Scripts/ZG: Update scripts to new register model (1/5) (#26684)

This commit is contained in:
offl
2021-07-13 14:15:41 +03:00
committed by GitHub
parent fc14d4f30a
commit 3d19a71ef2
4 changed files with 402 additions and 452 deletions

View File

@@ -89,234 +89,224 @@ Position const PosMoveOnSpawn[1] =
float const DamageIncrease = 35.0f;
float const DamageDecrease = 100.f / (1.f + DamageIncrease / 100.f) - 100.f;
class boss_arlokk : public CreatureScript
struct boss_arlokk : public BossAI
{
public: boss_arlokk() : CreatureScript("boss_arlokk") { }
boss_arlokk(Creature* creature) : BossAI(creature, DATA_ARLOKK)
{
Initialize();
}
struct boss_arlokkAI : public BossAI
void Initialize()
{
_summonCountA = 0;
_summonCountB = 0;
}
void Reset() override
{
if (events.IsInPhase(PHASE_TWO))
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageDecrease); // hack
_Reset();
Initialize();
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_DAGGER));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(WEAPON_DAGGER));
me->SetWalk(false);
me->GetMotionMaster()->MovePoint(0, PosMoveOnSpawn[0]);
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
Talk(SAY_DEATH);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 7s, 9s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_GOUGE, 12s, 15s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_SUMMON_PROWLERS, 6s, 0, PHASE_ALL);
events.ScheduleEvent(EVENT_MARK_OF_ARLOKK, 9s, 11s, 0, PHASE_ALL);
events.ScheduleEvent(EVENT_TRANSFORM, 15s, 20s, 0, PHASE_ONE);
Talk(SAY_AGGRO);
// Sets up list of Panther spawners to cast on
std::list<Creature*> triggerList;
GetCreatureListWithEntryInGrid(triggerList, me, NPC_PANTHER_TRIGGER, 100.0f);
if (!triggerList.empty())
{
boss_arlokkAI(Creature* creature) : BossAI(creature, DATA_ARLOKK)
uint8 sideA = 0;
uint8 sideB = 0;
for (std::list<Creature*>::const_iterator itr = triggerList.begin(); itr != triggerList.end(); ++itr)
{
Initialize();
}
void Initialize()
{
_summonCountA = 0;
_summonCountB = 0;
}
void Reset() override
{
if (events.IsInPhase(PHASE_TWO))
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageDecrease); // hack
_Reset();
Initialize();
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_DAGGER));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(WEAPON_DAGGER));
me->SetWalk(false);
me->GetMotionMaster()->MovePoint(0, PosMoveOnSpawn[0]);
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
Talk(SAY_DEATH);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 7s, 9s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_GOUGE, 12s, 15s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_SUMMON_PROWLERS, 6s, 0, PHASE_ALL);
events.ScheduleEvent(EVENT_MARK_OF_ARLOKK, 9s, 11s, 0, PHASE_ALL);
events.ScheduleEvent(EVENT_TRANSFORM, 15s, 20s, 0, PHASE_ONE);
Talk(SAY_AGGRO);
// Sets up list of Panther spawners to cast on
std::list<Creature*> triggerList;
GetCreatureListWithEntryInGrid(triggerList, me, NPC_PANTHER_TRIGGER, 100.0f);
if (!triggerList.empty())
if (Creature* trigger = *itr)
{
uint8 sideA = 0;
uint8 sideB = 0;
for (std::list<Creature*>::const_iterator itr = triggerList.begin(); itr != triggerList.end(); ++itr)
if (trigger->GetPositionY() < -1625.0f)
{
if (Creature* trigger = *itr)
{
if (trigger->GetPositionY() < -1625.0f)
{
_triggersSideAGUID[sideA] = trigger->GetGUID();
++sideA;
}
else
{
_triggersSideBGUID[sideB] = trigger->GetGUID();
++sideB;
}
}
