Scripts/LCT: implement Lockmaw and Augh encounter

This commit is contained in:
Ovah
2017-12-27 12:17:18 +00:00
committed by Aokromes
parent f477e71971
commit 2d1aafe749
4 changed files with 856 additions and 30 deletions

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@@ -0,0 +1,619 @@
/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
*
* 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/>.
*/
#include "ScriptMgr.h"
#include "lost_city_of_the_tolvir.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "ScriptedCreature.h"
#include "SpellAuraEffects.h"
#include "SpellScript.h"
enum Texts
{
// Augh Boss
SAY_ANNOUNCE_AUGH_APPEAR = 0,
SAY_AUGH_INTRO_1 = 1,
SAY_AUGH_INTRO_2 = 2,
SAY_AUGH_TAUNT_1 = 3,
SAY_AUGH_TAUNT_2 = 4,
SAY_AUGH_TAUNT_3 = 5
};
enum Spells
{
// Lockmaw
SPELL_VISCOUS_POISON = 81630,
SPELL_SCENT_OF_BLOOD = 81690,
SPELL_SCENT_OF_BLOOD_HC = 89998,
SPELL_DUST_FLAIL_DUMMY = 81652,
SPELL_DUST_FLAIL = 81642,
SPELL_VENOMOUS_RAGE = 81706,
// Frenzied Crocolisk
SPELL_STEALTHED = 84244,
// Augh (Combat Assistance)
SPELL_PARALYTIC_BLOW_DART = 84799,
SPELL_SMOKE_BOMB = 84768,
SPELL_RANDOM_AGGRO_TAUNT = 50230,
SPELL_WHIRLWIND = 84784,
// Augh (Heroic Boss)
SPELL_DRAGONS_BREATH = 83776,
SPELL_FRENZY = 91415,
SPELL_WHIRLWIND_BOSS = 91408
};
enum Events
{
// Lockmaw
EVENT_VISCOUS_POISON = 1,
EVENT_SCENT_OF_BLOOD,
EVENT_DUST_FLAIL,
EVENT_MAKE_AGGRESSIVE,
EVENT_SUMMON_CROCOLISK,
EVENT_SUMMON_AUGH,
// Frenzied Crocolisk
EVENT_FIND_PLAYER_TARGET,
// Augh (Assistance)
EVENT_ROAR_EMOTE,
EVENT_PARALYTIC_BLOW_DART,
EVENT_SMOKE_BOMB,
EVENT_WHIRLWIND,
EVENT_RANDOM_AGGRO,
EVENT_ATTACK_STOP,
// Augh Boss
EVENT_MOVE_HOME_POS,
EVENT_TALK_INTRO_1,
EVENT_TALK_INTRO_2,
EVENT_PLAY_EMOTE,
EVENT_MAKE_ATTACKABLE,
EVENT_TALK_TAUNT_1,
EVENT_TALK_TAUNT_2,
EVENT_TALK_TAUNT_3,
EVENT_DRAGONS_BREATH
};
enum Phases
{
PHASE_INTRO = 1,
PHASE_COMBAT
};
enum Actions
{
ACTION_AUGH_INTRO = 1,
ACTION_AUGH_ATTACKABLE = 2
};
Position const AughMovePoint = { -11062.5f, -1662.39f, 0.7606202f, 0.8028514f };
class ScentOfBloodTargetSelector : public std::unary_function<Unit*, bool>
{
public:
ScentOfBloodTargetSelector() { }
bool operator()(Unit* unit) const
{
return (!unit->HasAura(SPELL_SCENT_OF_BLOOD) || !unit->HasAura(SPELL_SCENT_OF_BLOOD_HC));
}
};
class boss_lockmaw : public CreatureScript
{
public:
boss_lockmaw() : CreatureScript("boss_lockmaw") { }
struct boss_lockmawAI : public BossAI
{
boss_lockmawAI(Creature* creature) : BossAI(creature, DATA_LOCKMAW)
{
Initialize();
}
void Initialize()
{
_enraged = false;
_lastSpellID = 0;
}
void Reset() override
{
instance->SetBossState(DATA_LOCKMAW_AND_AUGH, NOT_STARTED);
instance->SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_NONE);
_Reset();
Initialize();
}
void EnterCombat(Unit* /*victim*/) override
{
_EnterCombat();
instance->SendEncounterUnit(ENCOUNTER_FRAME_ENGAGE, me);
