www.pudn.com > ScriptDev.rar > mob_generic_creature.cpp


/* Copyright (C) 2006 - 2008 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 
*/ 
 
/* ScriptData 
SDName: Generic_Creature 
SD%Complete: 80 
SDComment: Should be replaced with core based AI 
SDCategory: Creatures 
EndScriptData */ 
 
#include "sc_creature.h" 
 
 
#define GENERIC_CREATURE_COOLDOWN   5000 
 
struct MANGOS_DLL_DECL generic_creatureAI : public ScriptedAI 
{ 
    generic_creatureAI(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 IsSelfRooted; 
 
    void Reset() 
    { 
        GlobalCooldown = 0; 
        BuffTimer = 0;          //Rebuff as soon as we can 
        IsSelfRooted = false; 
    } 
 
    void Aggro(Unit *who) 
    { 
            if (!m_creature->IsWithinDistInMap(who, ATTACK_DISTANCE)) 
            { 
                IsSelfRooted = true; 
            } 
    } 
 
    void UpdateAI(const uint32 diff) 
    { 
        //Always decrease our global cooldown first 
        if (GlobalCooldown > diff) 
            GlobalCooldown -= diff; 
        else GlobalCooldown = 0; 
 
        //Buff timer (only buff when we are alive and not in combat 
        if (!InCombat && m_creature->isAlive()) 
            if (BuffTimer < diff ) 
            { 
                //Find a spell that targets friendly and applies an aura (these are generally buffs) 
                SpellEntry const *info = SelectSpell(m_creature, -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->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)) 
            { 
                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, 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; 
                    } 
 
                    //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; 
                } 
            } 
        } 
    } 
};  
CreatureAI* GetAI_generic_creature(Creature *_Creature) 
{ 
    return new generic_creatureAI (_Creature); 
} 
 
 
void AddSC_generic_creature() 
{ 
    Script *newscript; 
    newscript = new Script; 
    newscript->Name="generic_creature"; 
    newscript->GetAI = GetAI_generic_creature; 
    m_scripts[nrscripts++] = newscript; 
}