Fix Script Naxxramass/Anub'Rekhan. Thanks scarymovie87.

Fixes issue #141.
Fixes issue #305.

- Fix some timers
- Implements Berserk ability after 10 minutes
- Fixed spawning method for Crypt Guardians
- Fix spawn of Corpse Scarabs on player or crypt guardian death.
- code cleanup

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-01-23 17:34:18 +01:00
parent caf3505f75
commit 2b4a229934

View File

@@ -16,68 +16,108 @@
#include "ScriptedPch.h"
#include "naxxramas.h"
#include "SpellId.h"
#define SAY_GREET RAND(-1533000,-1533004,-1533005,-1533006,-1533007)
#define SAY_AGGRO RAND(-1533001,-1533002,-1533003)
#define SAY_SLAY -1533008
#define SPELL_IMPALE RAID_MODE(28783,56090)
#define SPELL_LOCUSTSWARM RAID_MODE(28785,54021)
#define SPELL_SELF_SPAWN_5 29105 //This spawns 5 corpse scarabs ontop of us (most likely the player casts this on death)
#define EVENT_IMPALE 1
#define EVENT_LOCUST 2
#define MOB_CRYPT_GUARD 16573
const Position GuardSummonPos = {3333.72, -3476.30, 287.1, 6.2801};
enum Events
{
EVENT_NONE,
EVENT_IMPALE,
EVENT_LOCUST,
EVENT_SPAWN_GUARDIAN_NORMAL,
EVENT_BERSERK,
};
enum Spells
{
SPELL_IMPALE_10 = SPELL_IMPALE_28783,
SPELL_IMPALE_25 = SPELL_IMPALE_56090,
SPELL_LOCUST_SWARM_10 = SPELL_LOCUST_SWARM_28785,
SPELL_LOCUST_SWARM_25 = SPELL_LOCUST_SWARM_54021,
SPELL_SUMMON_CORPSE_SCARABS_PLR = SPELL_SUMMON_CORPSE_SCARABS_5_29105, // This spawns 5 corpse scarabs on top of player
SPELL_SUMMON_CORPSE_SCARABS_MOB = SPELL_SUMMON_CORPSE_SCARABS_10_28864, // This spawns 10 corpse scarabs on top of dead guards
SPELL_BERSERK = SPELL_BERSERK_27680,
};
struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
{
boss_anubrekhanAI(Creature *c) : BossAI(c, BOSS_ANUBREKHAN) { Prepare(); }
boss_anubrekhanAI(Creature *c) : BossAI(c, BOSS_ANUBREKHAN) {}
bool HasTaunted;
bool hasTaunted;
void Prepare()
void Reset()
{
HasTaunted = false;
_Reset();
if (IsHeroic())
hasTaunted = false;
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
{
DoSpawnCreature(MOB_CRYPT_GUARD, 0, -10, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
DoSpawnCreature(MOB_CRYPT_GUARD, 0, 10, 0, me->GetOrientation(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
Position pos;
// respawn guard using home position,
// otherwise, after a wipe, they respawn where boss was at wipe moment.
pos = m_creature->GetHomePosition();
pos.m_positionY -= 10.0f;
m_creature->SummonCreature(MOB_CRYPT_GUARD, pos, TEMPSUMMON_CORPSE_DESPAWN);
pos = m_creature->GetHomePosition();
pos.m_positionY += 10.0f;
m_creature->SummonCreature(MOB_CRYPT_GUARD, pos, TEMPSUMMON_CORPSE_DESPAWN);
}
}
void InitializeAI() { Prepare(); BossAI::InitializeAI(); }
void JustReachedHome() { Prepare(); _JustReachedHome(); }
void KilledUnit(Unit* victim)
{
//Force the player to spawn corpse scarabs via spell
victim->CastSpell(victim, SPELL_SELF_SPAWN_5, true, NULL, NULL, me->GetGUID());