events.ScheduleEvent(EVENT_VISCOUS_POISON, Seconds(6));
events.ScheduleEvent(EVENT_SCENT_OF_BLOOD, Seconds(6));
events.ScheduleEvent(EVENT_DUST_FLAIL, Seconds(8));
events.ScheduleEvent(EVENT_SUMMON_AUGH, Seconds(6));
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
_EnterEvadeMode();
summons.DespawnAll();
instance->SendEncounterUnit(ENCOUNTER_FRAME_DISENGAGE, me);
_DespawnAtEvade();
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
if (summon->GetEntry() == NPC_DUST_FLAIL_FRONT_STALKER)
{
me->SetReactState(REACT_PASSIVE);
me->StopMoving();
me->AttackStop();
me->SetFacingToObject(summon);
DoCastSelf(SPELL_DUST_FLAIL);
events.ScheduleEvent(EVENT_MAKE_AGGRESSIVE, Seconds(5));
}
}
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) override
{
if (me->HealthBelowPct(30) && !_enraged)
{
DoCastSelf(SPELL_VENOMOUS_RAGE, true);
_enraged = true;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_VISCOUS_POISON:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f, true, 0))
DoCast(target, SPELL_VISCOUS_POISON);
events.Repeat(Seconds(26));
break;
case EVENT_SCENT_OF_BLOOD:
DoCastAOE(SPELL_SCENT_OF_BLOOD, true);
events.ScheduleEvent(EVENT_SCENT_OF_BLOOD, Seconds(30));
events.ScheduleEvent(EVENT_SUMMON_CROCOLISK, Milliseconds(100));
break;
case EVENT_SUMMON_CROCOLISK:
instance->SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_SUMMON_CROCOLISKS);
break;
case EVENT_DUST_FLAIL:
DoCastAOE(SPELL_DUST_FLAIL_DUMMY, true);
events.Repeat(Seconds(39));
break;
case EVENT_MAKE_AGGRESSIVE:
me->SetReactState(REACT_AGGRESSIVE);
break;
case EVENT_SUMMON_AUGH:
if (_lastSpellID != SPELL_SUMMON_AUGH_DART)
{
_lastSpellID = SPELL_SUMMON_AUGH_DART;
instance->SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_SUMMON_AUGH_DART);
events.Repeat(Seconds(20));
}
else
{
_lastSpellID = SPELL_SUMMON_AUGH_WHIRLWIND;
instance->SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_SUMMON_AUGH_WHIRLWIND);
events.Repeat(Seconds(40));
}
break;
default:
break;
}
}
DoMeleeAttackIfReady();
}
private:
bool _enraged;
uint32 _lastSpellID;
};
CreatureAI* GetAI(Creature* creature) const
{
return GetLostCityOfTheTolvirAI<boss_lockmawAI>(creature);
}
};
class boss_augh : public CreatureScript
{
public:
boss_augh() : CreatureScript("boss_augh") { }
struct boss_aughAI : public BossAI
{
boss_aughAI(Creature* creature) : BossAI(creature, DATA_AUGH) { }
void EnterCombat(Unit* /*victim*/) override
{
_EnterCombat();
me->HandleEmoteCommand(EMOTE_ONESHOT_NONE);
events.SetPhase(PHASE_COMBAT);
DoCastSelf(SPELL_FRENZY);
events.ScheduleEvent(EVENT_PARALYTIC_BLOW_DART, Seconds(8));
events.ScheduleEvent(EVENT_WHIRLWIND, Seconds(9));
events.ScheduleEvent(EVENT_DRAGONS_BREATH, Seconds(6));
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
_EnterEvadeMode();
instance->SetBossState(DATA_AUGH, FAIL);
_DespawnAtEvade();
}
void DoAction(int32 action) override
{
switch (action)
{
case ACTION_AUGH_INTRO:
