mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 17:19:07 +00:00
First Commit
For Azeroth!
This commit is contained in:
668
src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
Normal file
668
src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
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@@ -0,0 +1,668 @@
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/*
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* Copyright (C)
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*
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*
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*
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#include "ScriptedCreature.h"
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#include "Item.h"
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#include "Spell.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Cell.h"
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#include "CellImpl.h"
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#include "ObjectMgr.h"
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#include "TemporarySummon.h"
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary
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{
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uint8 Targets; // set of enum SelectTarget
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uint8 Effects; // set of enum SelectEffect
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} extern* SpellSummary;
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void SummonList::DoZoneInCombat(uint32 entry)
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{
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for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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++i;
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if (summon && summon->IsAIEnabled
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&& (!entry || summon->GetEntry() == entry))
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{
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summon->AI()->DoZoneInCombat();
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}
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}
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}
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void SummonList::DespawnEntry(uint32 entry)
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{
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for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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if (!summon)
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i = storage_.erase(i);
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else if (summon->GetEntry() == entry)
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{
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i = storage_.erase(i);
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summon->DespawnOrUnsummon();
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}
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else
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++i;
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}
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}
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void SummonList::DespawnAll()
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{
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while (!storage_.empty())
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, storage_.front());
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storage_.pop_front();
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if (summon)
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summon->DespawnOrUnsummon();
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}
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}
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void SummonList::RemoveNotExisting()
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{
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for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
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{
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if (ObjectAccessor::GetCreature(*me, *i))
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++i;
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else
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i = storage_.erase(i);
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}
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}
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bool SummonList::HasEntry(uint32 entry) const
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{
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for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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if (summon && summon->GetEntry() == entry)
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return true;
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}
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return false;
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}
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uint32 SummonList::GetEntryCount(uint32 entry) const
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{
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uint32 count = 0;
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for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
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{
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Creature* summon = ObjectAccessor::GetCreature(*me, *i);
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if (summon && summon->GetEntry() == entry)
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++count;
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}
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return count;
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}
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void SummonList::Respawn()
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{
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for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
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{
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if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
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{
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summon->Respawn(true);
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++i;
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}
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else
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i = storage_.erase(i);
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}
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}
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Creature* SummonList::GetCreatureWithEntry(uint32 entry) const
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{
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for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
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{
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if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
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if (summon->GetEntry() == entry)
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return summon;
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}
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return NULL;
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}
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ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
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me(creature),
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IsFleeing(false),
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_evadeCheckCooldown(2500),
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_isCombatMovementAllowed(true)
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{
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_isHeroic = me->GetMap()->IsHeroic();
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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void ScriptedAI::AttackStartNoMove(Unit* who)
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{
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if (!who)
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return;
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if (me->Attack(who, true))
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DoStartNoMovement(who);
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}
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void ScriptedAI::AttackStart(Unit* who)
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{
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if (IsCombatMovementAllowed())
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CreatureAI::AttackStart(who);
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else
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AttackStartNoMove(who);
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}
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void ScriptedAI::UpdateAI(uint32 /*diff*/)
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{
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//Check if we have a current target
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if (!UpdateVictim())
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return;
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DoMeleeAttackIfReady();
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}