_triggersSideAGUID[sideA] = trigger->GetGUID();
++sideA;
}
else
{
_triggersSideBGUID[sideB] = trigger->GetGUID();
++sideB;
}
}
}
void EnterEvadeMode(EvadeReason why) override
{
BossAI::EnterEvadeMode(why);
if (GameObject* object = instance->GetGameObject(DATA_GONG_BETHEKK))
object->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->DespawnOrUnsummon(4s);
}
void SetData(uint32 id, uint32 /*value*/) override
{
if (id == 1)
--_summonCountA;
else if (id == 2)
--_summonCountB;
}
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_SHADOW_WORD_PAIN:
DoCastVictim(SPELL_SHADOW_WORD_PAIN, true);
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 5s, 7s, 0, PHASE_ONE);
break;
case EVENT_GOUGE:
DoCastVictim(SPELL_GOUGE, true);
break;
case EVENT_SUMMON_PROWLERS:
if (_summonCountA < MAX_PROWLERS_PER_SIDE)
{
if (Unit* trigger = ObjectAccessor::GetUnit(*me, _triggersSideAGUID[urand(0, 4)]))
{
trigger->CastSpell(trigger, SPELL_SUMMON_PROWLER);
++_summonCountA;
}
}
if (_summonCountB < MAX_PROWLERS_PER_SIDE)
{
if (Unit* trigger = ObjectAccessor::GetUnit(*me, _triggersSideBGUID[urand(0, 4)]))
{
trigger->CastSpell(trigger, SPELL_SUMMON_PROWLER);
++_summonCountB;
}
}
events.ScheduleEvent(EVENT_SUMMON_PROWLERS, 6s, 0, PHASE_ALL);
break;
case EVENT_MARK_OF_ARLOKK:
{
Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, urand(1, 3), 0.0f, false, true, -SPELL_MARK_OF_ARLOKK);
if (!target)
target = me->GetVictim();
if (target)
{
DoCast(target, SPELL_MARK_OF_ARLOKK, true);
Talk(SAY_FEAST_PROWLER, target);
}
events.ScheduleEvent(EVENT_MARK_OF_ARLOKK, 120s, 130s);
break;
}
case EVENT_TRANSFORM:
{
DoCast(me, SPELL_PANTHER_TRANSFORM); // SPELL_AURA_TRANSFORM
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(EQUIP_UNEQUIP));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(EQUIP_UNEQUIP));
/*
CreatureTemplate const* cinfo = me->GetCreatureTemplate();
me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg +((cinfo->mindmg/100) * 35)));
me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg +((cinfo->maxdmg/100) * 35)));
me->UpdateDamagePhysical(BASE_ATTACK);
*/
me->AttackStop();
ResetThreatList();
me->SetReactState(REACT_PASSIVE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
DoCast(me, SPELL_VANISH_VISUAL);
DoCast(me, SPELL_VANISH);
events.ScheduleEvent(EVENT_VANISH, 1s, 0, PHASE_ONE);
break;
}
case EVENT_VANISH:
DoCast(me, SPELL_SUPER_INVIS);
me->SetWalk(false);
me->GetMotionMaster()->MovePoint(0, frand(-11551.0f, -11508.0f), frand(-1638.0f, -1617.0f), me->GetPositionZ());
events.ScheduleEvent(EVENT_VANISH_2, 9s, 0, PHASE_ONE);
break;
case EVENT_VANISH_2:
DoCast(me, SPELL_VANISH);
DoCast(me, SPELL_SUPER_INVIS);
events.ScheduleEvent(EVENT_VISIBLE, 7s, 10s, 0, PHASE_ONE);
break;
case EVENT_VISIBLE:
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
AttackStart(target);
me->RemoveAura(SPELL_SUPER_INVIS);
me->RemoveAura(SPELL_VANISH);
events.ScheduleEvent(EVENT_RAVAGE, 10s, 14s, 0, PHASE_TWO);
events.ScheduleEvent(EVENT_TRANSFORM_BACK, 15s, 18s, 0, PHASE_TWO);
events.SetPhase(PHASE_TWO);
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageIncrease); // hack
break;
case EVENT_RAVAGE:
DoCastVictim(SPELL_RAVAGE, true);
events.ScheduleEvent(EVENT_RAVAGE, 10s, 14s, 0, PHASE_TWO);
break;
case EVENT_TRANSFORM_BACK:
{
me->RemoveAura(SPELL_PANTHER_TRANSFORM); // SPELL_AURA_TRANSFORM
DoCast(me, SPELL_VANISH_VISUAL);
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_DAGGER));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(WEAPON_DAGGER));
