void guardAI::EnterCombat(Unit *who) { if (me->GetEntry() == 15184) DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who); if (SpellEntry const *spell = me->reachWithSpellAttack(who)) DoCastSpell(who, spell); }
void guardAI::Aggro(Unit *who) { if (m_creature->GetEntry() == 15184) { switch(urand(0, 2)) { case 0: DoScriptText(SAY_GUARD_SIL_AGGRO1, m_creature, who); break; case 1: DoScriptText(SAY_GUARD_SIL_AGGRO2, m_creature, who); break; case 2: DoScriptText(SAY_GUARD_SIL_AGGRO3, m_creature, who); break; } } if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who)) DoCastSpell(who, spell); }
void guardAI::Aggro(Unit* pWho) { if (m_creature->GetEntry() == NPC_CENARION_INFANTRY) { switch (urand(0, 2)) { case 0: DoScriptText(SAY_GUARD_SIL_AGGRO1, m_creature, pWho); break; case 1: DoScriptText(SAY_GUARD_SIL_AGGRO2, m_creature, pWho); break; case 2: DoScriptText(SAY_GUARD_SIL_AGGRO3, m_creature, pWho); break; } } if (const SpellEntry* pSpellInfo = m_creature->ReachWithSpellAttack(pWho)) DoCastSpell(pWho, pSpellInfo); }
void guardAI::EnterCombat(Unit *who) { if (m_creature->GetEntry() == 15184) { switch(rand()%3) { case 0: DoSay("Taste blade, mongrel!", LANG_UNIVERSAL,NULL); break; case 1: DoSay("Please tell me that you didn't just do what I think you just did. Please tell me that I'm not going to have to hurt you...", LANG_UNIVERSAL,NULL); break; case 2: DoSay("As if we don't have enough problems, you go and create more!", LANG_UNIVERSAL,NULL); break; } } if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who)) DoCastSpell(who, spell); }
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 (!m_creature->isInCombat() && 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) { //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 (!UpdateVictim() ) return; //If we are within range melee the target if( m_creature->IsWithinMeleeRange(m_creature->getVictim())) { //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); //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_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, NOMINAL_MELEE_RANGE, 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; } //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 (IsSelfRooted) { //Cancel our current spell and then allow movement agian m_creature->InterruptNonMeleeSpells(false); IsSelfRooted = false; } } } }
void guardAI::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 (m_creature->isAlive() && !m_creature->isInCombat()) 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->SelectHostileTarget() || !m_creature->getVictim()) return; // Make sure our attack is ready and we arn't currently casting if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) { //If we are within range melee the target if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { bool Healing = false; SpellEntry const *info = NULL; //Select a healing spell if less than 30% hp if (m_creature->GetHealthPercent() < 30.0f) 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 && !urand(0, 4) && !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->GetHealthPercent() < 30.0f && !urand(0, 2)) 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()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE) { (*m_creature).GetMotionMaster()->Clear(false); (*m_creature).GetMotionMaster()->MoveIdle(); } //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()->GetCurrentMovementGeneratorType()!=CHASE_MOTION_TYPE) { //Cancel our current spell and then mutate new movement generator m_creature->InterruptNonMeleeSpells(false); (*m_creature).GetMotionMaster()->Clear(false); (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim()); } } } }
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; //Always decrease Bandage if (Bandage > diff) Bandage -= diff; else Bandage = 0; //Always decrease OffHand if (OffHand > diff) OffHand -= diff; else OffHand = 0; //Always decrease Potion if (Potion > diff) Potion -= diff; else Potion = 0; if(!m_creature->isAlive()) return; if (!m_creature->isInCombat() && !(m_creature->GetEntry() == 2041 || m_creature->GetEntry() == 4423)) { int temp1 = m_creature->GetPower(POWER_RAGE); int temp2 = temp1; temp1 = temp2 - 3; if(temp1 > 0) m_creature->SetPower(POWER_RAGE,temp1); else m_creature->SetPower(POWER_RAGE,0); } //Return since we have no target if (!m_creature->SelectHostileTarget() || !m_creature->getVictim()) return; Unit *target = m_creature->getVictim(); if(target == m_creature->SelectAttackingTarget(ATTACKING_TARGET_TOPAGGRO,0) && !target->isAlive() && !m_creature->IsNonMeleeSpellCasted(false)) { Unit* target2 = NULL; target2 = m_creature->SelectAttackingTarget(ATTACKING_TARGET_TOPAGGRO,1); m_creature->getThreatManager().modifyThreatPercent(target,-100); if(target2 && target2->isAlive()) { m_creature->AddThreat(target2,1); m_creature->Attack(target2,true); AttackStart(target2); return; } else { Reset(); return; } } if(m_creature->IsHostileTo(target)) enemy = target; if(enemy) if(!enemy->isAlive()) enemy = NULL; //Always decrease Help when in combat if (Help > diff) Help -= diff; else Help = 0; if(!Help && !