Scripts/HoL: Update Volkhan to new model (#26431)

This commit is contained in:
offl
2021-04-20 17:34:36 +03:00
committed by GitHub
parent 3f1fc262ac
commit 463765ebae

View File

@@ -86,406 +86,384 @@ enum Phases
/*######
## Boss Volkhan
######*/
class boss_volkhan : public CreatureScript
struct boss_volkhan : public BossAI
{
public:
boss_volkhan() : CreatureScript("boss_volkhan") { }
struct boss_volkhanAI : public BossAI
boss_volkhan(Creature* creature) : BossAI(creature, DATA_VOLKHAN)
{
boss_volkhanAI(Creature* creature) : BossAI(creature, DATA_VOLKHAN)
Initialize();
}
void Initialize()
{
m_bIsStriking = false;
m_bHasTemper = false;
m_bCanShatterGolem = false;
m_uiDelay_Timer = 1000;
m_uiSummonPhase = 0;
GolemsShattered = 0;
m_uiHealthAmountModifier = 1;
}
void Reset() override
{
Initialize();
_Reset();
DespawnGolem();
m_lGolemGUIDList.clear();
events.SetPhase(PHASE_INTRO);
events.ScheduleEvent(EVENT_FORGE_CAST, 2s, 0, PHASE_INTRO);
}
void JustEngagedWith(Unit* who) override
{
Talk(SAY_AGGRO);
events.SetPhase(PHASE_NORMAL);
events.ScheduleEvent(EVENT_PAUSE, 3500ms, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 0s, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTER, 5s, 0, PHASE_NORMAL);
BossAI::JustEngagedWith(who);
}
void AttackStart(Unit* who) override
{
if (me->Attack(who, true))
{
Initialize();
AddThreat(who, 0.0f);
me->SetInCombatWith(who);
who->SetInCombatWith(me);
if (!m_bHasTemper)
me->GetMotionMaster()->MoveChase(who);
}
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
DespawnGolem();
_JustDied();
}
void KilledUnit(Unit* who) override
{
if (who->GetTypeId() == TYPEID_PLAYER)
Talk(SAY_SLAY);
}
void DespawnGolem()
{
if (m_lGolemGUIDList.empty())
return;
for (ObjectGuid guid : m_lGolemGUIDList)
{
if (Creature* temp = ObjectAccessor::GetCreature(*me, guid))
if (temp->IsAlive())
temp->DespawnOrUnsummon();
}
void Initialize()
{
m_bIsStriking = false;
m_bHasTemper = false;
m_bCanShatterGolem = false;
m_uiDelay_Timer = 1000;
m_uiSummonPhase = 0;
GolemsShattered = 0;
m_lGolemGUIDList.clear();
}
m_uiHealthAmountModifier = 1;
}
void ShatterGolem()
{
if (m_lGolemGUIDList.empty())
return;
void Reset() override
for (ObjectGuid guid : m_lGolemGUIDList)
{
Initialize();
_Reset();
DespawnGolem();
m_lGolemGUIDList.clear();
events.SetPhase(PHASE_INTRO);
events.ScheduleEvent(EVENT_FORGE_CAST, 2s, 0, PHASE_INTRO);
}
void JustEngagedWith(Unit* who) override
{
Talk(SAY_AGGRO);
events.SetPhase(PHASE_NORMAL);
events.ScheduleEvent(EVENT_PAUSE, 3500ms, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 0s, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTER, 5s, 0, PHASE_NORMAL);
BossAI::JustEngagedWith(who);
}
void AttackStart(Unit* who) override
{
if (me->Attack(who, true))
if (Creature* temp = ObjectAccessor::GetCreature(*me, guid))
{
AddThreat(who, 0.0f);
me->SetInCombatWith(who);
who->SetInCombatWith(me);
if (!m_bHasTemper)
me->GetMotionMaster()->MoveChase(who);
}
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
DespawnGolem();
_JustDied();
}
void KilledUnit(Unit* who) override
{
if (who->GetTypeId() == TYPEID_PLAYER)
Talk(SAY_SLAY);
}
void DespawnGolem()
{
if (m_lGolemGUIDList.empty())
return;
for (ObjectGuid guid : m_lGolemGUIDList)
{
if (Creature* temp = ObjectAccessor::GetCreature(*me, guid))
if (temp->IsAlive())
temp->DespawnOrUnsummon();
}
m_lGolemGUIDList.clear();
}
void ShatterGolem()
{
if (m_lGolemGUIDList.empty())
return;
for (ObjectGuid guid : m_lGolemGUIDList)
{
if (Creature* temp = ObjectAccessor::GetCreature(*me, guid))
// Only shatter brittle golems
if (temp->IsAlive() && temp->GetEntry() == NPC_BRITTLE_GOLEM)
{
// Only shatter brittle golems
if (temp->IsAlive() && temp->GetEntry() == NPC_BRITTLE_GOLEM)
temp->CastSpell(temp, SPELL_SHATTER, false);
GolemsShattered += 1;
}
}
}
}
void JustSummoned(Creature* summoned) override
{
if (summoned->GetEntry() == NPC_MOLTEN_GOLEM)
{
m_lGolemGUIDList.push_back(summoned->GetGUID());
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
summoned->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
// Why healing when just summoned?
