRAIN_POWER, true);
            Map *map = me->GetMap();
            if (!map->IsDungeon()) return;
            Map::PlayerList const &PlayerList = map->GetPlayers();
            for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
            {
                if (Player* i_pl = i->getSource())
                    if (i_pl->isAlive())me->AddAura(44132, me); //+1% Damage for each active player on boss (+ActivePlayer_Stack)
            }
            //me->AddAura(44132, me);
            me->MonsterYell(YELL_DRAIN_POWER, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(me, SOUND_YELL_DRAIN_POWER);
            DrainPower_Timer = urand(40000,55000);    // must cast in 60 sec, or buff/debuff will disappear
        } else DrainPower_Timer -= diff;

        if (SpiritBolts_Timer <= diff)
        {
            if (DrainPower_Timer < 12000)    // channel 10 sec
                SpiritBolts_Timer = 13000;   // cast drain power first
            else
            {
                DoCast(me, SPELL_SPIRIT_BOLTS, true);
                me->MonsterYell(YELL_SPIRIT_BOLTS, LANG_UNIVERSAL, NULL);
                DoPlaySoundToSet(me, SOUND_YELL_SPIRIT_BOLTS);
                SpiritBolts_Timer = 40000;
                SiphonSoul_Timer = 10000;    // ready to drain
                PlayerAbility_Timer = 99999;
            }
        } else SpiritBolts_Timer -= diff;

        if (SiphonSoul_Timer <= diff)
        {
            Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 70, true);
            Unit *trigger = DoSpawnCreature(MOB_TEMP_TRIGGER, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN, 30000);
            if (!pTarget || !trigger)
            {
                EnterEvadeMode();
                return;
            }
            else
            {
                trigger->SetDisplayId(11686);
                trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                trigger->CastSpell(pTarget, SPELL_SIPHON_SOUL, true);
                trigger->GetMotionMaster()->MoveChase(me);

                //DoCast(pTarget, SPELL_SIPHON_SOUL, true);
                //me->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, pTarget->GetGUID());
                //me->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SIPHON_SOUL);

                PlayerGUID = pTarget->GetGUID();
                PlayerAbility_Timer = urand(8000,10000);
                PlayerClass = pTarget->getClass() - 1;

                if (PlayerClass == 10)
                    PlayerClass = 9; // druid
                else if (PlayerClass == 4 && pTarget->HasSpell(15473))
                    PlayerClass = 5; // shadow priest

                SiphonSoul_Timer = 99999;   // buff lasts 30 sec
            }
        } else SiphonSoul_Timer -= diff;

        if (PlayerAbility_Timer <= diff)
        {
            //Unit *pTarget = Unit::GetUnit(*me, PlayerGUID);
            //if (pTarget && pTarget->isAlive())
            //{
                UseAbility();
                PlayerAbility_Timer = urand(8000,10000);
            //}
        } else PlayerAbility_Timer -= diff;

        DoMeleeAttackIfReady();
    }
Beispiel #26
0
    void UpdateAI(const uint32 diff) 
    {
        if (!UpdateVictim())
        {
            return;
        }
        if (CrystalSpikes)
            if (CRYSTAL_SPIKES_Timer < diff)
            {
                SpikeXY[0][0] = BaseX+(SPIKE_DISTANCE*CrystalSpikes_Count*cos(BaseO));
                SpikeXY[0][1] = BaseY+(SPIKE_DISTANCE*CrystalSpikes_Count*sin(BaseO));
                SpikeXY[1][0] = BaseX-(SPIKE_DISTANCE*CrystalSpikes_Count*cos(BaseO));
                SpikeXY[1][1] = BaseY-(SPIKE_DISTANCE*CrystalSpikes_Count*sin(BaseO));
                SpikeXY[2][0] = BaseX+(SPIKE_DISTANCE*CrystalSpikes_Count*cos(BaseO-(M_PI/2)));
                SpikeXY[2][1] = BaseY+(SPIKE_DISTANCE*CrystalSpikes_Count*sin(BaseO-(M_PI/2)));
                SpikeXY[3][0] = BaseX-(SPIKE_DISTANCE*CrystalSpikes_Count*cos(BaseO-(M_PI/2)));
                SpikeXY[3][1] = BaseY-(SPIKE_DISTANCE*CrystalSpikes_Count*sin(BaseO-(M_PI/2)));
                for (uint8 i = 0; i < 4; i++)
                    Creature* Spike = m_creature->SummonCreature(MOB_CRYSTAL_SPIKE, SpikeXY[i][0], SpikeXY[i][1], BaseZ, 0, TEMPSUMMON_TIMED_DESPAWN, 7000);
                if (++CrystalSpikes_Count >= 13)
                    CrystalSpikes = false;
                CRYSTAL_SPIKES_Timer = 200;
            }else CRYSTAL_SPIKES_Timer -= diff;