/*
CreatureTemplate const* cinfo = me->GetCreatureTemplate();
me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg));
me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg));
me->UpdateDamagePhysical(BASE_ATTACK);
*/
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageDecrease); // hack
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 4s, 7s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_GOUGE, 12s, 15s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_TRANSFORM, 16s, 20s, 0, PHASE_ONE);
events.SetPhase(PHASE_ONE);
break;
}
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
uint8 _summonCountA;
uint8 _summonCountB;
ObjectGuid _triggersSideAGUID[5];
ObjectGuid _triggersSideBGUID[5];
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetZulGurubAI<boss_arlokkAI>(creature);
}
}
void EnterEvadeMode(EvadeReason why) override
{
BossAI::EnterEvadeMode(why);
if (GameObject* object = instance->GetGameObject(DATA_GONG_BETHEKK))
object->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->DespawnOrUnsummon(4s);
}
void SetData(uint32 id, uint32 /*value*/) override
{
if (id == 1)
--_summonCountA;
else if (id == 2)
--_summonCountB;
}
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_SHADOW_WORD_PAIN:
DoCastVictim(SPELL_SHADOW_WORD_PAIN, true);
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 5s, 7s, 0, PHASE_ONE);
break;
case EVENT_GOUGE:
DoCastVictim(SPELL_GOUGE, true);
break;
case EVENT_SUMMON_PROWLERS:
if (_summonCountA < MAX_PROWLERS_PER_SIDE)
{
if (Unit* trigger = ObjectAccessor::GetUnit(*me, _triggersSideAGUID[urand(0, 4)]))
{
trigger->CastSpell(trigger, SPELL_SUMMON_PROWLER);
++_summonCountA;
}
}
if (_summonCountB < MAX_PROWLERS_PER_SIDE)
{
if (Unit* trigger = ObjectAccessor::GetUnit(*me, _triggersSideBGUID[urand(0, 4)]))
{
trigger->CastSpell(trigger, SPELL_SUMMON_PROWLER);
++_summonCountB;
}
}
events.ScheduleEvent(EVENT_SUMMON_PROWLERS, 6s, 0, PHASE_ALL);
break;
case EVENT_MARK_OF_ARLOKK:
{
Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, urand(1, 3), 0.0f, false, true, -SPELL_MARK_OF_ARLOKK);
if (!target)
target = me->GetVictim();
if (target)
{
DoCast(target, SPELL_MARK_OF_ARLOKK, true);
Talk(SAY_FEAST_PROWLER, target);
}
events.ScheduleEvent(EVENT_MARK_OF_ARLOKK, 120s, 130s);
break;
}
case EVENT_TRANSFORM:
{
DoCast(me, SPELL_PANTHER_TRANSFORM); // SPELL_AURA_TRANSFORM
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(EQUIP_UNEQUIP));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(EQUIP_UNEQUIP));
/*
CreatureTemplate const* cinfo = me->GetCreatureTemplate();
me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg +((cinfo->mindmg/100) * 35)));
me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg +((cinfo->maxdmg/100) * 35)));
me->UpdateDamagePhysical(BASE_ATTACK);
*/
me->AttackStop();
ResetThreatList();
me->SetReactState(REACT_PASSIVE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
DoCast(me, SPELL_VANISH_VISUAL);
DoCast(me, SPELL_VANISH);
events.ScheduleEvent(EVENT_VANISH, 1s, 0, PHASE_ONE);
break;
}
case EVENT_VANISH:
DoCast(me, SPELL_SUPER_INVIS);
me->SetWalk(false);
me->GetMotionMaster()->MovePoint(0, frand(-11551.0f, -11508.0f), frand(-1638.0f, -1617.0f), me->GetPositionZ());
events.ScheduleEvent(EVENT_VANISH_2, 9s, 0, PHASE_ONE);
break;
case EVENT_VANISH_2:
DoCast(me, SPELL_VANISH);
DoCast(me, SPELL_SUPER_INVIS);
events.ScheduleEvent(EVENT_VISIBLE, 7s, 10s, 0, PHASE_ONE);