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void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
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{
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if (victim)
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me->GetMotionMaster()->MoveChase(victim, distance, angle);
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}
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void ScriptedAI::DoStartNoMovement(Unit* victim)
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{
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if (!victim)
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return;
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me->GetMotionMaster()->MoveIdle();
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}
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void ScriptedAI::DoStopAttack()
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{
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if (me->GetVictim())
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me->AttackStop();
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}
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void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered)
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{
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if (!target || me->IsNonMeleeSpellCast(false))
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return;
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me->StopMoving();
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me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
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}
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void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
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{
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if (!source)
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return;
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if (!sSoundEntriesStore.LookupEntry(soundId))
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{
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sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUIDLow());
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return;
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}
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source->PlayDirectSound(soundId);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
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{
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return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
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}
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SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
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{
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//No target so we can't cast
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if (!target)
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return NULL;
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//Silenced so we can't cast
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if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return NULL;
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//Using the extended script system we first create a list of viable spells
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SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
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uint32 spellCount = 0;
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SpellInfo const* tempSpell = NULL;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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{
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tempSpell = sSpellMgr->GetSpellInfo(me->m_spells[i]);
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//This spell doesn't exist
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if (!tempSpell)
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continue;
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
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continue;
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//Check the type of spell if we are looking for a specific spell type
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if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1))))
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continue;
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//Check for school if specified
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if (school && (tempSpell->SchoolMask & school) == 0)
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continue;
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//Check for spell mechanic if specified
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if (mechanic && tempSpell->Mechanic != mechanic)
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continue;
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//Make sure that the spell uses the requested amount of power
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if (powerCostMin && tempSpell->ManaCost < powerCostMin)
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continue;
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if (powerCostMax && tempSpell->ManaCost > powerCostMax)
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continue;
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//Continue if we don't have the mana to actually cast this spell
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if (tempSpell->ManaCost > me->GetPower(Powers(tempSpell->PowerType)))
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continue;
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//Check if the spell meets our range requirements
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
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continue;
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
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continue;
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//Check if our target is in range
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if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
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continue;
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//All good so lets add it to the spell list
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apSpell[spellCount] = tempSpell;
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++spellCount;
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}
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//We got our usable spells so now lets randomly pick one
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if (!spellCount)
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return NULL;
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return apSpell[urand(0, spellCount - 1)];
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}
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void ScriptedAI::DoResetThreat()
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{
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if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
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{
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sLog->outError("DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
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return;
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}
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me->getThreatManager().resetAllAggro();
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}
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float ScriptedAI::DoGetThreat(Unit* unit)
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{
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if (!unit)
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return 0.0f;
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return me->getThreatManager().getThreat(unit);
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}
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void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
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{
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if (!unit)
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return;
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me->getThreatManager().modifyThreatPercent(unit, pct);
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}
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void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
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{
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if (!unit)
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return;
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if (Player* player = unit->ToPlayer())
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player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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else
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sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), unit->GetTypeId(), unit->GetGUID(), x, y, z, o);
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}
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void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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{
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Map* map = me->GetMap();
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if (!map->IsDungeon())
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return;