        if (!Frenzy && (m_creature->GetHealth() < m_creature->GetMaxHealth() * 0.25))
        {
            DoCast(m_creature, SPELL_FRENZY);
            Frenzy = true;
        }

        if (SPELL_TRAMPLE_Timer < diff)
        {
            DoCast(m_creature, HeroicMode ? SPELL_TRAMPLE_H : SPELL_TRAMPLE_N);
            SPELL_TRAMPLE_Timer = 10000;
        }else SPELL_TRAMPLE_Timer -= diff;

        if (SPELL_SPELL_REFLECTION_Timer < diff)
        {
            DoScriptText(SAY_REFLECT, m_creature);
            DoCast(m_creature, SPELL_SPELL_REFLECTION);
            SPELL_SPELL_REFLECTION_Timer = 30000;
        }else SPELL_SPELL_REFLECTION_Timer -= diff;

        if (SPELL_CRYSTAL_SPIKES_Timer < diff)
        {
            DoScriptText(SAY_CRYSTAL_SPIKES, m_creature);
            CrystalSpikes = true;
            CrystalSpikes_Count = 1;
            CRYSTAL_SPIKES_Timer = 0;
            BaseX = m_creature->GetPositionX();
            BaseY = m_creature->GetPositionY();
            BaseZ = m_creature->GetPositionZ();
            BaseO = m_creature->GetOrientation();
            SPELL_CRYSTAL_SPIKES_Timer = 20000;
        }else SPELL_CRYSTAL_SPIKES_Timer -=diff;

        if (HeroicMode && (SPELL_SUMMON_CRYSTALLINE_TANGLER_Timer < diff))
        {
            Creature* Crystalline_Tangler = m_creature->SummonCreature(MOB_CRYSTALLINE_TANGLER, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ(), m_creature->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 1000);
            if (Crystalline_Tangler)
            {
                Unit* target = NULL;
                uint8 Healer = 0;
                for (uint8 j = 1; j<=4; j++)
                {
                    switch (j)
                    {
                        case 1: Healer = CLASS_PRIEST; break;
                        case 2: Healer = CLASS_PALADIN; break;
                        case 3: Healer = CLASS_DRUID; break;
                        case 4: Healer = CLASS_SHAMAN; break;
                    }
                    std::list<HostilReference*>::iterator i = m_creature->getThreatManager().getThreatList().begin();
                    for (; i != m_creature->getThreatManager().getThreatList().end(); ++i)
                    {
                        Unit* pTemp = Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
                        if (pTemp && pTemp->GetTypeId() == TYPEID_PLAYER && pTemp->getClass() == Healer)
                        {
                            target = pTemp;
                            break;
                        }
                    }
                    if (target)
                        break;
                }
                if (!target)
                    target = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (target)
                {
                    Crystalline_Tangler->AI()->AttackStart(target);
                    Crystalline_Tangler->getThreatManager().addThreat(target, 1000000000.0f);
                }
            }
            SPELL_SUMMON_CRYSTALLINE_TANGLER_Timer = 17000;
        }else SPELL_SUMMON_CRYSTALLINE_TANGLER_Timer -=diff;

