mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-18 06:00:10 -04:00
211 lines
7.2 KiB
C++
211 lines
7.2 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Ordered alphabetically using scriptname.
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* Scriptnames of files in this file should be prefixed with "npc_pet_mag_".
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*/
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#include "ScriptMgr.h"
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#include "CellImpl.h"
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#include "CombatAI.h"
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#include "GridNotifiersImpl.h"
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#include "MotionMaster.h"
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#include "Pet.h"
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#include "PetAI.h"
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#include "ScriptedCreature.h"
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enum MageSpells
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{
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SPELL_MAGE_CLONE_ME = 45204,
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SPELL_MAGE_MASTERS_THREAT_LIST = 58838,
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SPELL_MAGE_FROST_BOLT = 59638,
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SPELL_MAGE_FIRE_BLAST = 59637
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};
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enum MirrorImageTimers
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{
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TIMER_MIRROR_IMAGE_FIRE_BLAST = 6500
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};
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class npc_pet_mage_mirror_image : public CreatureScript
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{
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public:
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npc_pet_mage_mirror_image() : CreatureScript("npc_pet_mage_mirror_image") { }
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struct npc_pet_mage_mirror_imageAI : ScriptedAI
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{
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const float CHASE_DISTANCE = 35.0f;
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npc_pet_mage_mirror_imageAI(Creature* creature) : ScriptedAI(creature) { }
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void InitializeAI() override
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{
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Unit* owner = me->GetOwner();
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if (!owner)
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return;
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// here mirror image casts on summoner spell (not present in client dbc) 49866
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// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
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// Clone Me!
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owner->CastSpell(me, SPELL_MAGE_CLONE_ME, true);
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}
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// custom UpdateVictim implementation to handle special target selection
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// we prioritize between things that are in combat with owner based on the owner's threat to them
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bool UpdateVictim()
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{
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Unit* owner = me->GetOwner();
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if (!owner)
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return false;
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if (!me->HasUnitState(UNIT_STATE_CASTING) && !me->IsInCombat() && !owner->IsInCombat())
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return false;
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Unit* currentTarget = me->GetVictim();
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if (currentTarget && !CanAIAttack(currentTarget))
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{
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me->InterruptNonMeleeSpells(true); // do not finish casting on invalid targets
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me->AttackStop();
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currentTarget = nullptr;
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}
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// don't reselect if we're currently casting anyway
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if (currentTarget && me->HasUnitState(UNIT_STATE_CASTING))
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return true;
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Unit* selectedTarget = nullptr;
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CombatManager const& mgr = owner->GetCombatManager();
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if (mgr.HasPvPCombat())
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{ // select pvp target
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float minDistance = 0.0f;
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for (auto const& pair : mgr.GetPvPCombatRefs())
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{
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Unit* target = pair.second->GetOther(owner);
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if (target->GetTypeId() != TYPEID_PLAYER)
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continue;
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if (!CanAIAttack(target))
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continue;
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float dist = owner->GetDistance(target);
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if (!selectedTarget || dist < minDistance)
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{
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selectedTarget = target;
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minDistance = dist;
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}
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}
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}
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if (!selectedTarget)
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{ // select pve target
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float maxThreat = 0.0f;
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for (auto const& pair : mgr.GetPvECombatRefs())
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{
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Unit* target = pair.second->GetOther(owner);
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if (!CanAIAttack(target))
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continue;
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float threat = target->GetThreatManager().GetThreat(owner);
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if (threat >= maxThreat)
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{
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selectedTarget = target;
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maxThreat = threat;
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}
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}
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}
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if (!selectedTarget)
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{
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EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
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return false;
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}
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if (selectedTarget != me->GetVictim())
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AttackStartCaster(selectedTarget, CHASE_DISTANCE);
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return true;
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}
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void UpdateAI(uint32 diff) override
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{
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Unit* owner = me->GetOwner();
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if (!owner)
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{
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me->DespawnOrUnsummon();
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return;
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}
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if (_fireBlastTimer)
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{
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if (_fireBlastTimer <= diff)
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_fireBlastTimer = 0;
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else
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_fireBlastTimer -= diff;
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}
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if (!UpdateVictim())
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return;
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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if (!_fireBlastTimer)
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{
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DoCastVictim(SPELL_MAGE_FIRE_BLAST);
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_fireBlastTimer = TIMER_MIRROR_IMAGE_FIRE_BLAST;
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}
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else
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DoCastVictim(SPELL_MAGE_FROST_BOLT);
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}
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bool CanAIAttack(Unit const* who) const override
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{
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Unit* owner = me->GetOwner();
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return owner && who->IsAlive() && me->IsValidAttackTarget(who) &&
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!who->HasBreakableByDamageCrowdControlAura() &&
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who->IsInCombatWith(owner) && ScriptedAI::CanAIAttack(who);
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}
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// Do not reload Creature templates on evade mode enter - prevent visual lost
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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if (me->IsInEvadeMode() || !me->IsAlive())
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return;
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Unit* owner = me->GetCharmerOrOwner();
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me->CombatStop(true);
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if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW))
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{
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me->GetMotionMaster()->Clear();
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
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}
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}
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uint32 _fireBlastTimer = 0;
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_pet_mage_mirror_imageAI(creature);
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}
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};
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void AddSC_mage_pet_scripts()
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{
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new npc_pet_mage_mirror_image();
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}
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