break;
case EVENT_VISIBLE:
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
AttackStart(target);
me->RemoveAura(SPELL_SUPER_INVIS);
me->RemoveAura(SPELL_VANISH);
events.ScheduleEvent(EVENT_RAVAGE, 10s, 14s, 0, PHASE_TWO);
events.ScheduleEvent(EVENT_TRANSFORM_BACK, 15s, 18s, 0, PHASE_TWO);
events.SetPhase(PHASE_TWO);
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageIncrease); // hack
break;
case EVENT_RAVAGE:
DoCastVictim(SPELL_RAVAGE, true);
events.ScheduleEvent(EVENT_RAVAGE, 10s, 14s, 0, PHASE_TWO);
break;
case EVENT_TRANSFORM_BACK:
{
me->RemoveAura(SPELL_PANTHER_TRANSFORM); // SPELL_AURA_TRANSFORM
DoCast(me, SPELL_VANISH_VISUAL);
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_DAGGER));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(WEAPON_DAGGER));
/*
CreatureTemplate const* cinfo = me->GetCreatureTemplate();
me->SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, (cinfo->mindmg));
me->SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, (cinfo->maxdmg));
me->UpdateDamagePhysical(BASE_ATTACK);
*/
me->ApplyStatPctModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_PCT, DamageDecrease); // hack
events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 4s, 7s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_GOUGE, 12s, 15s, 0, PHASE_ONE);
events.ScheduleEvent(EVENT_TRANSFORM, 16s, 20s, 0, PHASE_ONE);
events.SetPhase(PHASE_ONE);
break;
}
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
uint8 _summonCountA;
uint8 _summonCountB;
ObjectGuid _triggersSideAGUID[5];
ObjectGuid _triggersSideBGUID[5];
};
/*######
@@ -340,95 +330,85 @@ Position const PosProwlerCenter[1] =
{ -11556.7f, -1631.344f, 41.2994f, 0.0f }
};
class npc_zulian_prowler : public CreatureScript
struct npc_zulian_prowler : public ScriptedAI
{
public: npc_zulian_prowler() : CreatureScript("npc_zulian_prowler") { }
npc_zulian_prowler(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript())
{
_sideData = 0;
}
struct npc_zulian_prowlerAI : public ScriptedAI
void Reset() override
{
if (me->GetPositionY() < -1625.0f)
_sideData = 1;
else
_sideData = 2;
DoCast(me, SPELL_SNEAK_RANK_1_1);
DoCast(me, SPELL_SNEAK_RANK_1_2);
if (Creature* arlokk = _instance->GetCreature(DATA_ARLOKK))
if (arlokk->IsAlive())
me->GetMotionMaster()->MovePoint(0, arlokk->GetPosition());
_events.ScheduleEvent(EVENT_ATTACK, 6s);
}
void JustEngagedWith(Unit* /*who*/) override
{
me->GetMotionMaster()->Clear();
me->RemoveAura(SPELL_SNEAK_RANK_1_1);
me->RemoveAura(SPELL_SNEAK_RANK_1_2);
}
void SpellHit(WorldObject* caster, SpellInfo const* spellInfo) override
{
Unit* unitCaster = caster->ToUnit();
if (!unitCaster)
return;
if (spellInfo->Id == SPELL_MARK_OF_ARLOKK_TRIGGER) // Should only hit if line of sight
me->Attack(unitCaster, true);
}
void JustDied(Unit* /*killer*/) override
{
if (Creature* arlokk = _instance->GetCreature(DATA_ARLOKK))
{
npc_zulian_prowlerAI(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript())
{
_sideData = 0;
}
void Reset() override
{
if (me->GetPositionY() < -1625.0f)
_sideData = 1;
else
_sideData = 2;
DoCast(me, SPELL_SNEAK_RANK_1_1);
DoCast(me, SPELL_SNEAK_RANK_1_2);
if (Creature* arlokk = _instance->GetCreature(DATA_ARLOKK))
if (arlokk->IsAlive())
me->GetMotionMaster()->MovePoint(0, arlokk->GetPosition());
_events.ScheduleEvent(EVENT_ATTACK, 6s);
}
void JustEngagedWith(Unit* /*who*/) override
{
me->GetMotionMaster()->Clear();