//Force the player to spawn corpse scarabs via spell, TODO: Check percent chance for scarabs, 20% at the moment
if (!(rand()%5))
DoScriptText(SAY_SLAY, me);
if (victim->GetTypeId() == TYPEID_PLAYER)
victim->CastSpell(victim, SPELL_SUMMON_CORPSE_SCARABS_PLR, true, NULL, NULL, me->GetGUID());
DoScriptText(SAY_SLAY, me);
}
void EnterCombat(Unit *who)
{
_EnterCombat();
DoScriptText(SAY_AGGRO, me);
events.ScheduleEvent(EVENT_IMPALE, 15000, 1);
events.ScheduleEvent(EVENT_LOCUST, 80000 + rand()%40000, 1);
events.ScheduleEvent(EVENT_IMPALE, 10000 + rand()%10000);
events.ScheduleEvent(EVENT_LOCUST, 90000);
events.ScheduleEvent(EVENT_BERSERK, 600000);
if (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
events.ScheduleEvent(EVENT_SPAWN_GUARDIAN_NORMAL, urand(15000,20000));
}
void MoveInLineOfSight(Unit *who)
{
if (!HasTaunted && me->IsWithinDistInMap(who, 60.0f))
if (!hasTaunted && me->IsWithinDistInMap(who, 60.0f) && who->GetTypeId() == TYPEID_PLAYER)
{
DoScriptText(SAY_GREET, me);
HasTaunted = true;
hasTaunted = true;
}
ScriptedAI::MoveInLineOfSight(who);
}
void SummonedCreatureDespawn(Creature *summon)
{
BossAI::SummonedCreatureDespawn(summon);
// check if it is an actual killed guard
if (!m_creature->isAlive() || summon->isAlive() || summon->GetEntry() != MOB_CRYPT_GUARD)
return;
summon->CastSpell(summon, SPELL_SUMMON_CORPSE_SCARABS_MOB, true, NULL, NULL, me->GetGUID());
}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim() || !CheckInRoom())
@@ -92,17 +132,25 @@ struct TRINITY_DLL_DECL boss_anubrekhanAI : public BossAI
case EVENT_IMPALE:
//Cast Impale on a random target
//Do NOT cast it when we are afflicted by locust swarm
if (!me->HasAura(SPELL_LOCUSTSWARM))
if (!me->HasAura(RAID_MODE(SPELL_LOCUST_SWARM_10,SPELL_LOCUST_SWARM_25)))
if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
DoCast(pTarget, SPELL_IMPALE);
events.ScheduleEvent(EVENT_IMPALE, 15000, 1);
events.DelayEvents(1500, 1);
return;
DoCast(pTarget, RAID_MODE(SPELL_IMPALE_10,SPELL_IMPALE_25));
events.ScheduleEvent(EVENT_IMPALE, urand(10000,20000));
break;
case EVENT_LOCUST:
DoCast(m_creature, SPELL_LOCUSTSWARM);
DoSpawnCreature(MOB_CRYPT_GUARD, 5, 5, 0, 0, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 60000);
events.ScheduleEvent(EVENT_LOCUST, 90000, 1);
return;
// TODO : Add Text
DoCast(m_creature, RAID_MODE(SPELL_LOCUST_SWARM_10,SPELL_LOCUST_SWARM_25));
DoSummon(MOB_CRYPT_GUARD, GuardSummonPos, 0, TEMPSUMMON_CORPSE_DESPAWN);
events.ScheduleEvent(EVENT_LOCUST, 90000);
break;
case EVENT_SPAWN_GUARDIAN_NORMAL:
// TODO : Add Text
DoSummon(MOB_CRYPT_GUARD, GuardSummonPos, 0, TEMPSUMMON_CORPSE_DESPAWN);
break;
case EVENT_BERSERK:
DoCast(m_creature, SPELL_BERSERK, true);
events.ScheduleEvent(EVENT_BERSERK, 600000);
break;
}
}
@@ -123,4 +171,3 @@ void AddSC_boss_anubrekhan()
newscript->GetAI = &GetAI_boss_anubrekhan;
newscript->RegisterSelf();
}