All pastes #449565 Raw Edit

Stuff

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·published 2007-04-20 08:34 UTC
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/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/


#include "../sc_defines.h"
#include "../../../../game/Player.h"
#include "../../../../game/Creature.h"
#include "../../../../game/ObjectAccessor.h"
#include "../../../../game/WorldSession.h"
class Creature;
WorldSession *m_session;

#define totem_wg_COOLDOWN   5000
#define totem_wg_ROOTSELF   23973

struct MANGOS_DLL_DECL totem_wgAI : public ScriptedAI
{
    totem_wgAI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}

    uint32 GlobalCooldown;      //This variable acts like the global cooldown that players have (1.5 seconds)
    uint32 BuffTimer;           //This variable keeps track of buffs
    bool IsSelfRooted;
    bool InCombat;

    void EnterEvadeMode()
    {
        GlobalCooldown = 0;
        BuffTimer = 0;          //Rebuff as soon as we can
        IsSelfRooted = false;
        InCombat = false;

        m_creature->RemoveAllAuras();
        m_creature->DeleteThreatList();
        m_creature->CombatStop();
        DoGoHome();
    }

    void AttackStart(Unit *who)
    {
        if (!who)
            return;

        if (who->isTargetableForAttack() && who!= m_creature)
        {
            //Begin melee attack if we are within range
            DoStartMeleeAttack(who);
            if (!m_creature->IsWithinDist(who, ATTACK_DIST))
            {
                DoCast(m_creature, totem_wg_ROOTSELF);
                IsSelfRooted = true;
            }

            InCombat = true;
        }
    }

    void MoveInLineOfSight(Unit *who)
    {
        if (!who || m_creature->getVictim())
            return;

        if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
        {
            float attackRadius = m_creature->GetAttackDistance(who);
            if (m_creature->IsWithinDist(who, attackRadius) && m_creature->GetDistanceZ(who) <= CREATURE_Z_ATTACK_RANGE)
            {
                if(who->HasStealthAura())
                    who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);

                //Begin melee attack if we are within range
                DoStartMeleeAttack(who);
                if (!m_creature->IsWithinDist(who, ATTACK_DIST))
                {
                    DoCast(m_creature, totem_wg_ROOTSELF);
                    IsSelfRooted = true;
                }

                InCombat = true;
            }
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //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 (!InCombat && m_creature->isAlive())
            if (BuffTimer < diff )
            {
                //Find a spell that targets friendly and applies an aura (these are generally buffs)
                SpellEntry const *info = SelectSpell(m_creature, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_AURA);

                if (info && !GlobalCooldown)
                {
                    //Cast the buff spell
                    DoCastSpell(m_creature, info);

                    //Set our global cooldown
                    GlobalCooldown = totem_wg_COOLDOWN;

                    //Set our timer to 10 minutes before rebuff
                    BuffTimer = 600000;
                }//Try agian in 30 seconds
                else BuffTimer = 30000;
            }else BuffTimer -= diff;

        //Return since we have no target
        if (!m_creature->SelectHostilTarget())
            return;

        //Check if we have a current target
        if( m_creature->getVictim() && m_creature->isAlive())
        {
            //Check if we should stop attacking because our victim is no longer in range or we are to far from spawn point
            if (CheckTether())
            {
                EnterEvadeMode();
                return;
            }
            
			if (m_creature->GetHealth() <= 1 )
				if(m_creature->getVictim() && m_creature->getVictim()->GetTypeId() == TYPEID_PLAYER)
				{
					Player *pVictim;
					uint32 id = atoi("21002");
					if ( pVictim->TeamForRace(pVictim->getRace()) == ALLIANCE ) 
					{
						uint32 id  = atoi("21000");
					}
					if ( pVictim->TeamForRace(pVictim->getRace()) == HORDE )
					{
					    uint32 id  = atoi("21001");

					}
					float x = m_creature->GetPositionX();
					float y = m_creature->GetPositionY();
					float z = m_creature->GetPositionZ();
					float o = m_creature->GetOrientation();

