R.I.P SimpleAI

- Convert SimpleAI to (DB) SmartAI
- Spell ids corrected (and completed some of the scripts)
- Random cleanup (code style) in some scripts
This commit is contained in:
Nay
2012-03-11 16:59:17 +00:00
parent 036dae5a36
commit 2b2d054f64
10 changed files with 373 additions and 938 deletions
@@ -84,7 +84,6 @@ set(scripts_STAT_SRCS
EasternKingdoms/MoltenCore/instance_molten_core.cpp
EasternKingdoms/MoltenCore/boss_sulfuron_harbinger.cpp
EasternKingdoms/MoltenCore/boss_magmadar.cpp
EasternKingdoms/MoltenCore/molten_core.cpp
EasternKingdoms/MoltenCore/boss_shazzrah.cpp
EasternKingdoms/Stratholme/boss_baroness_anastari.cpp
EasternKingdoms/Stratholme/boss_nerubenkan.cpp
@@ -24,7 +24,6 @@ SDCategory: Karazhan
EndScriptData */
#include "ScriptPCH.h"
#include "ScriptedSimpleAI.h"
#include "karazhan.h"
#include "GameObject.h"
@@ -549,33 +548,8 @@ public:
};
// CONVERT TO ACID
class mob_shadow_of_aran : public CreatureScript
{
public:
mob_shadow_of_aran() : CreatureScript("mob_shadow_of_aran") { }
CreatureAI* GetAI(Creature* creature) const
{
sLog->outString("TSCR: Convert simpleAI script for Creature Entry %u to ACID", creature->GetEntry());
SimpleAI* ai = new SimpleAI (creature);
ai->Spell[0].Enabled = true;
ai->Spell[0].Spell_Id = SPELL_SHADOW_PYRO;
ai->Spell[0].Cooldown = 5000;
ai->Spell[0].First_Cast = 1000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
ai->EnterEvadeMode();
return ai;
}
};
void AddSC_boss_shade_of_aran()
{
new boss_shade_of_aran();
new mob_shadow_of_aran();
new mob_aran_elemental();
}
@@ -1,86 +0,0 @@
/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2009 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, see <http://www.gnu.org/licenses/>.
*/
/* ScriptData
SDName: Molten_Core
SD%Complete: 100
SDComment:
SDCategory: Molten Core
EndScriptData */
/* ContentData
mob_ancient_core_hound
EndContentData */
#include "ScriptPCH.h"
#include "ScriptedSimpleAI.h"
enum Spells
{
SPELL_CONE_OF_FIRE = 19630,
SPELL_BITE = 19771,
//Random Debuff (each hound has only one of these)
SPELL_GROUND_STOMP = 19364,
SPELL_ANCIENT_DREAD = 19365,
SPELL_CAUTERIZING_FLAMES = 19366,
SPELL_WITHERING_HEAT = 19367,
SPELL_ANCIENT_DESPAIR = 19369,
SPELL_ANCIENT_HYSTERIA = 19372
};
class mob_ancient_core_hound : public CreatureScript
{
public:
mob_ancient_core_hound() : CreatureScript("mob_ancient_core_hound") { }
CreatureAI* GetAI(Creature* creature) const
{
SimpleAI* ai = new SimpleAI(creature);
ai->Spell[0].Enabled = true;
ai->Spell[0].Spell_Id = SPELL_CONE_OF_FIRE;
ai->Spell[0].Cooldown = 7000;
ai->Spell[0].First_Cast = 10000;
ai->Spell[0].Cast_Target_Type = CAST_HOSTILE_TARGET;
uint32 RandDebuff = RAND(SPELL_GROUND_STOMP, SPELL_ANCIENT_DREAD, SPELL_CAUTERIZING_FLAMES,
SPELL_WITHERING_HEAT, SPELL_ANCIENT_DESPAIR, SPELL_ANCIENT_HYSTERIA);
ai->Spell[1].Enabled = true;
ai->Spell[1].Spell_Id = RandDebuff;
ai->Spell[1].Cooldown = 24000;
ai->Spell[1].First_Cast = 15000;
ai->Spell[1].Cast_Target_Type = CAST_HOSTILE_TARGET;
ai->Spell[2].Enabled = true;
ai->Spell[2].Spell_Id = SPELL_BITE;
ai->Spell[2].Cooldown = 6000;
ai->Spell[2].First_Cast = 4000;
ai->Spell[2].Cast_Target_Type = CAST_HOSTILE_TARGET;
ai->EnterEvadeMode();
return ai;
}
};
void AddSC_molten_core()
{
new mob_ancient_core_hound();
}