void CastSpellOnRandomTarget(uint32 i, float mindist2cast, float maxdist2cast, int minhp2cast, int maxhp2cast)
	{
		if (!maxdist2cast) maxdist2cast = 100.0f;
		if (!maxhp2cast) maxhp2cast = 100;

		if(_unit->GetCurrentSpell() == NULL && _unit->GetAIInterface()->GetNextTarget())
        {
			std::vector<UnitPointer> TargetTable;		/* From M4ksiu - Big THX to Capt who helped me with std stuff to make it simple and fully working <3 */
												/* If anyone wants to use this function, then leave this note!										 */
			for(unordered_set<ObjectPointer>::iterator itr = _unit->GetInRangeSetBegin(); itr != _unit->GetInRangeSetEnd(); ++itr) 
			{ 
				if (((spells[i].targettype == TARGET_RANDOM_FRIEND && isFriendly(_unit, (*itr))) || (spells[i].targettype != TARGET_RANDOM_FRIEND && isHostile(_unit, (*itr)) && (*itr) != _unit)) && ((*itr)->GetTypeId()== TYPEID_UNIT || (*itr)->GetTypeId() == TYPEID_PLAYER) && (*itr)->GetInstanceID() == _unit->GetInstanceID()) // isAttackable(_unit, (*itr)) && 
				{
					UnitPointer RandomTarget = NULLUNIT;
					RandomTarget = TO_UNIT(*itr);

					if (RandomTarget->isAlive() && _unit->GetDistance2dSq(RandomTarget) >= mindist2cast*mindist2cast && _unit->GetDistance2dSq(RandomTarget) <= maxdist2cast*maxdist2cast && ((RandomTarget->GetHealthPct() >= minhp2cast && RandomTarget->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND) || (_unit->GetAIInterface()->getThreatByPtr(RandomTarget) > 0 && isHostile(_unit, RandomTarget))))
					{
						TargetTable.push_back(RandomTarget);
					} 
				} 
			}

			if (_unit->GetHealthPct() >= minhp2cast && _unit->GetHealthPct() <= maxhp2cast && spells[i].targettype == TARGET_RANDOM_FRIEND)
				TargetTable.push_back(_unit);

			if (!TargetTable.size())
				return;

			size_t RandTarget = rand()%TargetTable.size();

			UnitPointer  RTarget = TargetTable[RandTarget];

			if (!RTarget)
				return;

			switch (spells[i].targettype)
			{
			case TARGET_RANDOM_FRIEND:
			case TARGET_RANDOM_SINGLE:
				_unit->CastSpell(RTarget, spells[i].info, spells[i].instant); break;
			case TARGET_RANDOM_DESTINATION:
				_unit->CastSpellAoF(RTarget->GetPositionX(), RTarget->GetPositionY(), RTarget->GetPositionZ(), spells[i].info, spells[i].instant); break;
			}

			TargetTable.clear();
		}
	}
	void OnCombatStart(UnitPointer mTarget) 
	{
		_unit->GetAIInterface()->m_canMove = false;
		_unit->GetAIInterface()->disable_melee = true;
		_unit->SetUInt64Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

		UnitPointer antusul = NULLUNIT;
		antusul = _unit->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(1815.030029f, 686.817017f, 14.519000f, 8127);
		if(antusul)
		{
			if(antusul->isAlive())
			{
				antusul->GetAIInterface()->AttackReaction(mTarget, 0, 0);
				antusul->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "Lunch has arrived, my beutiful childern. Tear them to pieces!");
			}
		}
	}
예제 #3
0
void OnEmote(PlayerPointer pPlayer, uint32 Emote, UnitPointer pUnit)
{
	pUnit = pPlayer->GetMapMgr()->GetUnit(pPlayer->GetSelection());
	if (!pUnit || !pUnit->isAlive() || pUnit->GetAIInterface()->GetNextTarget())
		return;

	// Switch For Emote Name (You do EmoteName to Script Name link).
	switch(Emote)
	{
	case EMOTE_ONESHOT_SALUTE: // <- Its EMOTE name.
		GuardsOnSalute(pPlayer, pUnit); // <- Its Link.
		break;

	case EMOTE_ONESHOT_KISS:
		GaurdsOnKiss(pPlayer, pUnit);
		break;
	
	case EMOTE_ONESHOT_WAVE:
		GuardsOnWave(pPlayer, pUnit);
		break;
	}
}