/*
* Copyright (C) 2008-2014 TrinityCore
* Copyright (C) 2006-2009 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, see .
*/
/* ScriptData
SDName: Guards
SD%Complete: 100
SDComment:
SDCategory: Guards
EndScriptData */
/* ContentData
guard_generic
guard_shattrath_aldor
guard_shattrath_scryer
EndContentData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "GuardAI.h"
#include "Player.h"
#include "SpellInfo.h"
enum GuardGeneric
{
GENERIC_CREATURE_COOLDOWN = 5000,
SAY_GUARD_SIL_AGGRO = 0,
NPC_CENARION_HOLD_INFANTRY = 15184,
NPC_STORMWIND_CITY_GUARD = 68,
NPC_STORMWIND_CITY_PATROLLER = 1976,
NPC_ORGRIMMAR_GRUNT = 3296
};
class guard_generic : public CreatureScript
{
public:
guard_generic() : CreatureScript("guard_generic") { }
struct guard_genericAI : public GuardAI
{
guard_genericAI(Creature* creature) : GuardAI(creature) { }
void Reset() OVERRIDE
{
globalCooldown = 0;
buffTimer = 0;
}
void EnterCombat(Unit* who) OVERRIDE
{
if (me->GetEntry() == NPC_CENARION_HOLD_INFANTRY)
Talk(SAY_GUARD_SIL_AGGRO, who);
if (SpellInfo const* spell = me->reachWithSpellAttack(who))
DoCast(who, spell->Id);
}
void UpdateAI(uint32 diff) OVERRIDE
{
//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 (me->IsAlive() && !me->IsInCombat())
{
if (buffTimer <= diff)
{
//Find a spell that targets friendly and applies an aura (these are generally buffs)
SpellInfo const* info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (info && !globalCooldown)
{
//Cast the buff spell
DoCast(me, info->Id);
//Set our global cooldown
globalCooldown = GENERIC_CREATURE_COOLDOWN;
//Set our timer to 10 minutes before rebuff
buffTimer = 600000;
} //Try again in 30 seconds
else buffTimer = 30000;
} else buffTimer -= diff;
}
//Return since we have no target
if (!UpdateVictim())
return;
// Make sure our attack is ready and we arn't currently casting
if (me->isAttackReady() && !me->IsNonMeleeSpellCast(false))
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->GetVictim()))
{
bool healing = false;
SpellInfo const* info = NULL;
//Select a healing spell if less than 30% hp
if (me->HealthBelowPct(30))
info = SelectSpell(me, 0, 0, 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(me->GetVictim(), 0, 0, 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, 99) < 20 && !globalCooldown)
{
//Cast the spell
if (healing)
DoCast(me, info->Id);
else
DoCastVictim(info->Id);
//Set our global cooldown
globalCooldown = GENERIC_CREATURE_COOLDOWN;
}
else
me->AttackerStateUpdate(me->GetVictim());
me->resetAttackTimer();
}
}
else
{
//Only run this code if we arn't already casting
if (!me->IsNonMeleeSpellCast(false))
{
bool healing = false;
SpellInfo const* info = NULL;
//Select a healing spell if less than 30% hp ONLY 33% of the time
if (me->HealthBelowPct(30) && 33 > urand(0, 99))
info = SelectSpell(me, 0, 0, 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(me->GetVictim(), 0, 0, 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 (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveIdle();
}
//Cast spell
if (healing)
DoCast(me, info->Id);
else
DoCastVictim(info->Id);
//Set our global cooldown
globalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
else if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
me->InterruptNonMeleeSpells(false);
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveChase(me->GetVictim());
}
}
}
DoMeleeAttackIfReady();
}
void DoReplyToTextEmote(uint32 emote)
{
switch (emote)
{
case TEXT_EMOTE_KISS:
