/* Copyright (C) 2006 - 2008 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
*/
/* ScriptData
SDName: npc_Guardian
SD%Complete: 100
SDComment: GuardianAI used to prevent players from accessing off-limits areas
SDCategory: NPCs
EndScriptData */
#include "../sc_defines.h"
#define SAY_AGGRO "PUT YOUR MESSAGE HERE
struct MANGOS_DLL_DECL npc_guardian1AI : public ScriptedAI
{
npc_guardian1AI(Creature *c) : ScriptedAI(c) {EnterEvadeMode();}
bool InCombat;
void EnterEvadeMode()
{
InCombat = false;
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
DoGoHome();
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
}
void AttackStart(Unit *who)
{
if (!who)
return;
if (who->isTargetableForAttack() && who!= m_creature)
{
//Say our dialog
if(!InCombat)
{
DoYell(SAY_AGGRO,LANG_UNIVERSAL,NULL);
InCombat = true;
}
DoStartMeleeAttack(who);
}
}
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) /2);
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->GetDistanceZ(who) <= 1 && m_creature->IsWithinLOSInMap(who))
{
if(who->HasStealthAura())
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
}
}
};
CreatureAI* GetAI_npc_guardian1(Creature *_Creature)
{
return new npc_guardian1AI (_Creature);
}
void AddSC_npc_guardian1()
{
Script *newscript;
newscript = new Script;
newscript->Name="npc_guardian1";
newscript->GetAI = GetAI_npc_guardian;
m_scripts[nrscripts++] = newscript;
}