(m_creature->GetEntry() == 2041 || m_creature->GetEntry() == 4423)) { int entry = m_creature->GetEntry(); float x; float y; float z; float X; float Y; float Z; m_creature->GetPosition(x,y,z); m_creature->getVictim()->GetPosition(X,Y,Z); if(x > X) X = x + 20; else X = x - 20; if(y > Y) Y = y + 20; else Y = y - 20; m_creature->GetRespawnCoord(x,y,z); if(entry != 12480 && entry != 12481) { Helper = DoSpawnCreature(entry, (float) (X - x), (float) (Y - y), (float) (Z -z), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); /* Helper = DoSpawnCreature(entry, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); */ if(Helper && enemy) ((CreatureAI*)Helper->AI())->AttackStart(enemy); }else { Helper = DoSpawnCreature(68, (float) (X - x + 3), (float) (Y - y - 3), (float) (Z -z), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); if(Helper && enemy) ((CreatureAI*)Helper->AI())->AttackStart(enemy); Creature* Helper2 = NULL; Helper2 = DoSpawnCreature(68, (float) (X - x - 3), (float) (Y - y + 3), (float) (Z -z), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); if(Helper2 && enemy) ((CreatureAI*)Helper2->AI())->AttackStart(enemy); Creature* Helper3 = NULL; Helper3 = DoSpawnCreature(68, (float) (X - x + 3), (float) (Y - y + 3), (float) (Z -z), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000); if(Helper3 && enemy) ((CreatureAI*)Helper3->AI())->AttackStart(enemy); } Help = urand(45000, 75000); } // Make sure our attack is ready and we arn't currently casting if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) { if(m_creature->getVictim() && m_creature->SelectHostileTarget() && m_creature->GetEntry() == 3084 && OffHand > 0 && OffHand < 500) { m_creature->HandleEmoteCommand(EMOTE_ONESHOT_ATTACKOFF); m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); OffHand = 0; } //If we are within range melee the target if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { if(_Aggro != 2 && m_creature->GetEntry() != 2041 && m_creature->GetEntry() != 5624) { _Aggro = 2; DoCastSpellIfCan(m_creature,2457); return; } if(m_creature->GetHealthPercent() > 39.0f && m_creature->HasAura(2458,EFFECT_INDEX_0) && m_creature->GetEntry() != 2041 && m_creature->GetEntry() != 5624) { DoCastSpellIfCan(m_creature,2457); return; } bool Healing = false; int info = 0; int Change = 0; //Select a healing spell if less than 30% hp if (m_creature->GetHealthPercent() < 40.0f) { if(Potion == 0 && !Healing) { Potion = 60000; info = 17534; Healing = true; } else { if(Bandage == 0 && !Healing) { Bandage = 60000; info = 38919; Healing = true; } else if(m_creature->HasAura(2457,EFFECT_INDEX_0)) { info = 2458; Change = 3; } }//if bandage }//if health <40% else { if(!m_creature->HasAura(2048,EFFECT_INDEX_0) && m_creature->GetPower(POWER_RAGE) > 100) { info = 2048; Change = 3; } else { if(enemy && !enemy->HasAura(25203,EFFECT_INDEX_0) && m_creature->GetPower(POWER_RAGE) > 100) { info = 25203; Change = 4; } //select a hostile spell else { if(enemy && m_creature->GetPower(POWER_RAGE) > 100) { switch(urand(0, 7)) { case 0: info = 29707; break; case 1: info = 11574; break; case 2: info = 30022; break; case 3: info = 11597; break; case 4: if(m_creature->HasAura(2457,EFFECT_INDEX_0)) info = 25248; else info = 20569; break; case 5: if(m_creature->HasAura(2457,EFFECT_INDEX_0)) info = 20560; else info = 6554; break; case 6: if(m_creature->HasAura(2457,EFFECT_INDEX_0)) info = 11581; else info = 1680; break; case 7: info = 11597; break; }//switch }//if rage }//else hostile spell }//if no demoralizing }//if no battle shout if(m_creature->GetEntry() == 4423) info = 0; if(m_creature->GetEntry() == 5624) { info = 0; if(!m_creature->HasAura(41924,EFFECT_INDEX_0)) DoCastSpellIfCan(m_creature, 41924); } //50% chance to replace our white hit with a spell if (info && urand(0, 1) == 0 && !GlobalCooldown) { //Cast the spell if (Healing)DoCastSpellIfCan(m_creature, info); else { if(Change == 3) { DoCastSpellIfCan(m_creature, info); } else { if(Change == 4) DoCastSpellIfCan(enemy, info); else DoCastSpellIfCan(enemy, info); } } //Set our global cooldown GlobalCooldown = GENERIC_CREATURE_COOLDOWN; } else m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); if(m_creature->GetEntry() == 3084) OffHand = 1000; } } 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->GetHealthPercent() < 30.0f && !urand(0, 2)) 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()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE) { (*m_creature).GetMotionMaster()->Clear(false); (*m_creature).GetMotionMaster()->MoveIdle(); } //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()->GetCurrentMovementGeneratorType()!=CHASE_MOTION_TYPE) { //Cancel our current spell and then mutate new movement generator m_creature->InterruptNonMeleeSpells(false); (*m_creature).GetMotionMaster()->Clear(false); (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim()); } } } }