Files
CypherCore/Source/Scripts/World/NpcGuard.cs
T
2021-02-18 11:57:11 -05:00

243 lines
8.1 KiB
C#

/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* 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 3 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/>.
*/
using Framework.Constants;
using Framework.Dynamic;
using Game.AI;
using Game.Entities;
using Game.Scripting;
using Game.Spells;
using System;
namespace Scripts.World.NpcGuard
{
struct SpellIds
{
public const uint BanishedShattrathA = 36642;
public const uint BanishedShattrathS = 36671;
public const uint BanishTeleport = 36643;
public const uint Exile = 39533;
}
struct TextIds
{
public const uint SayGuardSilAggro = 0;
}
struct CreatureIds
{
public const uint CenarionHoldInfantry = 15184;
public const uint StormwindCityGuard = 68;
public const uint StormwindCityPatroller = 1976;
public const uint OrgrimmarGrunt = 3296;
public const uint AldorVindicator = 18549;
}
[Script]
class npc_guard_generic : GuardAI
{
TaskScheduler _combatScheduler;
public npc_guard_generic(Creature creature) : base(creature)
{
_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting) && !me.IsInEvadeMode() && me.IsAlive());
_combatScheduler = new TaskScheduler();
_combatScheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
}
public override void Reset()
{
_scheduler.CancelAll();
_combatScheduler.CancelAll();
_scheduler.Schedule(TimeSpan.FromSeconds(1), task =>
{
// Find a spell that targets friendly and applies an aura (these are generally buffs)
SpellInfo spellInfo = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Aura);
if (spellInfo != null)
DoCast(me, spellInfo.Id);
task.Repeat(TimeSpan.FromMinutes(10));
});
}
void DoReplyToTextEmote(TextEmotes emote)
{
switch (emote)
{
case TextEmotes.Kiss:
me.HandleEmoteCommand(Emote.OneshotBow);
break;
case TextEmotes.Wave:
me.HandleEmoteCommand(Emote.OneshotWave);
break;
case TextEmotes.Salute:
me.HandleEmoteCommand(Emote.OneshotSalute);
break;
case TextEmotes.Shy:
me.HandleEmoteCommand(Emote.OneshotFlex);
break;
case TextEmotes.Rude:
case TextEmotes.Chicken:
me.HandleEmoteCommand(Emote.OneshotPoint);
break;
default:
break;
}
}
public override void ReceiveEmote(Player player, TextEmotes textEmote)
{
switch (me.GetEntry())
{
case CreatureIds.StormwindCityGuard:
case CreatureIds.StormwindCityPatroller:
case CreatureIds.OrgrimmarGrunt:
break;
default:
return;
}
if (!me.IsFriendlyTo(player))
return;
DoReplyToTextEmote(textEmote);
}
public override void EnterCombat(Unit who)
{
if (me.GetEntry() == CreatureIds.CenarionHoldInfantry)
Talk(TextIds.SayGuardSilAggro, who);
_combatScheduler.Schedule(TimeSpan.FromSeconds(1), task =>
{
Unit victim = me.GetVictim();
if (!me.IsAttackReady() || !me.IsWithinMeleeRange(victim))
{
task.Repeat();
return;
}
if (RandomHelper.randChance(20))
{
SpellInfo spellInfo = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, 0, SharedConst.NominalMeleeRange, SelectEffect.DontCare);
if (spellInfo != null)
{
me.ResetAttackTimer();
DoCastVictim(spellInfo.Id);
task.Repeat();
return;
}
}
if (ShouldSparWith(victim))
me.FakeAttackerStateUpdate(victim);
else
me.AttackerStateUpdate(victim);
me.ResetAttackTimer();
task.Repeat();
});
_combatScheduler.Schedule(TimeSpan.FromSeconds(5), task =>
{
bool healing = false;
SpellInfo spellInfo = null;
// Select a healing spell if less than 30% hp and Only 33% of the time
if (me.HealthBelowPct(30) && RandomHelper.randChance(33))
spellInfo = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Healing);
// No healing spell available, check if we can cast a ranged spell
if (spellInfo != null)
healing = true;
else
spellInfo = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, SharedConst.NominalMeleeRange, 0, SelectEffect.DontCare);
// Found a spell
if (spellInfo != null)
{
if (healing)
DoCast(me, spellInfo.Id);
else
DoCastVictim(spellInfo.Id);
task.Repeat(TimeSpan.FromSeconds(5));
}
else
task.Repeat(TimeSpan.FromSeconds(1));
});
}
public override void UpdateAI(uint diff)
{
_scheduler.Update(diff);
if (!UpdateVictim())
return;
_combatScheduler.Update(diff);
}
}
[Script]
class npc_guard_shattrath_faction : GuardAI
{
public npc_guard_shattrath_faction(Creature creature) : base(creature)
{
_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
}
public override void Reset()
{
_scheduler.CancelAll();
}
public override void EnterCombat(Unit who)
{
ScheduleVanish();
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
_scheduler.Update(diff, base.DoMeleeAttackIfReady);
}
void ScheduleVanish()
{
_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
{
Unit temp = me.GetVictim();
if (temp && temp.IsTypeId(TypeId.Player))
{
DoCast(temp, me.GetEntry() == CreatureIds.AldorVindicator ? SpellIds.BanishedShattrathS : SpellIds.BanishedShattrathA);
ObjectGuid playerGUID = temp.GetGUID();
task.Schedule(TimeSpan.FromSeconds(9), task =>
{
Unit temp = Global.ObjAccessor.GetUnit(me, playerGUID);
if (temp)
{
temp.CastSpell(temp, SpellIds.Exile, true);
temp.CastSpell(temp, SpellIds.BanishTeleport, true);
}
ScheduleVanish();
});
}
else
task.Repeat();
});
}
}
}