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wt_profession_guardian.lua
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-- This file contains Guardian specific combat routines
-- load routine only if player is a Guardian
if ( 1 ~= Player.profession ) then
return
end
-- The following values have to get set ALWAYS for ALL professions!!
wt_profession_guardian = inheritsFrom( nil )
wt_profession_guardian.professionID = 1 -- needs to be set
wt_profession_guardian.professionRoutineName = "Guardian"
wt_profession_guardian.professionRoutineVersion = "1.0"
wt_profession_guardian.RestHealthLimit = 70
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-- NeedHeal Check
wt_profession_guardian.c_heal_action = inheritsFrom(wt_cause)
wt_profession_guardian.e_heal_action = inheritsFrom(wt_effect)
function wt_profession_guardian.c_heal_action:evaluate()
return (Player.health.percent < 50 and not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_6))
end
wt_profession_guardian.e_heal_action.usesAbility = true
function wt_profession_guardian.e_heal_action:execute()
wt_debug("e_heal_action")
Player:CastSpell(GW2.SKILLBARSLOT.Slot_6)
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Move Closer to Target Check
wt_profession_guardian.c_MoveCloser = inheritsFrom(wt_cause)
wt_profession_guardian.e_MoveCloser = inheritsFrom(wt_effect)
function wt_profession_guardian.c_MoveCloser:evaluate()
if ( wt_core_state_combat.CurrentTarget ~= 0 ) then
local T = CharacterList:Get(wt_core_state_combat.CurrentTarget)
local Distance = T ~= nil and T.distance or 0
local LOS = T~=nil and T.los or false
if (Distance >= wt_global_information.AttackRange or LOS~=true) then
return true
else
if( Player:GetTarget() ~= wt_core_state_combat.CurrentTarget) then
Player:SetTarget(wt_core_state_combat.CurrentTarget)
end
end
end
return false;
end
function wt_profession_guardian.e_MoveCloser:execute()
wt_debug("e_MoveCloser ")
local T = CharacterList:Get(wt_core_state_combat.CurrentTarget)
if ( T ~= nil ) then
Player:MoveTo(T.pos.x,T.pos.y,T.pos.z,120) -- the last number is the distance to the target where to stop
end
end
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-- Combat Attack Check
wt_profession_guardian.c_attack_action = inheritsFrom(wt_cause)
wt_profession_guardian.e_attack_action = inheritsFrom(wt_effect)
function wt_profession_guardian.c_attack_action:evaluate()
return wt_core_state_combat.CurrentTarget ~= 0
end
wt_profession_guardian.e_attack_action.usesAbility = true
function wt_profession_guardian.e_attack_action:execute()
Player:StopMoving()
TID = wt_core_state_combat.CurrentTarget
if ( TID ~= 0 ) then
local T = CharacterList:Get(TID)
if ( T ~= nil ) then
Player:SetFacing(T.pos.x-Player.pos.x,T.pos.z-Player.pos.z,T.pos.y-Player.pos.y)
local MHweapon = Inventory:GetEquippedItemBySlot(GW2.EQUIPMENTSLOT.MainHandWeapon)
local OHweapon = Inventory:GetEquippedItemBySlot(GW2.EQUIPMENTSLOT.OffHandWeapon)
if(MHweapon ~= nil and OHweapon == nil) then
if ( MHweapon.weapontype == GW2.WEAPONTYPE.Staff ) then
wt_global_information.AttackRange = 600
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif(MHweapon.weapontype == GW2.WEAPONTYPE.Greatsword ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif(MHweapon.weapontype == GW2.WEAPONTYPE.Hammer ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif(MHweapon.weapontype == GW2.WEAPONTYPE.Sword ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif(MHweapon.weapontype == GW2.WEAPONTYPE.Mace ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif(MHweapon.weapontype == GW2.WEAPONTYPE.Scepter ) then
wt_global_information.AttackRange = 900
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
-- 1H x 1H weapons
elseif(MHweapon ~= nil and OHweapon ~= nil) then
if ( MHweapon.weapontype == GW2.WEAPONTYPE.Sword ) then
if ( OHweapon.weapontype == GW2.WEAPONTYPE.Shield ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Focus ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Torch ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
elseif ( MHweapon.weapontype == GW2.WEAPONTYPE.Mace ) then
if ( OHweapon.weapontype == GW2.WEAPONTYPE.Shield ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Focus ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Torch ) then
wt_global_information.AttackRange = 130
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
elseif ( MHweapon.weapontype == GW2.WEAPONTYPE.Scepter ) then
if ( OHweapon.weapontype == GW2.WEAPONTYPE.Shield ) then
wt_global_information.AttackRange = 1200
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Focus ) then
wt_global_information.AttackRange = 1200
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
elseif( OHweapon.weapontype == GW2.WEAPONTYPE.Torch ) then
wt_global_information.AttackRange = 1200
if (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_5) and T.distance < 160) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_5,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_4) and T.distance < 300) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_4,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_3) and T.distance < 600) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_3,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_2) and T.distance < 400) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_2,TID)
elseif (not Player:IsSpellOnCooldown(GW2.SKILLBARSLOT.Slot_1)and T.distance < 1200) then
Player:CastSpell(GW2.SKILLBARSLOT.Slot_1,TID)
end
end
end
end
end
end
end
-----------------------------------------------------------------------------------
-- Registration and setup of causes and effects to the different states
-----------------------------------------------------------------------------------
-- We need to check if the players current profession is ours to only add our profession specific routines
if ( wt_profession_guardian.professionID > -1 and wt_profession_guardian.professionID == Player.profession) then
wt_debug("Initalizing profession routine for Guardian")
-- Default Causes & Effects that are already in the wt_core_state_combat for all classes:
-- Death Check - Priority 10000 --> Can change state to wt_core_state_dead.lua
-- Combat Over Check - Priority 500 --> Can change state to wt_core_state_idle.lua
-- Our C & E´s for Guardian combat:
local ke_heal_action = wt_kelement:create("heal_action",wt_profession_guardian.c_heal_action,wt_profession_guardian.e_heal_action, 100 )
wt_core_state_combat:add(ke_heal_action)
local ke_MoveClose_action = wt_kelement:create("Move closer",wt_profession_guardian.c_MoveCloser,wt_profession_guardian.e_MoveCloser, 75 )
wt_core_state_combat:add(ke_MoveClose_action)
local ke_RangedFar_action = wt_kelement:create("Attack",wt_profession_guardian.c_attack_action,wt_profession_guardian.e_attack_action, 50 )
wt_core_state_combat:add(ke_RangedFar_action)
-- We need to set the Currentprofession to our profession , so that other parts of the framework can use it.
wt_global_information.Currentprofession = wt_profession_guardian
wt_global_information.AttackRange = 130
end
-----------------------------------------------------------------------------------