More work on smartAI for spells. got the Orb of Translocations working.
SQL files to follow someday :) Signed-off-by: hondacrx <prelude_20032002@yahoo.com>
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@@ -528,10 +528,8 @@ namespace Game.AI
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}
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else if (go)
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go.CastSpell(obj.ToUnit(), e.Action.cast.spell, triggerFlag);
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else if (spellTemplate != null)
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{
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spellTemplate.GetCaster().CastSpell(obj.ToUnit(), e.Action.cast.spell, triggerFlag);
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}
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else if (obj != null)
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obj.ToUnit().CastSpell(obj.ToUnit(), e.Action.cast.spell);
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//Log.outDebug(LogFilter.ScriptsAi, "SmartScript.ProcessAction. SMART_ACTION_CAST. Creature {0} casts spell {1} on target {2} with castflags {3}",
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// me.GetGUID().ToString(), e.Action.cast.spell, obj.GetGUID().ToString(), e.Action.cast.castFlags);
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@@ -2854,10 +2852,10 @@ namespace Game.AI
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}
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break;
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}
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case SmartTargets.Caster:
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case SmartTargets.SpellTarget:
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{
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if (spellTemplate != null)
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l.Add(spellTemplate.GetCaster());
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l.Add(spellTemplate.m_targets.GetUnitTarget());
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break;
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}
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case SmartTargets.Position:
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@@ -3439,7 +3437,7 @@ namespace Game.AI
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break;
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}
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case SmartEvents.SpellEffectHit:
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ProcessAction(e, null, var0);
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ProcessAction(e, unit, var0);
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break;
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default:
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Log.outError(LogFilter.Sql, "SmartScript.ProcessEvent: Unhandled Event type {0}", e.GetEventType());
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@@ -3923,7 +3921,7 @@ namespace Game.AI
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return summoner;
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}
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bool IsUnit(WorldObject obj) { return obj != null && obj.IsTypeId(TypeId.Unit) || obj.IsTypeId(TypeId.Player); }
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bool IsUnit(WorldObject obj) { return obj != null && (obj.IsTypeId(TypeId.Unit) || obj.IsTypeId(TypeId.Player)); }
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public bool IsPlayer(WorldObject obj) { return obj != null && obj.IsTypeId(TypeId.Player); }
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bool IsCreature(WorldObject obj) { return obj != null && obj.IsTypeId(TypeId.Unit); }
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static bool IsCreatureInControlOfSelf(WorldObject obj)
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