me->HandleEmoteCommand(EMOTE_ONESHOT_BOW);
break;
case TEXT_EMOTE_WAVE:
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
break;
case TEXT_EMOTE_SALUTE:
me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE);
break;
case TEXT_EMOTE_SHY:
me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);
break;
case TEXT_EMOTE_RUDE:
case TEXT_EMOTE_CHICKEN:
me->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
break;
}
}
void ReceiveEmote(Player* player, uint32 textEmote) OVERRIDE
{
switch (me->GetEntry())
{
case NPC_STORMWIND_CITY_GUARD:
case NPC_STORMWIND_CITY_PATROLLER:
case NPC_ORGRIMMAR_GRUNT:
break;
default:
return;
}
if (!me->IsFriendlyTo(player))
return;
DoReplyToTextEmote(textEmote);
}
private:
uint32 globalCooldown;
uint32 buffTimer;
};
CreatureAI* GetAI(Creature* creature) const OVERRIDE
{
return new guard_genericAI(creature);
}
};
enum GuardShattrath
{
SPELL_BANISHED_SHATTRATH_A = 36642,
SPELL_BANISHED_SHATTRATH_S = 36671,
SPELL_BANISH_TELEPORT = 36643,
SPELL_EXILE = 39533
};
class guard_shattrath_scryer : public CreatureScript
{
public:
guard_shattrath_scryer() : CreatureScript("guard_shattrath_scryer") { }
struct guard_shattrath_scryerAI : public GuardAI
{
guard_shattrath_scryerAI(Creature* creature) : GuardAI(creature) { }
void Reset() OVERRIDE
{
banishTimer = 5000;
exileTimer = 8500;
playerGUID = 0;
canTeleport = false;
}
void UpdateAI(uint32 diff) OVERRIDE
{
if (!UpdateVictim())
return;
if (canTeleport)
{
if (exileTimer <= diff)
{
if (Unit* temp = Unit::GetUnit(*me, playerGUID))
{
temp->CastSpell(temp, SPELL_EXILE, true);
temp->CastSpell(temp, SPELL_BANISH_TELEPORT, true);
}
playerGUID = 0;
exileTimer = 8500;
canTeleport = false;
} else exileTimer -= diff;
}
else if (banishTimer <= diff)
{
Unit* temp = me->GetVictim();
if (temp && temp->GetTypeId() == TYPEID_PLAYER)
{
DoCast(temp, SPELL_BANISHED_SHATTRATH_A);
banishTimer = 9000;
playerGUID = temp->GetGUID();
if (playerGUID)
canTeleport = true;
}
} else banishTimer -= diff;
DoMeleeAttackIfReady();
}
private:
uint32 exileTimer;
uint32 banishTimer;
uint64 playerGUID;
bool canTeleport;
};
CreatureAI* GetAI(Creature* creature) const OVERRIDE
{
return new guard_shattrath_scryerAI(creature);
}
};
class guard_shattrath_aldor : public CreatureScript
{
public:
guard_shattrath_aldor() : CreatureScript("guard_shattrath_aldor") { }
struct guard_shattrath_aldorAI : public GuardAI
{
guard_shattrath_aldorAI(Creature* creature) : GuardAI(creature) { }
void Reset() OVERRIDE
{
banishTimer = 5000;
exileTimer = 8500;
playerGUID = 0;
canTeleport = false;
}
void UpdateAI(uint32 diff) OVERRIDE
{
if (!UpdateVictim())
return;
if (canTeleport)
{
if (exileTimer <= diff)
{
if (Unit* temp = Unit::GetUnit(*me, playerGUID))
{
temp->CastSpell(temp, SPELL_EXILE, true);
temp->CastSpell(temp, SPELL_BANISH_TELEPORT, true);
}
playerGUID = 0;
exileTimer = 8500;
canTeleport = false;
} else exileTimer -= diff;
}
else if (banishTimer <= diff)
{
Unit* temp = me->GetVictim();
if (temp && temp->GetTypeId() == TYPEID_PLAYER)
{
DoCast(temp, SPELL_BANISHED_SHATTRATH_S);
banishTimer = 9000;
playerGUID = temp->GetGUID();
if (playerGUID)
canTeleport = true;
}
} else banishTimer -= diff;
DoMeleeAttackIfReady();
}
private:
uint32 exileTimer;
uint32 banishTimer;
uint64 playerGUID;
bool canTeleport;
};
CreatureAI* GetAI(Creature* creature) const OVERRIDE
{
return new guard_shattrath_aldorAI(creature);
}
};
void AddSC_guards()
{
new guard_generic;
new guard_shattrath_aldor;
new guard_shattrath_scryer;
}