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Map::PlayerList const& PlayerList = map->GetPlayers();
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for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
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if (Player* player = itr->GetSource())
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if (player->IsAlive())
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player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
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}
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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{
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Unit* unit = NULL;
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Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
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Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
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me->VisitNearbyObject(range, searcher);
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return unit;
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}
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std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
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{
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std::list<Creature*> list;
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Trinity::FriendlyCCedInRange u_check(me, range);
|
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Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
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me->VisitNearbyObject(range, searcher);
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||||
return list;
|
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}
|
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|
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std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
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{
|
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std::list<Creature*> list;
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Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
|
||||
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
|
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me->VisitNearbyObject(range, searcher);
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return list;
|
||||
}
|
||||
|
||||
Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
|
||||
{
|
||||
Player* player = NULL;
|
||||
|
||||
CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
|
||||
Cell cell(pair);
|
||||
cell.SetNoCreate();
|
||||
|
||||
Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
|
||||
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
|
||||
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
|
||||
|
||||
cell.Visit(pair, visitor, *me->GetMap(), *me, minimumRange);
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
|
||||
{
|
||||
if (loadDefault)
|
||||
{
|
||||
me->LoadEquipment(me->GetOriginalEquipmentId(), true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainHand >= 0)
|
||||
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
|
||||
|
||||
if (offHand >= 0)
|
||||
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
|
||||
|
||||
if (ranged >= 0)
|
||||
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
|
||||
}
|
||||
|
||||
void ScriptedAI::SetCombatMovement(bool allowMovement)
|
||||
{
|
||||
_isCombatMovementAllowed = allowMovement;
|
||||
}
|
||||
|
||||
enum eNPCs
|
||||
{
|
||||
NPC_BROODLORD = 12017,
|
||||
NPC_JAN_ALAI = 23578,
|
||||
NPC_SARTHARION = 28860,
|
||||
NPC_FREYA = 32906,
|
||||
};
|
||||
|
||||
bool ScriptedAI::EnterEvadeIfOutOfCombatArea()
|
||||
{
|
||||
if (me->IsInEvadeMode() || !me->IsInCombat())
|
||||
return false;
|
||||
|
||||
if (_evadeCheckCooldown == time(NULL))
|
||||
return false;
|
||||
_evadeCheckCooldown = time(NULL);
|
||||
|
||||
if (!CheckEvadeIfOutOfCombatArea())
|
||||
return false;
|
||||
|
||||
EnterEvadeMode();
|
||||
return true;
|
||||
}
|
||||
|
||||
Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura, bool mustBeInLOS) const
|
||||
{
|
||||
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
|
||||
std::vector<Player*> tList;
|
||||
for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
|
||||
{
|
||||
if (me->GetDistance(itr->GetSource()) > maxdist || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
|
||||
continue;
|
||||
if (excludeAura && itr->GetSource()->HasAura(excludeAura))
|
||||
continue;
|
||||
if (mustBeInLOS && !me->IsWithinLOSInMap(itr->GetSource()))
|
||||
continue;
|
||||
tList.push_back(itr->GetSource());
|
||||
}
|
||||
if (!tList.empty())
|
||||
return tList[urand(0,tList.size()-1)];
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// BossAI - for instanced bosses
|
||||
|
||||
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
|
||||
instance(creature->GetInstanceScript()),
|
||||
summons(creature),
|
||||
_boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
|
||||
_bossId(bossId)
|
||||
{
|
||||
}
|
||||
|
||||
void BossAI::_Reset()
|
||||
{
|
||||
if (!me->IsAlive())
|
||||
return;
|
||||
|
||||
me->ResetLootMode();
|
||||
events.Reset();
|
||||
summons.DespawnAll();
|
||||
if (instance)
|
||||
instance->SetBossState(_bossId, NOT_STARTED);
|
||||
}
|
||||
|
||||
void BossAI::_JustDied()
|
||||
{
|
||||
events.Reset();
|
||||
summons.DespawnAll();
|
||||
if (instance)
|
||||
{
|
||||
instance->SetBossState(_bossId, DONE);
|
||||
instance->SaveToDB();
|
||||
}
|
||||
}
|
||||
|
||||
void BossAI::_EnterCombat()
|
||||
{
|
||||
me->setActive(true);
|
||||
DoZoneInCombat();
|
||||
if (instance)
|
||||
{
|
||||
// bosses do not respawn, check only on enter combat
|
||||
if (!instance->CheckRequiredBosses(_bossId))
|
||||
{
|
||||
EnterEvadeMode();
|
||||
return;
|
||||
}
|
||||
instance->SetBossState(_bossId, IN_PROGRESS);
|
||||
}
|
||||
}
|
||||
|
||||
void BossAI::TeleportCheaters()
|
||||
{
|
||||
float x, y, z;
|
||||
me->GetPosition(x, y, z);
|
||||
|
||||
ThreatContainer::StorageType threatList = me->getThreatManager().getThreatList();
|
||||
for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
|
||||
if (Unit* target = (*itr)->getTarget())
|
||||
if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
|
||||
target->NearTeleportTo(x, y, z, 0);
|
||||
}
|
||||
|
||||
bool BossAI::CheckBoundary(Unit* who)
|
||||
{
|
||||
if (!GetBoundary() || !who)
|
||||
return true;
|
||||
|
||||
for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
|
||||
{
|
||||
switch (itr->first)
|
||||
{
|
||||
case BOUNDARY_N:
|
||||
if (who->GetPositionX() > itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_S:
|
||||
if (who->GetPositionX() < itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_E:
|
||||
if (who->GetPositionY() < itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_W:
|
||||
if (who->GetPositionY() > itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_NW:
|
||||
if (who->GetPositionX() + who->GetPositionY() > itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_SE:
|
||||
if (who->GetPositionX() + who->GetPositionY() < itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_NE:
|
||||
if (who->GetPositionX() - who->GetPositionY() > itr->second)
|
||||
return false;
|
||||
break;
|
||||
case BOUNDARY_SW:
|
||||
if (who->GetPositionX() - who->GetPositionY() < itr->second)
|
||||
return false;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BossAI::JustSummoned(Creature* summon)
|
||||
{
|
||||
summons.Summon(summon);
|
||||
if (me->IsInCombat())
|
||||
DoZoneInCombat(summon);
|
||||
}
|
||||
|
||||
void BossAI::SummonedCreatureDespawn(Creature* summon)
|
||||
{
|
||||
summons.Despawn(summon);
|
||||
}
|
||||
|
||||
void BossAI::UpdateAI(uint32 diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
ExecuteEvent(eventId);
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
// WorldBossAI - for non-instanced bosses
|
||||
|
||||
WorldBossAI::WorldBossAI(Creature* creature) :
|
||||
ScriptedAI(creature),
|
||||
summons(creature)
|
||||
{
|
||||
}
|
||||
|
||||
void WorldBossAI::_Reset()
|
||||
{
|
||||
if (!me->IsAlive())
|
||||
return;
|
||||
|
||||
events.Reset();
|
||||
summons.DespawnAll();
|
||||
}
|
||||
|
||||
void WorldBossAI::_JustDied()
|
||||
{
|
||||
events.Reset();
|
||||
summons.DespawnAll();
|
||||
}
|
||||
|
||||
void WorldBossAI::_EnterCombat()
|
||||
{
|
||||
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
|
||||
if (target)
|
||||
AttackStart(target);
|
||||
}
|
||||
|
||||
void WorldBossAI::JustSummoned(Creature* summon)
|
||||
{
|
||||
summons.Summon(summon);
|
||||
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
|
||||
if (target)
|
||||
summon->AI()->AttackStart(target);
|
||||
}
|
||||
|
||||
void WorldBossAI::SummonedCreatureDespawn(Creature* summon)
|
||||
{
|
||||
summons.Despawn(summon);
|
||||
}
|
||||
|
||||
void WorldBossAI::UpdateAI(uint32 diff)
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
ExecuteEvent(eventId);
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
// SD2 grid searchers.
|
||||
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
|
||||
{
|
||||
return source->FindNearestCreature(entry, maxSearchRange, alive);
|
||||
}
|
||||
|
||||
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
|
||||
{
|
||||
return source->FindNearestGameObject(entry, maxSearchRange);
|
||||
}
|
||||
|
||||
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
||||
{
|
||||
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
|
||||
}
|
||||
|
||||
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
||||
{
|
||||
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
|
||||
}
|
||||
Reference in New Issue
Block a user