www.pudn.com > ScriptDev.rar > guard_ai.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: Guard_AI 
SD%Complete: 90 
SDComment: Core problems with Guards not helping dotted players 
SDCategory: Guards 
EndScriptData */ 
 
#include "guard_ai.h" 
 
// **** This script is for use within every single guard to save coding time **** 
 
#define GENERIC_CREATURE_COOLDOWN 5000 
 
void guardAI::Reset() 
{ 
    GlobalCooldown = 0; 
    BuffTimer = 0;          //Rebuff as soon as we can 
} 
 
void guardAI::Aggro(Unit *who) 
{ 
    //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels 
    if (who->GetTypeId() == TYPEID_PLAYER && !ZoneAttackMsgTimer) 
    { 
        m_creature->SendZoneUnderAttackMessage((Player*)who); 
        ZoneAttackMsgTimer = 30000; 
    } 
} 
 
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; 
 
 
    //Buff timer (only buff when we are alive and not in combat 
    if (m_creature->isAlive() && !InCombat) 
        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; 
 
    // 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->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); 
 
            //20% chance to replace our white hit with a spell 
            if (info && rand() % 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 ((*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()!=TARGETED_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()); 
            } 
        } 
    } 
}