me->SetReactState(REACT_PASSIVE);
Talk(SAY_ANNOUNCE_AUGH_APPEAR);
events.SetPhase(PHASE_INTRO);
events.ScheduleEvent(EVENT_MOVE_HOME_POS, Seconds(1));
break;
case ACTION_AUGH_ATTACKABLE:
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);
break;
default:
break;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() && !events.IsInPhase(PHASE_INTRO))
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_MOVE_HOME_POS:
me->SetWalk(true);
me->GetMotionMaster()->MovePoint(0, AughMovePoint, true);
events.ScheduleEvent(EVENT_TALK_INTRO_1, Seconds(10) + Milliseconds(500), 0, PHASE_INTRO);
break;
case EVENT_TALK_INTRO_1:
me->SetFacingTo(AughMovePoint.GetOrientation());
Talk(SAY_AUGH_INTRO_1);
events.ScheduleEvent(EVENT_TALK_INTRO_2, Seconds(4), 0, PHASE_INTRO);
break;
case EVENT_TALK_INTRO_2:
Talk(SAY_AUGH_INTRO_2);
events.ScheduleEvent(EVENT_PLAY_EMOTE, Seconds(3), 0, PHASE_INTRO);
break;
case EVENT_PLAY_EMOTE:
me->HandleEmoteCommand(EMOTE_STATE_SPELL_CHANNEL_OMNI);
events.ScheduleEvent(EVENT_MAKE_ATTACKABLE, Seconds(4), 0, PHASE_INTRO);
events.ScheduleEvent(EVENT_TALK_TAUNT_1, Seconds(5), PHASE_INTRO);
break;
case EVENT_MAKE_ATTACKABLE:
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_NON_ATTACKABLE);
break;
case EVENT_TALK_TAUNT_1:
Talk(SAY_AUGH_TAUNT_1);
events.ScheduleEvent(EVENT_TALK_TAUNT_2, Seconds(5), 0, PHASE_INTRO);
break;
case EVENT_TALK_TAUNT_2:
Talk(SAY_AUGH_TAUNT_2);
events.ScheduleEvent(EVENT_TALK_TAUNT_3, Seconds(5), 0, PHASE_INTRO);
break;
case EVENT_TALK_TAUNT_3:
Talk(SAY_AUGH_TAUNT_3);
break;
case EVENT_PARALYTIC_BLOW_DART:
DoCastAOE(SPELL_PARALYTIC_BLOW_DART);
events.Repeat(Seconds(10), Seconds(15));
break;
case EVENT_WHIRLWIND:
DoCastAOE(SPELL_RANDOM_AGGRO_TAUNT, true);
DoCastSelf(SPELL_WHIRLWIND_BOSS);
events.Repeat(Seconds(29));
break;
case EVENT_DRAGONS_BREATH:
DoCastAOE(SPELL_DRAGONS_BREATH);
events.Repeat(Seconds(28));
break;
default:
break;
}
}
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const
{
return GetLostCityOfTheTolvirAI<boss_aughAI>(creature);
}
};
class npc_lockmaw_frenzied_crocolisk : public CreatureScript
{
public:
npc_lockmaw_frenzied_crocolisk() : CreatureScript("npc_lockmaw_frenzied_crocolisk") { }
struct npc_lockmaw_frenzied_crocoliskAI : public ScriptedAI
{
npc_lockmaw_frenzied_crocoliskAI(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
void JustDied(Unit* /*killer*/) override
{
me->DespawnOrUnsummon(Seconds(5));
}
void IsSummonedBy(Unit* summoner) override
{
if (Creature* lockmaw = _instance->GetCreature(DATA_LOCKMAW))
lockmaw->AI()->JustSummoned(me);
me->SetReactState(REACT_PASSIVE);
DoZoneInCombat();
_events.ScheduleEvent(EVENT_FIND_PLAYER_TARGET, Seconds(1));
}
void UpdateAI(uint32 diff) override
{
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_FIND_PLAYER_TARGET:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, ScentOfBloodTargetSelector()))
{