summoned->CastSpell(summoned, SPELL_HEAT, CastSpellExtraArgs().SetOriginalCaster(me->GetGUID()));
}
}
void MovementInform(uint32 type, uint32 data) override
{
if (type == POINT_MOTION_TYPE && data == EVENT_FORGE_CAST)
{
if (m_uiSummonPhase == 2)
{
me->SetOrientation(2.29f);
m_uiSummonPhase = 3;
}
}
}
uint32 GetData(uint32 data) const override
{
if (data == DATA_SHATTER_RESISTANT)
return GolemsShattered;
return 0;
}
void UpdateAI(uint32 diff) override
{
// Return since we have no target and are in CombatPhase
if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_PAUSE:
if (m_bIsStriking)
{
temp->CastSpell(temp, SPELL_SHATTER, false);
GolemsShattered += 1;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
if (me->GetVictim())
me->GetMotionMaster()->MoveChase(me->GetVictim());
m_bHasTemper = false;
m_bIsStriking = false;
events.ScheduleEvent(EVENT_PAUSE, 3500ms, 0, PHASE_NORMAL);
}
}
break;
case EVENT_SHATTERING_STOMP:
if (!m_bHasTemper && m_uiHealthAmountModifier >= 3)
{
// Should he stomp even if he has no brittle golem to shatter?
Talk(SAY_STOMP);
DoCast(me, SPELL_SHATTERING_STOMP);
Talk(EMOTE_SHATTER);
m_bCanShatterGolem = true;
}
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 30s, 0, PHASE_NORMAL);
break;
case EVENT_SHATTER:
if (m_bCanShatterGolem)
{
ShatterGolem();
events.ScheduleEvent(EVENT_SHATTER, 3s, 0, PHASE_NORMAL);
m_bCanShatterGolem = false;
}
break;
case EVENT_FORGE_CAST:
DoCast(me, SPELL_FORGE_VISUAL);
events.ScheduleEvent(EVENT_FORGE_CAST, 15s, 0, PHASE_INTRO);
break;
default:
break;
}
}
void JustSummoned(Creature* summoned) override
{
if (summoned->GetEntry() == NPC_MOLTEN_GOLEM)
{
m_lGolemGUIDList.push_back(summoned->GetGUID());
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
summoned->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
// Why healing when just summoned?
summoned->CastSpell(summoned, SPELL_HEAT, CastSpellExtraArgs().SetOriginalCaster(me->GetGUID()));
}
}
void MovementInform(uint32 type, uint32 data) override
{
if (type == POINT_MOTION_TYPE && data == EVENT_FORGE_CAST)
{
if (m_uiSummonPhase == 2)
{
me->SetOrientation(2.29f);
m_uiSummonPhase = 3;
}
}
}
uint32 GetData(uint32 data) const override
{
if (data == DATA_SHATTER_RESISTANT)
return GolemsShattered;
return 0;
}
void UpdateAI(uint32 diff) override
{
// Return since we have no target and are in CombatPhase
if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_PAUSE:
if (m_bIsStriking)
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
if (me->GetVictim())
me->GetMotionMaster()->MoveChase(me->GetVictim());
m_bHasTemper = false;
m_bIsStriking = false;
events.ScheduleEvent(EVENT_PAUSE, 3500ms, 0, PHASE_NORMAL);
}
break;
case EVENT_SHATTERING_STOMP:
if (!m_bHasTemper && m_uiHealthAmountModifier >= 3)
{
// Should he stomp even if he has no brittle golem to shatter?