				// start delete old 
				    uint32 GuidOld = m_creature->GetGUID();
					m_creature->CombatStop(true);
					m_creature->DeleteFromDB();
				    m_creature->CleanupCrossRefsBeforeDelete();
					ObjectAccessor::Instance().AddObjectToRemoveList(m_creature);
					
				// end delete old
				// add new 

					Unit *chr = m_creature->getVictim();
					Creature* pCreature = new Creature(chr);
					if (!pCreature->Create(GuidOld, m_creature->GetMapId(), x, y, z, o, id))
						{
							delete pCreature;
						}

					

					pCreature->SaveToDB();
					pCreature->LoadFromDB(pCreature->GetGUIDLow(),);         // To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells();
					pCreature->AddToWorld();
					MapManager::Instance().GetMap(pCreature->GetMapId())->Add(pCreature);
					
					uint32 GuidNew = pCreature->GetGUID();
				// end add new 

					//sDatabase.PExecute("UPDATE `Totem_wg` SET `CreatureID` = '%u' WHERE `CreatureID` = '%u'",GuidOld ,GuidNew);

				}
			

            //If we are within range melee the target
            if( m_creature->IsWithinDist(m_creature->getVictim(), ATTACK_DIST))
            {
                //Make sure our attack is ready and we arn't currently casting
                if( m_creature->isAttackReady() && !m_creature->m_currentSpell)
                {
                    bool Healing = false;
                    SpellEntry const *info = NULL;

                    //Select a healing spell if less than 30% hp
                    if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
                        info = SelectSpell(m_creature, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_HEALING);

                    //No healing spell available, select a hostile spell
                    if (info) Healing = true;
                        else info = SelectSpell(m_creature->getVictim(), NULL, NULL, SELECT_TARGET_ANY_ENEMY, NULL, NULL, NULL, NULL, SELECT_EFFECT_DONTCARE);

                    //50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
                    if (info && (rand() % (m_creature->GetCreatureInfo()->rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
                    {
                        //Cast the spell
                        if (Healing)DoCastSpell(m_creature, info);
                            else DoCastSpell(m_creature->getVictim(), info);

                        //Set our global cooldown
                        GlobalCooldown = totem_wg_COOLDOWN;
                    }
                    else m_creature->AttackerStateUpdate(m_creature->getVictim());

                    m_creature->resetAttackTimer();
                }
            }
            else 
            {
                //Only run this code if we arn't already casting
                if (!m_creature->m_currentSpell)
                {
                    bool Healing = false;
                    SpellEntry const *info = NULL;

                    //Select a healing spell if less than 30% hp ONLY 33% of the time
                    if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
                        info = SelectSpell(m_creature, NULL, NULL, SELECT_TARGET_ANY_FRIEND, NULL, NULL, NULL, NULL, SELECT_EFFECT_HEALING);

                    //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DIST)
                    if (info) Healing = true;
                        else info = SelectSpell(m_creature->getVictim(), NULL, NULL, SELECT_TARGET_ANY_ENEMY, NULL, NULL, ATTACK_DIST, NULL, 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 (!IsSelfRooted)
                        {
                            DoCast(m_creature, totem_wg_ROOTSELF);
                            IsSelfRooted = true;
                        }

                        //Face target
                        DoFaceTarget(m_creature->getVictim());

                        //Cast spell
                        if (Healing) DoCastSpell(m_creature,info);
                            else DoCastSpell(m_creature->getVictim(),info);

                        //Set our global cooldown
                        GlobalCooldown = totem_wg_COOLDOWN;
                        

                    }//If no spells available and we arn't moving run to target
                    else if (IsSelfRooted)
                    {
                        //Cancel our current spell and then allow movement agian
                        m_creature->InterruptSpell();
                        m_creature->RemoveAurasDueToSpell(totem_wg_ROOTSELF);
                        IsSelfRooted = false;
                    }
                }
            }
        }
    }
}; 
CreatureAI* GetAI_totem_wg(Creature *_Creature)
{
    return new totem_wgAI (_Creature);
}


void AddSC_totem_wg()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name="totem_wg";
    newscript->GetAI = GetAI_totem_wg;
    m_scripts[nrscripts++] = newscript;
}