DoCastSelf(SPELL_STEALTHED);
me->AI()->AttackStart(target);
me->AddThreat(target, 50000000.0f);
}
break;
default:
break;
}
}
DoMeleeAttackIfReady();
}
private:
EventMap _events;
InstanceScript* _instance;
};
CreatureAI* GetAI(Creature* creature) const
{
return GetLostCityOfTheTolvirAI<npc_lockmaw_frenzied_crocoliskAI>(creature);
}
};
class npc_lockmaw_augh : public CreatureScript
{
public:
npc_lockmaw_augh() : CreatureScript("npc_lockmaw_augh") { }
struct npc_lockmaw_aughAI : public ScriptedAI
{
npc_lockmaw_aughAI(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
void IsSummonedBy(Unit* /*summoner*/) override
{
if (Creature* lockmaw = _instance->GetCreature(DATA_LOCKMAW))
lockmaw->AI()->JustSummoned(me);
DoCastSelf(SPELL_STEALTHED, true);
if (me->GetEntry() == NPC_AUGH_DART)
{
me->SetReactState(REACT_PASSIVE);
_events.ScheduleEvent(EVENT_ROAR_EMOTE, Seconds(7));
_events.ScheduleEvent(EVENT_PARALYTIC_BLOW_DART, Seconds(8));
_events.ScheduleEvent(EVENT_SMOKE_BOMB, Seconds(12));
}
else
_events.ScheduleEvent(EVENT_WHIRLWIND, Seconds(4));
}
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
{
// There is indeed now immunity aura...
damage = 0;
}
void UpdateAI(uint32 diff) override
{
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_ROAR_EMOTE:
me->HandleEmoteCommand(EMOTE_ONESHOT_BATTLE_ROAR);
break;
case EVENT_PARALYTIC_BLOW_DART:
DoCastAOE(SPELL_PARALYTIC_BLOW_DART);
break;
case EVENT_SMOKE_BOMB:
DoCastSelf(SPELL_SMOKE_BOMB);
me->DespawnOrUnsummon(Seconds(3));
break;
case EVENT_WHIRLWIND:
DoCastAOE(SPELL_RANDOM_AGGRO_TAUNT, true);
DoCastSelf(SPELL_WHIRLWIND);
_events.ScheduleEvent(EVENT_RANDOM_AGGRO, Seconds(10));
break;
case EVENT_RANDOM_AGGRO:
DoCastAOE(SPELL_RANDOM_AGGRO_TAUNT, true);
_events.ScheduleEvent(EVENT_ATTACK_STOP, Seconds(10));
break;
case EVENT_ATTACK_STOP:
me->AttackStop();
me->SetReactState(REACT_PASSIVE);
me->DespawnOrUnsummon(Seconds(6));
break;
default:
break;
}
}
}
private:
EventMap _events;
InstanceScript* _instance;
};
CreatureAI* GetAI(Creature* creature) const
{
return GetLostCityOfTheTolvirAI<npc_lockmaw_aughAI>(creature);
}
};
class spell_lockmaw_scent_of_blood : public SpellScriptLoader
{
public:
spell_lockmaw_scent_of_blood() : SpellScriptLoader("spell_lockmaw_scent_of_blood") { }
class spell_lockmaw_scent_of_blood_SpellScript : public SpellScript
{
PrepareSpellScript(spell_lockmaw_scent_of_blood_SpellScript);
void FilterTargets(std::list<WorldObject*>& targets)
{
if (targets.empty())
return;
Trinity::Containers::RandomResize(targets, 1);
}
void Register() override
{
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_lockmaw_scent_of_blood_SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_SRC_AREA_ENEMY);
}
};
SpellScript* GetSpellScript() const
{
return new spell_lockmaw_scent_of_blood_SpellScript();
}
};
class spell_lockmaw_paralytic_blow_dart : public SpellScriptLoader
{
public:
spell_lockmaw_paralytic_blow_dart() : SpellScriptLoader("spell_lockmaw_paralytic_blow_dart") { }
class spell_lockmaw_paralytic_blow_dart_SpellScript : public SpellScript
{
PrepareSpellScript(spell_lockmaw_paralytic_blow_dart_SpellScript);
void FilterTargets(std::list<WorldObject*>& targets)
{
if (targets.empty())
return;
Trinity::Containers::RandomResize(targets, 1);
}
void Register() override
{
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_lockmaw_paralytic_blow_dart_SpellScript::FilterTargets, EFFECT_ALL, TARGET_UNIT_SRC_AREA_ENEMY);
}
};
SpellScript* GetSpellScript() const
{
return new spell_lockmaw_paralytic_blow_dart_SpellScript();
}
};
class spell_lockmaw_random_aggro_taunt : public SpellScriptLoader
{
public:
spell_lockmaw_random_aggro_taunt() : SpellScriptLoader("spell_lockmaw_random_aggro_taunt") { }
class spell_lockmaw_random_aggro_taunt_SpellScript : public SpellScript
{
PrepareSpellScript(spell_lockmaw_random_aggro_taunt_SpellScript);
void FilterTargets(std::list<WorldObject*>& targets)
{
if (targets.empty())
return;
Trinity::Containers::RandomResize(targets, 1);
}
void EffectScriptEffect(SpellEffIndex /*effIndex*/)
{
GetHitPlayer()->CastSpell(GetCaster(), GetSpellInfo()->Effects[EFFECT_0].BasePoints, true);
}
void Register() override
{
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_lockmaw_random_aggro_taunt_SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_SRC_AREA_ENEMY);
OnEffectHitTarget += SpellEffectFn(spell_lockmaw_random_aggro_taunt_SpellScript::EffectScriptEffect, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
}
};
SpellScript* GetSpellScript() const
{
return new spell_lockmaw_random_aggro_taunt_SpellScript();
}
};
void AddSC_boss_lockmaw_and_augh()
{
new boss_lockmaw();
new boss_augh();
new npc_lockmaw_frenzied_crocolisk();
new npc_lockmaw_augh();
new spell_lockmaw_scent_of_blood();
new spell_lockmaw_paralytic_blow_dart();
new spell_lockmaw_random_aggro_taunt();
}

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@@ -19,6 +19,26 @@
#include "InstanceScript.h"
#include "lost_city_of_the_tolvir.h"
enum TimedEvents
{
EVENT_SPAWN_AUGH = 1
};
enum SummonGroups
{
SUMMON_GROUP_WIND_TUNNEL = 0
};
enum Actions
{
// Lockmaw and Augh
ACTION_AUGH_INTRO = 1,
ACTION_AUGH_ATTACKABLE = 2
};
Position const AughSpawnPos = { -11058.91f, -1625.342f, -0.1304993f, 4.782202f };
Position const AughHomePos = { -11062.5f, -1662.39f, 0.7606202f, 0.8028514f };
ObjectData const creatureData[] =
{
{ BOSS_GENERAL_HUSAM, DATA_GENERAL_HUSAM },
@@ -28,7 +48,7 @@ ObjectData const creatureData[] =
{ BOSS_SIAMAT, DATA_SIAMAT },
{ NPC_BLAZE_OF_THE_HEAVENS, DATA_BLAZE_OF_THE_HEAVENS },
{ NPC_HARBINGER_OF_DARKNESS, DATA_HARBINGER_OF_DARKNESS },
{ 0, 0 } // End
{ 0, 0 } // End
};
ObjectData const gameObjectData[] =
@@ -39,31 +59,155 @@ ObjectData const gameObjectData[] =
class instance_lost_city_of_the_tolvir : public InstanceMapScript