        DoMeleeAttackIfReady();    
    }
Beispiel #27
0
        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
            {
                return;
            }
            if (bCrystalSpikes)
            {
                if (uiCrystalSpikesTimer2 <= diff)
                {
                    fSpikeXY[0][0] = fBaseX+(SPIKE_DISTANCE*uiCrystalSpikesCount*cos(fBaseO));
                    fSpikeXY[0][1] = fBaseY+(SPIKE_DISTANCE*uiCrystalSpikesCount*sin(fBaseO));
                    fSpikeXY[1][0] = fBaseX-(SPIKE_DISTANCE*uiCrystalSpikesCount*cos(fBaseO));
                    fSpikeXY[1][1] = fBaseY-(SPIKE_DISTANCE*uiCrystalSpikesCount*sin(fBaseO));
                    fSpikeXY[2][0] = fBaseX+(SPIKE_DISTANCE*uiCrystalSpikesCount*cos(fBaseO-(M_PI/2)));
                    fSpikeXY[2][1] = fBaseY+(SPIKE_DISTANCE*uiCrystalSpikesCount*sin(fBaseO-(M_PI/2)));
                    fSpikeXY[3][0] = fBaseX-(SPIKE_DISTANCE*uiCrystalSpikesCount*cos(fBaseO-(M_PI/2)));
                    fSpikeXY[3][1] = fBaseY-(SPIKE_DISTANCE*uiCrystalSpikesCount*sin(fBaseO-(M_PI/2)));
                    for (uint8 i = 0; i < 4; ++i)
                        me->SummonCreature(MOB_CRYSTAL_SPIKE, fSpikeXY[i][0], fSpikeXY[i][1], fBaseZ, 0, TEMPSUMMON_TIMED_DESPAWN, 7*IN_MILLISECONDS);
                    if (++uiCrystalSpikesCount >= 13)
                        bCrystalSpikes = false;
                    uiCrystalSpikesTimer2 = 200;
                } else uiCrystalSpikesTimer2 -= diff;
            }

            if (!bFrenzy && HealthBelowPct(25))
            {
                DoCast(me, SPELL_FRENZY);
                bFrenzy = true;
            }

            if (uiTrampleTimer <= diff)
            {
                DoCast(me, SPELL_TRAMPLE);
                uiTrampleTimer = 10*IN_MILLISECONDS;
            } else uiTrampleTimer -= diff;

            if (uiSpellReflectionTimer <= diff)
            {
                DoScriptText(SAY_REFLECT, me);
                DoCast(me, SPELL_SPELL_REFLECTION);
                uiSpellReflectionTimer = 30*IN_MILLISECONDS;
            } else uiSpellReflectionTimer -= diff;

            if (uiCrystalSpikesTimer <= diff)
            {
                DoScriptText(SAY_CRYSTAL_SPIKES, me);
                bCrystalSpikes = true;
                uiCrystalSpikesCount = 1;
                uiCrystalSpikesTimer2 = 0;
                fBaseX = me->GetPositionX();
                fBaseY = me->GetPositionY();
                fBaseZ = me->GetPositionZ();
                fBaseO = me->GetOrientation();
                uiCrystalSpikesTimer = 20*IN_MILLISECONDS;
            } else uiCrystalSpikesTimer -= diff;

            if (IsHeroic() && (uiSummonCrystallineTanglerTimer <= diff))
            {
                Creature* Crystalline_Tangler = me->SummonCreature(MOB_CRYSTALLINE_TANGLER, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 1000);
                if (Crystalline_Tangler)
                {
                    Unit *pTarget = NULL;
                    uint8 Healer = 0;
                    for (uint8 j = 1; j <= 4; j++)
                    {
                        switch (j)
                        {
                            case 1: Healer = CLASS_PRIEST; break;
                            case 2: Healer = CLASS_PALADIN; break;
                            case 3: Healer = CLASS_DRUID; break;
                            case 4: Healer = CLASS_SHAMAN; break;
                        }
                        std::list<HostileReference*>::const_iterator i = me->getThreatManager().getThreatList().begin();
                        for (; i != me->getThreatManager().getThreatList().end(); ++i)
                        {
                            Unit* pTemp = Unit::GetUnit((*me), (*i)->getUnitGuid());
                            if (pTemp && pTemp->GetTypeId() == TYPEID_PLAYER && pTemp->getClass() == Healer)
                            {
                                pTarget = pTemp;
                                break;
                            }
                        }
                        if (pTarget)
                            break;
                    }
                    if (!pTarget)
                        pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                    if (pTarget)
                    {
                        Crystalline_Tangler->AI()->AttackStart(pTarget);
                        Crystalline_Tangler->getThreatManager().addThreat(pTarget, 1000000000.0f);
                    }
                }
                uiSummonCrystallineTanglerTimer = 17*IN_MILLISECONDS;
            } else uiSummonCrystallineTanglerTimer -= diff;

            DoMeleeAttackIfReady();
        }
            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim())
                    return;

                if (ResetTimer <= diff)
                {
                    if (me->IsWithinDist3d(119.223f, 1035.45f, 29.4481f, 10))
                    {
                        EnterEvadeMode();
                        return;
                    }
                    ResetTimer = 5000;
                } else ResetTimer -= diff;

                if (CheckAddState_Timer <= diff)
                {
                    for (uint8 i = 0; i < 4; ++i)
                        if (Creature* temp = Unit::GetCreature(*me, AddGUID[i]))
                            if (temp->isAlive() && !temp->getVictim())
                                temp->AI()->AttackStart(me->getVictim());