me->RemoveAura(SPELL_SNEAK_RANK_1_1);
me->RemoveAura(SPELL_SNEAK_RANK_1_2);
}
void SpellHit(WorldObject* caster, SpellInfo const* spellInfo) override
{
Unit* unitCaster = caster->ToUnit();
if (!unitCaster)
return;
if (spellInfo->Id == SPELL_MARK_OF_ARLOKK_TRIGGER) // Should only hit if line of sight
me->Attack(unitCaster, true);
}
void JustDied(Unit* /*killer*/) override
{
if (Creature* arlokk = _instance->GetCreature(DATA_ARLOKK))
{
if (arlokk->IsAlive())
arlokk->GetAI()->SetData(_sideData, 0);
}
me->DespawnOrUnsummon(4s);
}
void UpdateAI(uint32 diff) override
{
if (UpdateVictim())
{
DoMeleeAttackIfReady();
return;
}
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_ATTACK:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0.0f, 100, false))
me->Attack(target, true);
break;
default:
break;
}
}
}
private:
int32 _sideData;
EventMap _events;
InstanceScript* _instance;
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetZulGurubAI<npc_zulian_prowlerAI>(creature);
if (arlokk->IsAlive())
arlokk->GetAI()->SetData(_sideData, 0);
}
me->DespawnOrUnsummon(4s);
}
void UpdateAI(uint32 diff) override
{
if (UpdateVictim())
{
DoMeleeAttackIfReady();
return;
}
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_ATTACK:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0.0f, 100, false))
me->Attack(target, true);
break;
default:
break;
}
}
}
private:
int32 _sideData;
EventMap _events;
InstanceScript* _instance;
};
/*######
@@ -440,33 +420,22 @@ Position const PosSummonArlokk[1] =
{ -11507.22f, -1628.062f, 41.38264f, 3.159046f }
};
class go_gong_of_bethekk : public GameObjectScript
struct go_gong_of_bethekk : public GameObjectAI
{
public:
go_gong_of_bethekk() : GameObjectScript("go_gong_of_bethekk") { }
go_gong_of_bethekk(GameObject* go) : GameObjectAI(go) { }
struct go_gong_of_bethekkAI : public GameObjectAI
{
go_gong_of_bethekkAI(GameObject* go) : GameObjectAI(go) { }
bool OnGossipHello(Player* /*player*/) override
{
me->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->SendCustomAnim(0);
me->SummonCreature(NPC_ARLOKK, PosSummonArlokk[0], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10min);
return true;
}
};
GameObjectAI* GetAI(GameObject* go) const override
{
return GetZulGurubAI<go_gong_of_bethekkAI>(go);
}
bool OnGossipHello(Player* /*player*/) override
{
me->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
me->SendCustomAnim(0);
me->SummonCreature(NPC_ARLOKK, PosSummonArlokk[0], TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10min);
return true;
}
};
void AddSC_boss_arlokk()
{
new boss_arlokk();
new npc_zulian_prowler();
new go_gong_of_bethekk();
RegisterZulGurubCreatureAI(boss_arlokk);
RegisterZulGurubCreatureAI(npc_zulian_prowler);
RegisterZulGurubGameObjectAI(go_gong_of_bethekk);
}

View File

@@ -33,78 +33,67 @@ enum Events
EVENT_SLAM = 3
};
class boss_gahzranka : public CreatureScript // gahzranka
struct boss_gahzranka : public BossAI
{
public:
boss_gahzranka() : CreatureScript("boss_gahzranka") { }
boss_gahzranka(Creature* creature) : BossAI(creature, DATA_GAHZRANKA) { }
struct boss_gahzrankaAI : public BossAI
void Reset() override
{
_Reset();
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_FROSTBREATH, 8s);
events.ScheduleEvent(EVENT_MASSIVEGEYSER, 25s);
events.ScheduleEvent(EVENT_SLAM, 15s);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
boss_gahzrankaAI(Creature* creature) : BossAI(creature, DATA_GAHZRANKA) { }
