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chore(Scripts/World): Remove unused legacy scripts (#18048)
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@@ -15,159 +15,10 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* ScriptData
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SDName: Generic_Creature
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SD%Complete: 80
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SDComment: Should be replaced with core based AI
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SDCategory: Creatures
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EndScriptData */
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#include "CreatureScript.h"
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#include "PassiveAI.h"
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#include "ScriptedCreature.h"
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#define GENERIC_CREATURE_COOLDOWN 5000
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class generic_creature : public CreatureScript
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{
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public:
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generic_creature() : CreatureScript("generic_creature") { }
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struct generic_creatureAI : public ScriptedAI
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{
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generic_creatureAI(Creature* creature) : ScriptedAI(creature) { }
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uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
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uint32 BuffTimer; //This variable keeps track of buffs
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bool IsSelfRooted;
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void Reset() override
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{
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GlobalCooldown = 0;
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BuffTimer = 0; //Rebuff as soon as we can
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IsSelfRooted = false;
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}
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void JustEngagedWith(Unit* who) override
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{
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if (!me->IsWithinMeleeRange(who))
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IsSelfRooted = true;
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}
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void UpdateAI(uint32 diff) override
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{
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//Always decrease our global cooldown first
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if (GlobalCooldown > diff)
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GlobalCooldown -= diff;
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else GlobalCooldown = 0;
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//Buff timer (only buff when we are alive and not in combat
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if (!me->IsInCombat() && me->IsAlive())
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{
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if (BuffTimer <= diff)
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{
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//Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
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if (info && !GlobalCooldown)
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{
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//Cast the buff spell
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DoCastSpell(me, info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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//Set our timer to 10 minutes before rebuff
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BuffTimer = 600000;
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}//Try agian in 30 seconds
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else BuffTimer = 30000;
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}
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else BuffTimer -= diff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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//If we are within range melee the target
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if (me->IsWithinMeleeRange(me->GetVictim()))
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{
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//Make sure our attack is ready and we arn't currently casting
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if (me->isAttackReady() && !me->IsNonMeleeSpellCast(false))
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{
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bool Healing = false;
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SpellInfo const* info = nullptr;
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//Select a healing spell if less than 30% hp
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if (HealthBelowPct(30))
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info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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//No healing spell available, select a hostile spell
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if (info) Healing = true;
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else info = SelectSpell(me->GetVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
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//50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
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if (info && (rand() % (me->GetCreatureTemplate()->rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
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{
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//Cast the spell
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if (Healing)DoCastSpell(me, info);
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else DoCastSpell(me->GetVictim(), info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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}
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else me->AttackerStateUpdate(me->GetVictim());
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me->resetAttackTimer();
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}
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}
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else
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{
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//Only run this code if we arn't already casting
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if (!me->IsNonMeleeSpellCast(false))
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{
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bool Healing = false;
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SpellInfo const* info = nullptr;
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//Select a healing spell if less than 30% hp ONLY 33% of the time
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if (HealthBelowPct(30) && rand() % 3 == 0)
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info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
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//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
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if (info) Healing = true;
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else info = SelectSpell(me->GetVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
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//Found a spell, check if we arn't on cooldown
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if (info && !GlobalCooldown)
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{
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//If we are currently moving stop us and set the movement generator
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if (!IsSelfRooted)
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IsSelfRooted = true;
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//Cast spell
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if (Healing) DoCastSpell(me, info);
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else DoCastSpell(me->GetVictim(), info);
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//Set our global cooldown
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GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
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}//If no spells available and we arn't moving run to target
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else if (IsSelfRooted)
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{
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//Cancel our current spell and then allow movement agian
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me->InterruptNonMeleeSpells(false);
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IsSelfRooted = false;
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}
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}
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}
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new generic_creatureAI(creature);
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}
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};
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class trigger_periodic : public CreatureScript
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{
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public:
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@@ -204,30 +55,7 @@ public:
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}
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};
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class trigger_death : public CreatureScript
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{
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public:
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trigger_death() : CreatureScript("trigger_death") { }
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struct trigger_deathAI : public NullCreatureAI
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{
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trigger_deathAI(Creature* creature) : NullCreatureAI(creature) { }
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void JustDied(Unit* killer) override
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{
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if (killer && me->m_spells[0])
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me->CastSpell(killer, me->m_spells[0], true);
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new trigger_deathAI(creature);
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}
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};
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void AddSC_generic_creature()
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{
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//new generic_creature;
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new trigger_periodic;
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//new trigger_death;
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}
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