chore(Scripts/World): Remove unused legacy scripts (#18048)
This commit is contained in:
@@ -15,159 +15,10 @@
|
|||||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/* ScriptData
|
|
||||||
SDName: Generic_Creature
|
|
||||||
SD%Complete: 80
|
|
||||||
SDComment: Should be replaced with core based AI
|
|
||||||
SDCategory: Creatures
|
|
||||||
EndScriptData */
|
|
||||||
|
|
||||||
#include "CreatureScript.h"
|
#include "CreatureScript.h"
|
||||||
#include "PassiveAI.h"
|
#include "PassiveAI.h"
|
||||||
#include "ScriptedCreature.h"
|
#include "ScriptedCreature.h"
|
||||||
|
|
||||||
#define GENERIC_CREATURE_COOLDOWN 5000
|
|
||||||
|
|
||||||
class generic_creature : public CreatureScript
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
generic_creature() : CreatureScript("generic_creature") { }
|
|
||||||
|
|
||||||
struct generic_creatureAI : public ScriptedAI
|
|
||||||
{
|
|
||||||
generic_creatureAI(Creature* creature) : ScriptedAI(creature) { }
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
void Reset() override
|
|
||||||
{
|
|
||||||
GlobalCooldown = 0;
|
|
||||||
BuffTimer = 0; //Rebuff as soon as we can
|
|
||||||
IsSelfRooted = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void JustEngagedWith(Unit* who) override
|
|
||||||
{
|
|
||||||
if (!me->IsWithinMeleeRange(who))
|
|
||||||
IsSelfRooted = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
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->IsInCombat() && me->IsAlive())
|
|
||||||
{
|
|
||||||
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
|
|
||||||
DoCastSpell(me, info);
|
|
||||||
|
|
||||||
//Set our global cooldown
|
|
||||||
GlobalCooldown = GENERIC_CREATURE_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 (!UpdateVictim())
|
|
||||||
return;
|
|
||||||
|
|
||||||
//If we are within range melee the target
|
|
||||||
if (me->IsWithinMeleeRange(me->GetVictim()))
|
|
||||||
{
|
|
||||||
//Make sure our attack is ready and we arn't currently casting
|
|
||||||
if (me->isAttackReady() && !me->IsNonMeleeSpellCast(false))
|
|
||||||
{
|
|
||||||
bool Healing = false;
|
|
||||||
SpellInfo const* info = nullptr;
|
|
||||||
|
|
||||||
//Select a healing spell if less than 30% hp
|
|
||||||
if (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);
|
|
||||||
|
|
||||||
//50% chance if elite or higher, 20% chance if not, to replace our white hit with a spell
|
|
||||||
if (info && (rand() % (me->GetCreatureTemplate()->rank > 1 ? 2 : 5) == 0) && !GlobalCooldown)
|
|
||||||
{
|
|
||||||
//Cast the spell
|
|
||||||
if (Healing)DoCastSpell(me, info);
|
|
||||||
else DoCastSpell(me->GetVictim(), info);
|
|
||||||
|
|
||||||
//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 = nullptr;
|
|
||||||
|
|
||||||
//Select a healing spell if less than 30% hp ONLY 33% of the time
|
|
||||||
if (HealthBelowPct(30) && rand() % 3 == 0)
|
|
||||||
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 (!IsSelfRooted)
|
|
||||||
IsSelfRooted = true;
|
|
||||||
|
|
||||||
//Cast spell
|
|
||||||
if (Healing) DoCastSpell(me, info);
|
|
||||||
else DoCastSpell(me->GetVictim(), info);
|
|
||||||
|
|
||||||
//Set our global cooldown
|
|
||||||
GlobalCooldown = GENERIC_CREATURE_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
|
|
||||||
me->InterruptNonMeleeSpells(false);
|
|
||||||
IsSelfRooted = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
CreatureAI* GetAI(Creature* creature) const override
|
|
||||||
{
|
|
||||||
return new generic_creatureAI(creature);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
class trigger_periodic : public CreatureScript
|
class trigger_periodic : public CreatureScript
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -204,30 +55,7 @@ public:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
class trigger_death : public CreatureScript
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
trigger_death() : CreatureScript("trigger_death") { }
|
|
||||||
|
|
||||||
struct trigger_deathAI : public NullCreatureAI
|
|
||||||
{
|
|
||||||
trigger_deathAI(Creature* creature) : NullCreatureAI(creature) { }
|
|
||||||
void JustDied(Unit* killer) override
|
|
||||||
{
|
|
||||||
if (killer && me->m_spells[0])
|
|
||||||
me->CastSpell(killer, me->m_spells[0], true);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
CreatureAI* GetAI(Creature* creature) const override
|
|
||||||
{
|
|
||||||
return new trigger_deathAI(creature);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
void AddSC_generic_creature()
|
void AddSC_generic_creature()
|
||||||
{
|
{
|
||||||
//new generic_creature;
|
|
||||||
new trigger_periodic;
|
new trigger_periodic;
|
||||||
//new trigger_death;
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user