void Reset() override
switch (eventId)
{
_Reset();
case EVENT_FROSTBREATH:
DoCastVictim(SPELL_FROSTBREATH, true);
events.ScheduleEvent(EVENT_FROSTBREATH, 7s, 11s);
break;
case EVENT_MASSIVEGEYSER:
DoCastVictim(SPELL_MASSIVEGEYSER, true);
events.ScheduleEvent(EVENT_MASSIVEGEYSER, 22s, 32s);
break;
case EVENT_SLAM:
DoCastVictim(SPELL_SLAM, true);
events.ScheduleEvent(EVENT_SLAM, 12s, 20s);
break;
default:
break;
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_FROSTBREATH, 8s);
events.ScheduleEvent(EVENT_MASSIVEGEYSER, 25s);
events.ScheduleEvent(EVENT_SLAM, 15s);
}
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_FROSTBREATH:
DoCastVictim(SPELL_FROSTBREATH, true);
events.ScheduleEvent(EVENT_FROSTBREATH, 7s, 11s);
break;
case EVENT_MASSIVEGEYSER:
DoCastVictim(SPELL_MASSIVEGEYSER, true);
events.ScheduleEvent(EVENT_MASSIVEGEYSER, 22s, 32s);
break;
case EVENT_SLAM:
DoCastVictim(SPELL_SLAM, true);
events.ScheduleEvent(EVENT_SLAM, 12s, 20s);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetZulGurubAI<boss_gahzrankaAI>(creature);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
};
void AddSC_boss_gahzranka()
{
new boss_gahzranka();
RegisterZulGurubCreatureAI(boss_gahzranka);
}

View File

@@ -31,81 +31,70 @@ enum Events
EVENT_GROUND_TREMOR = 2
};
class boss_grilek : public CreatureScript // grilek
struct boss_grilek : public BossAI
{
public:
boss_grilek() : CreatureScript("boss_grilek") { }
boss_grilek(Creature* creature) : BossAI(creature, DATA_EDGE_OF_MADNESS) { }
struct boss_grilekAI : public BossAI
void Reset() override
{
_Reset();
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_AVATAR, 15s, 25s);
events.ScheduleEvent(EVENT_GROUND_TREMOR, 15s, 25s);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
boss_grilekAI(Creature* creature) : BossAI(creature, DATA_EDGE_OF_MADNESS) { }
void Reset() override
switch (eventId)
{
_Reset();
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_AVATAR, 15s, 25s);
events.ScheduleEvent(EVENT_GROUND_TREMOR, 15s, 25s);
}
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_AVATAR:
DoCast(me, SPELL_AVATAR);
if (Unit* victim = me->GetVictim())
{
case EVENT_AVATAR:
DoCast(me, SPELL_AVATAR);
if (Unit* victim = me->GetVictim())
{
if (GetThreat(victim))
ModifyThreatByPercent(victim, -50);
}
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1))
AttackStart(target);
events.ScheduleEvent(EVENT_AVATAR, 25s, 35s);
break;
case EVENT_GROUND_TREMOR:
DoCastVictim(SPELL_GROUND_TREMOR, true);
events.ScheduleEvent(EVENT_GROUND_TREMOR, 12s, 16s);
break;
default:
break;
if (GetThreat(victim))
ModifyThreatByPercent(victim, -50);
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1))
AttackStart(target);
events.ScheduleEvent(EVENT_AVATAR, 25s, 35s);
break;
case EVENT_GROUND_TREMOR:
DoCastVictim(SPELL_GROUND_TREMOR, true);
events.ScheduleEvent(EVENT_GROUND_TREMOR, 12s, 16s);
break;
default:
break;
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetZulGurubAI<boss_grilekAI>(creature);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
};
void AddSC_boss_grilek()
{
new boss_grilek();
RegisterZulGurubCreatureAI(boss_grilek);
}

View File

@@ -83,4 +83,7 @@ inline AI* GetZulGurubAI(T* obj)
return GetInstanceAI<AI>(obj, ZGScriptName);
}
#define RegisterZulGurubCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetZulGurubAI)
#define RegisterZulGurubGameObjectAI(ai_name) RegisterGameObjectAIWithFactory(ai_name, GetZulGurubAI)
#endif