                    CheckAddState_Timer = 5000;
                } else CheckAddState_Timer -= diff;

                if (DrainPower_Timer <= diff)
                {
                    DoCast(me, SPELL_DRAIN_POWER, true);
                    me->MonsterYell(YELL_DRAIN_POWER, LANG_UNIVERSAL, 0);
                    DoPlaySoundToSet(me, SOUND_YELL_DRAIN_POWER);
                    DrainPower_Timer = urand(40000, 55000);    // must cast in 60 sec, or buff/debuff will disappear
                } else DrainPower_Timer -= diff;

                if (SpiritBolts_Timer <= diff)
                {
                    if (DrainPower_Timer < 12000)    // channel 10 sec
                        SpiritBolts_Timer = 13000;   // cast drain power first
                    else
                    {
                        DoCast(me, SPELL_SPIRIT_BOLTS, false);
                        me->MonsterYell(YELL_SPIRIT_BOLTS, LANG_UNIVERSAL, 0);
                        DoPlaySoundToSet(me, SOUND_YELL_SPIRIT_BOLTS);
                        SpiritBolts_Timer = 40000;
                        SiphonSoul_Timer = 10000;    // ready to drain
                        PlayerAbility_Timer = 99999;
                    }
                } else SpiritBolts_Timer -= diff;

                if (SiphonSoul_Timer <= diff)
                {
                    Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 70, true);
                    Unit* trigger = DoSpawnCreature(MOB_TEMP_TRIGGER, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN, 30000);
                    if (!target || !trigger)
                    {
                        EnterEvadeMode();
                        return;
                    }
                    else
                    {
                        trigger->SetDisplayId(11686);
                        trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                        trigger->CastSpell(target, SPELL_SIPHON_SOUL, true);
                        trigger->GetMotionMaster()->MoveChase(me);

                        //DoCast(target, SPELL_SIPHON_SOUL, true);
                        //me->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, target->GetGUID());
                        //me->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SIPHON_SOUL);

                        PlayerGUID = target->GetGUID();
                        PlayerAbility_Timer = urand(8000, 10000);
                        PlayerClass = target->getClass() - 1;

                        if (PlayerClass == CLASS_DRUID-1)
                            PlayerClass = CLASS_DRUID;
                        else if (PlayerClass == CLASS_PRIEST-1 && target->HasSpell(15473))
                            PlayerClass = CLASS_PRIEST; // shadow priest

                        SiphonSoul_Timer = 99999;   // buff lasts 30 sec
                    }
                } else SiphonSoul_Timer -= diff;

                if (PlayerAbility_Timer <= diff)
                {
                    //Unit* target = Unit::GetUnit(*me, PlayerGUID);
                    //if (target && target->isAlive())
                    //{
                        UseAbility();
                        PlayerAbility_Timer = urand(8000, 10000);
                    //}
                } else PlayerAbility_Timer -= diff;

                DoMeleeAttackIfReady();
            }
// is Resource heavy, do not spam or use heavily in loop
Unit *PlayerbotClassAI::FindMainTankInRaid(Player *gPlayer)
{
    // check if original main tank is still alive. No point regetting main
    // tank b/c chances are slim that it will not get reset in the middle of a fight.
    // But if main tank dies, try to find next best canidate
    if (mainTank!=NULL && mainTank->isAlive()) {
        return mainTank;
    }

    if (!gPlayer) return NULL;
    Group *pGroup = gPlayer->GetGroup();
    if (!pGroup) return NULL;
    uint64 pLeaderGuid = pGroup->GetLeaderGUID();

    Unit *pPlayer = NULL;

    // Check if set in raid
    if (pGroup->isRaidGroup())
    {
        QueryResult result = CharacterDatabase.PQuery("SELECT memberGuid FROM group_member WHERE memberFlags='%u' AND guid = '%u'",MEMBER_FLAG_MAINTANK, pGroup->GetGUID());
        if(result)
        {
            uint64 pGuid = MAKE_NEW_GUID(result->Fetch()->GetInt32(),0,HIGHGUID_PLAYER);
            pPlayer = sObjectMgr->GetPlayer(pGuid);
            if (pPlayer && pGroup->IsMember(pGuid) && pPlayer->isAlive()){
                mainTank = pPlayer;
                return pPlayer;
            }
        }
    }