{
public:
instance_lost_city_of_the_tolvir() : InstanceMapScript(LCTScriptName, 755) { }
public:
instance_lost_city_of_the_tolvir() : InstanceMapScript(LCTScriptName, 755) { }
struct instance_lost_city_of_the_tolvir_InstanceMapScript : public InstanceScript
{
instance_lost_city_of_the_tolvir_InstanceMapScript(Map* map) : InstanceScript(map)
struct instance_lost_city_of_the_tolvir_InstanceMapScript : public InstanceScript
{
SetHeaders(DataHeader);
SetBossNumber(EncounterCount);
LoadObjectData(creatureData, gameObjectData);
}
instance_lost_city_of_the_tolvir_InstanceMapScript(Map* map) : InstanceScript(map)
{
SetHeaders(DataHeader);
SetBossNumber(EncounterCount);
LoadObjectData(creatureData, gameObjectData);
Initialize();
}
bool SetBossState(uint32 type, EncounterState state) override
void Initialize()
{
_heroicAughSpawned = false;
}
void OnCreatureCreate(Creature* creature) override
{
InstanceScript::OnCreatureCreate(creature);
if (creature->GetEntry() == NPC_ADD_STALKER)
addStalkerGUIDs.push_back(creature->GetGUID());
}
bool SetBossState(uint32 type, EncounterState state) override
{
if (!InstanceScript::SetBossState(type, state))
return false;
switch (type)
{
case DATA_LOCKMAW:
if (!instance->IsHeroic() && state == DONE)
SetBossState(DATA_LOCKMAW_AND_AUGH, DONE);
else if (instance->IsHeroic() && state == DONE && !_heroicAughSpawned)
_events.ScheduleEvent(EVENT_SPAWN_AUGH, Seconds(4));
break;
case DATA_AUGH: // Since Augh is summoned, we need to handle his respawn here
if (state == DONE)
SetBossState(DATA_LOCKMAW_AND_AUGH, DONE);
else if (state == FAIL)
_events.ScheduleEvent(EVENT_SPAWN_AUGH, Seconds(30));
break;
case DATA_GENERAL_HUSAM:
case DATA_LOCKMAW_AND_AUGH:
case DATA_HIGH_PROPHET_BARIM:
if (state == DONE && CheckSiamatsPlatform())
{
if (GameObject* platform = GetGameObject(DATA_SIAMAT_PLATFORM))
{
platform->setActive(true);
platform->SetDestructibleState(GO_DESTRUCTIBLE_DESTROYED);
platform->EnableCollision(true);
}
instance->SetZoneWeather(ZONE_ID_LOST_CITY, WEATHER_STATE_HEAVY_RAIN, 1.0f);
instance->SummonCreatureGroup(SUMMON_GROUP_WIND_TUNNEL);
}
break;
default:
break;
}
return true;
}
void SetData(uint32 data, uint32 value) override
{
switch (data)
{
case DATA_LOCKMAW_COMBAT_ASSISTANCE:
switch (value)
{
case ASSISTANCE_SUMMON_AUGH_DART:
if (Unit* stalker = instance->GetCreature(Trinity::Containers::SelectRandomContainerElement(addStalkerGUIDs)))
stalker->CastSpell(stalker, SPELL_SUMMON_AUGH_DART);
SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_NONE);
break;
case ASSISTANCE_SUMMON_AUGH_WHIRLWIND:
if (Unit* stalker = instance->GetCreature(Trinity::Containers::SelectRandomContainerElement(addStalkerGUIDs)))
stalker->CastSpell(stalker, SPELL_SUMMON_AUGH_WHIRLWIND);
SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_NONE);
break;
case ASSISTANCE_SUMMON_CROCOLISKS:
{
GuidVector tempList = addStalkerGUIDs;
