Files
TrinityCore/src/server/scripts/Pet/pet_mage.cpp
T

211 lines
7.2 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/
/*
* Ordered alphabetically using scriptname.
* Scriptnames of files in this file should be prefixed with "npc_pet_mag_".
*/
#include "ScriptMgr.h"
#include "CellImpl.h"
#include "CombatAI.h"
#include "GridNotifiersImpl.h"
#include "MotionMaster.h"
#include "Pet.h"
#include "PetAI.h"
#include "ScriptedCreature.h"
enum MageSpells
{
SPELL_MAGE_CLONE_ME = 45204,
SPELL_MAGE_MASTERS_THREAT_LIST = 58838,
SPELL_MAGE_FROST_BOLT = 59638,
SPELL_MAGE_FIRE_BLAST = 59637
};
enum MirrorImageTimers
{
TIMER_MIRROR_IMAGE_FIRE_BLAST = 6500
};
class npc_pet_mage_mirror_image : public CreatureScript
{
public:
npc_pet_mage_mirror_image() : CreatureScript("npc_pet_mage_mirror_image") { }
struct npc_pet_mage_mirror_imageAI : ScriptedAI
{
const float CHASE_DISTANCE = 35.0f;
npc_pet_mage_mirror_imageAI(Creature* creature) : ScriptedAI(creature) { }
void InitializeAI() override
{
Unit* owner = me->GetOwner();
if (!owner)
return;
// here mirror image casts on summoner spell (not present in client dbc) 49866
// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
// Clone Me!
owner->CastSpell(me, SPELL_MAGE_CLONE_ME, true);
}
// custom UpdateVictim implementation to handle special target selection
// we prioritize between things that are in combat with owner based on the owner's threat to them
bool UpdateVictim()
{
Unit* owner = me->GetOwner();
if (!owner)
return false;
if (!me->HasUnitState(UNIT_STATE_CASTING) && !me->IsInCombat() && !owner->IsInCombat())
return false;
Unit* currentTarget = me->GetVictim();
if (currentTarget && !CanAIAttack(currentTarget))
{
me->InterruptNonMeleeSpells(true); // do not finish casting on invalid targets
me->AttackStop();
currentTarget = nullptr;
}
// don't reselect if we're currently casting anyway
if (currentTarget && me->HasUnitState(UNIT_STATE_CASTING))
return true;
Unit* selectedTarget = nullptr;
CombatManager const& mgr = owner->GetCombatManager();
if (mgr.HasPvPCombat())
{ // select pvp target
float minDistance = 0.0f;
for (auto const& pair : mgr.GetPvPCombatRefs())
{
Unit* target = pair.second->GetOther(owner);
if (target->GetTypeId() != TYPEID_PLAYER)
continue;
if (!CanAIAttack(target))
continue;
float dist = owner->GetDistance(target);
if (!selectedTarget || dist < minDistance)
{
selectedTarget = target;
minDistance = dist;
}
}
}
if (!selectedTarget)
{ // select pve target
float maxThreat = 0.0f;
for (auto const& pair : mgr.GetPvECombatRefs())
{
Unit* target = pair.second->GetOther(owner);
if (!CanAIAttack(target))
continue;
float threat = target->GetThreatManager().GetThreat(owner);
if (threat >= maxThreat)
{
selectedTarget = target;
maxThreat = threat;
}
}
}
if (!selectedTarget)
{
EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
return false;
}
if (selectedTarget != me->GetVictim())
AttackStartCaster(selectedTarget, CHASE_DISTANCE);
return true;
}
void UpdateAI(uint32 diff) override
{
Unit* owner = me->GetOwner();
if (!owner)
{
me->DespawnOrUnsummon();
return;
}
if (_fireBlastTimer)
{
if (_fireBlastTimer <= diff)
_fireBlastTimer = 0;
else
_fireBlastTimer -= diff;
}
if (!UpdateVictim())
return;
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
if (!_fireBlastTimer)
{
DoCastVictim(SPELL_MAGE_FIRE_BLAST);
_fireBlastTimer = TIMER_MIRROR_IMAGE_FIRE_BLAST;
}
else
DoCastVictim(SPELL_MAGE_FROST_BOLT);
}
bool CanAIAttack(Unit const* who) const override
{
Unit* owner = me->GetOwner();
return owner && who->IsAlive() && me->IsValidAttackTarget(who) &&
!who->HasBreakableByDamageCrowdControlAura() &&
who->IsInCombatWith(owner) && ScriptedAI::CanAIAttack(who);
}
// Do not reload Creature templates on evade mode enter - prevent visual lost
void EnterEvadeMode(EvadeReason /*why*/) override
{
if (me->IsInEvadeMode() || !me->IsAlive())
return;
Unit* owner = me->GetCharmerOrOwner();
me->CombatStop(true);
if (owner && !me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
uint32 _fireBlastTimer = 0;
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_pet_mage_mirror_imageAI(creature);
}
};
void AddSC_mage_pet_scripts()
{
new npc_pet_mage_mirror_image();
}