Files
CypherCore/Source/Scripts/EasternKingdoms/AlteracValley/AlteracValley.cs
T
2022-07-04 20:11:21 -04:00

155 lines
5.4 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 Game.AI;
using Game.Entities;
using Game.Scripting;
using System;
namespace Scripts.EasternKingdoms.AlteracValley
{
struct SpellIds
{
public const uint Charge = 22911;
public const uint Cleave = 40504;
public const uint DemoralizingShout = 23511;
public const uint Enrage = 8599;
public const uint Whirlwind = 13736;
public const uint NorthMarshal = 45828;
public const uint SouthMarshal = 45829;
public const uint StonehearthMarshal = 45830;
public const uint IcewingMarshal = 45831;
public const uint IcebloodWarmaster = 45822;
public const uint TowerPointWarmaster = 45823;
public const uint WestFrostwolfWarmaster = 45824;
public const uint EastFrostwolfWarmaster = 45826;
}
struct CreatureIds
{
public const uint NorthMarshal = 14762;
public const uint SouthMarshal = 14763;
public const uint IcewingMarshal = 14764;
public const uint StonehearthMarshal = 14765;
public const uint EastFrostwolfWarmaster = 14772;
public const uint IcebloodWarmaster = 14773;
public const uint TowerPointWarmaster = 14776;
public const uint WestFrostwolfWarmaster = 14777;
}
[Script]
class npc_av_marshal_or_warmaster : ScriptedAI
{
(uint npcEntry, uint spellId)[] _auraPairs =
{
new (CreatureIds.NorthMarshal, SpellIds.NorthMarshal),
new (CreatureIds.SouthMarshal, SpellIds.SouthMarshal),
new (CreatureIds.StonehearthMarshal, SpellIds.StonehearthMarshal),
new (CreatureIds.IcewingMarshal, SpellIds.IcewingMarshal),
new (CreatureIds.EastFrostwolfWarmaster, SpellIds.EastFrostwolfWarmaster),
new (CreatureIds.WestFrostwolfWarmaster, SpellIds.WestFrostwolfWarmaster),
new (CreatureIds.TowerPointWarmaster, SpellIds.TowerPointWarmaster),
new (CreatureIds.IcebloodWarmaster, SpellIds.IcebloodWarmaster)
};
bool _hasAura;
public npc_av_marshal_or_warmaster(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_hasAura = false;
}
public override void Reset()
{
Initialize();
_scheduler.CancelAll();
_scheduler.Schedule(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(12), task =>
{
DoCastVictim(SpellIds.Charge);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(25));
});
_scheduler.Schedule(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(11), task =>
{
DoCastVictim(SpellIds.Cleave);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(16));
});
_scheduler.Schedule(TimeSpan.FromSeconds(2), task =>
{
DoCast(me, SpellIds.DemoralizingShout);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(15));
});
_scheduler.Schedule(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(20), task =>
{
DoCast(me, SpellIds.Whirlwind);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(25));
});
_scheduler.Schedule(TimeSpan.FromSeconds(5), TimeSpan.FromSeconds(20), task =>
{
DoCast(me, SpellIds.Enrage);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(30));
});
_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
{
Position _homePosition = me.GetHomePosition();
if (me.GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
{
EnterEvadeMode();
return;
}
task.Repeat(TimeSpan.FromSeconds(5));
});
}
public override void JustAppeared()
{
Reset();
}
public override void UpdateAI(uint diff)
{
// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
if (!_hasAura)
{
for (byte i = 0; i < _auraPairs.Length; ++i)
if (_auraPairs[i].npcEntry == me.GetEntry())
DoCast(me, _auraPairs[i].spellId);
_hasAura = true;
}
if (!UpdateVictim())
return;
_scheduler.Update(diff);
if (me.HasUnitState(UnitState.Casting))
return;
DoMeleeAttackIfReady();
}
}
}