if (!tempList.empty())
{
Trinity::Containers::RandomResize(tempList, 4);
for (auto itr = tempList.begin(); itr != tempList.end(); itr++)
if (Unit* stalker = instance->GetCreature(*itr))
stalker->CastSpell(stalker, SPELL_SUMMON_CROCOLISK);
}
SetData(DATA_LOCKMAW_COMBAT_ASSISTANCE, ASSISTANCE_NONE);
break;
}
default:
break;
}
break;
default:
break;
}
}
bool CheckSiamatsPlatform()
{
for (LCTDataTypes boss : { DATA_GENERAL_HUSAM, DATA_LOCKMAW_AND_AUGH, DATA_HIGH_PROPHET_BARIM })
if (GetBossState(boss) != DONE)
return false;
return true;
}
void Update(uint32 diff) override
{
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_SPAWN_AUGH:
if (!_heroicAughSpawned)
{
if (Creature* augh = instance->SummonCreature(BOSS_AUGH, AughSpawnPos))
augh->AI()->DoAction(ACTION_AUGH_INTRO);
_heroicAughSpawned = true;
}
else if (_heroicAughSpawned)
if (Creature* augh = instance->SummonCreature(BOSS_AUGH, AughHomePos))
augh->AI()->DoAction(ACTION_AUGH_ATTACKABLE);
break;
default:
break;
}
}
}
protected:
EventMap events;
bool heroicAughSpawned;
GuidVector addStalkerGUIDs;
};
InstanceScript* GetInstanceScript(InstanceMap* map) const override
{
if (!InstanceScript::SetBossState(type, state))
return false;
return true;
return new instance_lost_city_of_the_tolvir_InstanceMapScript(map);
}
};
InstanceScript* GetInstanceScript(InstanceMap* map) const override
{
return new instance_lost_city_of_the_tolvir_InstanceMapScript(map);
}
};
void AddSC_instance_lost_city_of_the_tolvir()

View File

@@ -21,21 +21,23 @@
#define LCTScriptName "instance_lost_city_of_the_tolvir"
#define DataHeader "LCT"
uint32 const EncounterCount = 4;
uint32 const EncounterCount = 6;
enum LCTDataTypes
{
// Encounter States
DATA_GENERAL_HUSAM = 1,
DATA_LOCKMAW = 2,
DATA_AUGH = 3,
DATA_HIGH_PROPHET_BARIM = 4,
DATA_SIAMAT = 5,
DATA_GENERAL_HUSAM = 0,
DATA_LOCKMAW_AND_AUGH = 1,
DATA_HIGH_PROPHET_BARIM = 2,
DATA_SIAMAT = 3,
DATA_LOCKMAW = 4,
DATA_AUGH = 5,
// Additional Data
DATA_SIAMAT_PLATFORM = 6,
DATA_BLAZE_OF_THE_HEAVENS = 7,
DATA_HARBINGER_OF_DARKNESS = 8,
DATA_SIAMAT_PLATFORM = 6,
DATA_BLAZE_OF_THE_HEAVENS = 7,
DATA_HARBINGER_OF_DARKNESS = 8,
DATA_LOCKMAW_COMBAT_ASSISTANCE = 9
};
enum LCTCreatureIds
@@ -56,6 +58,9 @@ enum LCTCreatureIds
NPC_BLAZE_OF_THE_HEAVENS = 48906,
NPC_SOUL_FRAGMENT = 43934,
NPC_HARBINGER_OF_DARKNESS = 43927,
NPC_DUST_FLAIL_FRONT_STALKER = 43655,
NPC_ADD_STALKER = 45124,
NPC_AUGH_DART = 45379
};
enum LCTGameObjectIds
@@ -63,6 +68,23 @@ enum LCTGameObjectIds
GO_SIAMAT_PLATFORM = 205365
};
enum LCTSpells
{
SPELL_SUMMON_CROCOLISK = 84242,
SPELL_SUMMON_AUGH_DART = 84809,
SPELL_SUMMON_AUGH_WHIRLWIND = 84808
};
enum LCTMisc
{
ZONE_ID_LOST_CITY = 5396,
ASSISTANCE_NONE = 0,
ASSISTANCE_SUMMON_AUGH_DART = 1,
ASSISTANCE_SUMMON_AUGH_WHIRLWIND = 2,
ASSISTANCE_SUMMON_CROCOLISKS = 3
};
template<class AI>
AI* GetLostCityOfTheTolvirAI(Creature* creature)
{