diff --git a/src/game/CombatAI.cpp b/src/game/CombatAI.cpp index b4b7e66218..8be14d3278 100644 --- a/src/game/CombatAI.cpp +++ b/src/game/CombatAI.cpp @@ -54,6 +54,11 @@ int TurretAI::Permissible(const Creature *creature) return PERMIT_BASE_NO; } +int AOEAI::Permissible(const Creature *creature) +{ + return PERMIT_BASE_NO; +} + void CombatAI::InitializeAI() { for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) @@ -246,3 +251,32 @@ void TurretAI::UpdateAI(const uint32 diff) //if(HostilReference *ref = me->getThreatManager().getCurrentVictim()) //ref->removeReference(); } + +////////////// +//AOEAI +////////////// + +AOEAI::AOEAI(Creature *c) : CreatureAI(c) +{ + ASSERT(me->m_spells[0]); + me->SetVisibility(VISIBILITY_ON);//visible to see all spell anims + me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted + me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged + me->SetDisplayId(11686);//invisible model,around a size of a player +} + +bool AOEAI::CanAIAttack(const Unit *who) const +{ + return false; +} + +void AOEAI::AttackStart(Unit *who) +{ + +} + +void AOEAI::UpdateAI(const uint32 diff) +{ + if(!me->HasAura(me->m_spells[0])) + me->CastSpell(me, me->m_spells[0],false); +} \ No newline at end of file diff --git a/src/game/CombatAI.h b/src/game/CombatAI.h index 5ded95601a..8646b572aa 100644 --- a/src/game/CombatAI.h +++ b/src/game/CombatAI.h @@ -90,4 +90,15 @@ struct TRINITY_DLL_SPEC TurretAI : public CreatureAI float m_minRange; }; +struct TRINITY_DLL_SPEC AOEAI : public CreatureAI +{ + public: + explicit AOEAI(Creature *c); + bool CanAIAttack(const Unit *who) const; + void AttackStart(Unit *who); + void UpdateAI(const uint32 diff); + + static int Permissible(const Creature *); +}; + #endif diff --git a/src/game/CreatureAIRegistry.cpp b/src/game/CreatureAIRegistry.cpp index 67c1f857a5..f68d1124a3 100644 --- a/src/game/CreatureAIRegistry.cpp +++ b/src/game/CreatureAIRegistry.cpp @@ -49,6 +49,7 @@ namespace AIRegistry (new CreatureAIFactory("ArchorAI"))->RegisterSelf(); (new CreatureAIFactory("TurretAI"))->RegisterSelf(); (new CreatureAIFactory("EventAI"))->RegisterSelf(); + (new CreatureAIFactory("AOEAI"))->RegisterSelf(); (new MovementGeneratorFactory >(RANDOM_MOTION_TYPE))->RegisterSelf(); (new MovementGeneratorFactory >(WAYPOINT_MOTION_TYPE))->RegisterSelf();