/* Copyright (C) 2006 - 2008 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

/* ScriptData
SDName: Boss Gatewatcher Ironhand
SD%Complete: 100
SDComment:
SDCategory: Tempest Keep, The Mechanar
EndScriptData */

#include "precompiled.h"

#define SPELL_SHADOW_POWER              35322
#define SPELL_JACKHAMMER                35326
#define SPELL_STREAM_OF_MACHINE_FLUID   35311

#define SAY_SPELL_JACKHAMMER_1          "With the precise angle and velocity... "
#define SOUND_SPELL_JACKHAMMER_1        11112
#define SAY_SPELL_JACKHAMMER_2          "Low tech yet quiet effective!"
#define SOUND_SPELL_JACKHAMMER_2        11113

#define SAY_AGGRO_1                     "You have approximately five seconds to live."
#define SOUND_SAY_AGGRO_1               11109

#define SAY_SLAY_1                      "A foregone conclusion."
#define SOUND_SLAY_1                    11110
#define SAY_SLAY_2                      "The processing will continue a schedule!"
#define SOUND_SLAY_2                    11111

#define SAY_DEATH_1                     "My calculations did not... "
#define SOUND_DEATH_1                   11114


struct MANGOS_DLL_DECL boss_gatewatcher_iron_handAI : public ScriptedAI
{
    boss_gatewatcher_iron_handAI(Creature *c) : ScriptedAI(c) { Reset(); }

    uint32 Shadow_Power_Timer;
    uint32 Jackhammer_Timer;
    uint32 Stream_of_Machine_Fluid_Timer;

    void Reset()
    {
        Shadow_Power_Timer = 25000;
        Jackhammer_Timer = 45000;
        Stream_of_Machine_Fluid_Timer = 55000;
    }

    void Aggro(Unit *who)
    {
    }

    void KilledUnit(Unit* victim)
    {
        if (rand()%2)
            return;

        switch(rand()%2)
        {
            case 0:
                DoYell(SAY_SLAY_1, LANG_UNIVERSAL, NULL);
                DoPlaySoundToSet(m_creature,SOUND_SLAY_1);
                break;
            case 1:
                DoYell(SAY_SLAY_2, LANG_UNIVERSAL, NULL);
                DoPlaySoundToSet(m_creature,SOUND_SLAY_2);
                break;
        }
    }

    void JustDied(Unit* Killer)
    {
        DoYell(SAY_DEATH_1,LANG_UNIVERSAL,NULL);
        DoPlaySoundToSet(m_creature, SOUND_DEATH_1);
    }

    void UpdateAI(const uint32 diff)
    {
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        //Shadow Power
        if(Shadow_Power_Timer < diff)
        {
            DoCast(m_creature,SPELL_SHADOW_POWER);
            Shadow_Power_Timer = 25000;
        }else Shadow_Power_Timer -= diff;

        //Jack Hammer
        if(Jackhammer_Timer < diff)
        {
            DoCast(m_creature->getVictim(),SPELL_JACKHAMMER);

            if (rand()%2)
                return;

            switch(rand()%2)
            {
                case 0:
                    DoYell(SAY_SPELL_JACKHAMMER_1, LANG_UNIVERSAL, NULL);
                    DoPlaySoundToSet(m_creature,SOUND_SPELL_JACKHAMMER_1);
                    break;
                case 1:
                    DoYell(SAY_SPELL_JACKHAMMER_2, LANG_UNIVERSAL, NULL);
                    DoPlaySoundToSet(m_creature,SOUND_SPELL_JACKHAMMER_2);
                    break;
            }

            Jackhammer_Timer = 45000;
        }else Jackhammer_Timer -= diff;

        //Stream of Machine Fluid
        if(Stream_of_Machine_Fluid_Timer < diff)
        {
            DoCast(m_creature->getVictim(),SPELL_STREAM_OF_MACHINE_FLUID);
            Stream_of_Machine_Fluid_Timer = 55000;
        }else Stream_of_Machine_Fluid_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};
CreatureAI* GetAI_boss_gatewatcher_iron_hand(Creature *_Creature)
{
    return new boss_gatewatcher_iron_handAI (_Creature);
}

void AddSC_boss_gatewatcher_iron_hand()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name="boss_gatewatcher_iron_hand";
    newscript->GetAI = GetAI_boss_gatewatcher_iron_hand;
    m_scripts[nrscripts++] = newscript;
}