    // if could not find tank try assuming
    // Assume the one with highest health is the main tank
    uint32 maxhpfound=0;
    std::list<Unit*> unitList;
    gPlayer->GetRaidMember(unitList,30);
    if (!unitList.empty()){
      for (std::list<Unit*>::iterator itr = unitList.begin() ; itr!=unitList.end();++itr) {
        //Player *tPlayer = GetPlayerBot()->GetObjPlayer((*itr)->GetGUID());
        Unit *tPlayer = sObjectMgr->GetPlayer((*itr)->GetGUID());
        if (tPlayer == NULL) continue;
        if (tPlayer->isDead()) continue;
        if (GetPlayerBot()->GetAreaId() != tPlayer->GetAreaId()) continue;
        //if(tPlayer->GetGUID() == GetPlayerBot()->GetGUID()) continue;
        if (GetPlayerBot()->GetDistance(tPlayer) > 50) continue;
        if (tPlayer->GetMaxHealth() > maxhpfound) { maxhpfound = tPlayer->GetMaxHealth(); pPlayer=tPlayer; }
        // Also check pets
        if ( (tPlayer->getClass() == (uint8) CLASS_HUNTER || tPlayer->getClass() == (uint8) CLASS_WARLOCK) && IS_PET_GUID(tPlayer->GetPetGUID()) )
        {
            Pet* tpet = ObjectAccessor::GetPet(*tPlayer, tPlayer->GetPetGUID());
            if (!tpet || !tpet->IsInWorld() || !tpet->isDead()) continue;
            if (tpet->GetArmor() > tPlayer->GetArmor()) //Probably a tanking capable pet..
            {
                if (tpet->GetMaxHealth() > maxhpfound) { maxhpfound = tpet->GetMaxHealth(); pPlayer=tpet; }
                else if (tPlayer->GetGUID() == pPlayer->GetGUID()) {pPlayer = tpet;} //set pet as tank instead of owner
            }
        }
      }
    }

    mainTank = pPlayer;
    return pPlayer;
}
Beispiel #30
0
void TempSummon::InitStats(uint32 duration)
{
    ASSERT(!isPet());

    m_timer = duration;
    m_lifetime = duration;

    if (m_type == TEMPSUMMON_MANUAL_DESPAWN)
        m_type = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;

    Unit* owner = GetSummoner();

    if (owner && isTrigger() && m_spells[0])
    {
        setFaction(owner->getFaction());
        SetLevel(owner->getLevel());
        if (owner->GetTypeId() == TYPEID_PLAYER)
            m_ControlledByPlayer = true;
    }

    if (!m_Properties)
        return;

    // Fix Force of Nature treants stats
    if (owner && owner->getClass() == CLASS_DRUID && owner->HasSpell(106737))
    {
        float damage = 0.0f;

        switch (GetEntry())
        {
        case ENTRY_TREANT_RESTO:
        case ENTRY_TREANT_BALANCE:
            SetMaxHealth(owner->CountPctFromMaxHealth(40));
            break;
        case ENTRY_TREANT_GUARDIAN:
            SetMaxHealth(owner->CountPctFromMaxHealth(40));
            // (Attack power / 14 * 2 * 0.75) * 0.2f
            damage = ((owner->GetTotalAttackPowerValue(BASE_ATTACK) / 14.0f) * 2.0f * 0.75f) * 0.2f;
            SetStatFloatValue(UNIT_FIELD_MINDAMAGE, damage);
            SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, damage);
        case ENTRY_TREANT_FERAL:
            SetMaxHealth(owner->CountPctFromMaxHealth(40));
            // Attack power / 14 * 2 * 0.75
            damage = (owner->GetTotalAttackPowerValue(BASE_ATTACK) / 14.0f) * 2.0f * 0.75f;
            SetStatFloatValue(UNIT_FIELD_MINDAMAGE, damage);
            SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, damage);
        default:
            break;
        }
    }

    if (owner)
    {
        if (uint32 slot = m_Properties->Slot)
        {
            if (owner->m_SummonSlot[slot] && owner->m_SummonSlot[slot] != GetGUID())
            {
                Creature* oldSummon = GetMap()->GetCreature(owner->m_SummonSlot[slot]);
                if (oldSummon && oldSummon->IsSummon())
                    oldSummon->ToTempSummon()->UnSummon();
            }
            owner->m_SummonSlot[slot] = GetGUID();
        }
    }

    if (m_Properties->Faction)
        setFaction(m_Properties->Faction);
    else if (IsVehicle() && owner) // properties should be vehicle
        setFaction(owner->getFaction());
}