Talk(SAY_STOMP);
DoCast(me, SPELL_SHATTERING_STOMP);
Talk(EMOTE_SHATTER);
m_bCanShatterGolem = true;
}
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 30s, 0, PHASE_NORMAL);
break;
case EVENT_SHATTER:
if (m_bCanShatterGolem)
{
ShatterGolem();
events.ScheduleEvent(EVENT_SHATTER, 3s, 0, PHASE_NORMAL);
m_bCanShatterGolem = false;
}
break;
case EVENT_FORGE_CAST:
DoCast(me, SPELL_FORGE_VISUAL);
events.ScheduleEvent(EVENT_FORGE_CAST, 15s, 0, PHASE_INTRO);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
// All the events below happen during the PHASE_NORMAL phase and shouldn't be executed before that
if (!events.IsInPhase(PHASE_NORMAL))
return;
// Health check
if (!m_bCanShatterGolem && me->HealthBelowPct(100 - 20 * m_uiHealthAmountModifier))
{
++m_uiHealthAmountModifier;
if (me->IsNonMeleeSpellCast(false))
me->InterruptNonMeleeSpells(false);
Talk(SAY_FORGE);
m_bHasTemper = true;
m_uiSummonPhase = 1;
}
switch (m_uiSummonPhase)
{
case 1:
// 1 - Start run to Anvil
Talk(EMOTE_TO_ANVIL);
me->GetMotionMaster()->MovePoint(EVENT_FORGE_CAST, me->GetHomePosition());
m_uiSummonPhase = 2; // Set Next Phase
break;
case 2:
// 2 - Check if reached Anvil
// This is handled in: void MovementInform(uint32, uint32) override
break;
case 3:
// 3 - Cast Temper on the Anvil
if (Unit* target = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
{
me->SetOrientation(2.29f);
DoCast(target, SPELL_TEMPER, false);
DoCast(target, SPELL_TEMPER_DUMMY, false);
}
m_uiDelay_Timer = 1000; // Delay 2 seconds before next phase can begin
m_uiSummonPhase = 4; // Set Next Phase
break;
case 4:
// 4 - Wait for delay to expire
if (m_uiDelay_Timer <= diff)
{
if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, 0))
{
me->SetReactState(REACT_AGGRESSIVE);
me->SetInCombatWith(target);
me->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
}
m_uiSummonPhase = 5;
}
else
m_uiDelay_Timer -= diff;
break;
case 5:
// 5 - Spawn the Golems
if (Creature* creatureTarget = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
for (uint8 i = 0; i < MAX_GOLEM; ++i)
me->CastSpell(creatureTarget, SPELL_SUMMON_MOLTEN_GOLEM, true);
m_bIsStriking = true;
m_uiSummonPhase = 0; // Reset back to Phase 0 for next time
break;
}
DoMeleeAttackIfReady();
}
private:
GuidList m_lGolemGUIDList;
uint32 m_uiHealthAmountModifier;
uint8 GolemsShattered;
uint32 m_uiDelay_Timer;
uint32 m_uiSummonPhase;
// All the events below happen during the PHASE_NORMAL phase and shouldn't be executed before that
if (!events.IsInPhase(PHASE_NORMAL))
return;
bool m_bHasTemper;
bool m_bIsStriking;
bool m_bCanShatterGolem;
};
// Health check
if (!m_bCanShatterGolem && me->HealthBelowPct(100 - 20 * m_uiHealthAmountModifier))
{
++m_uiHealthAmountModifier;
CreatureAI* GetAI(Creature* creature) const override
{
return GetHallsOfLightningAI<boss_volkhanAI>(creature);
if (me->IsNonMeleeSpellCast(false))
me->InterruptNonMeleeSpells(false);
Talk(SAY_FORGE);
m_bHasTemper = true;
m_uiSummonPhase = 1;
}
switch (m_uiSummonPhase)
{
case 1:
// 1 - Start run to Anvil
Talk(EMOTE_TO_ANVIL);
me->GetMotionMaster()->MovePoint(EVENT_FORGE_CAST, me->GetHomePosition());
m_uiSummonPhase = 2; // Set Next Phase
break;
case 2:
// 2 - Check if reached Anvil
// This is handled in: void MovementInform(uint32, uint32) override
break;
case 3:
// 3 - Cast Temper on the Anvil
if (Unit* target = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
{
me->SetOrientation(2.29f);
DoCast(target, SPELL_TEMPER, false);
DoCast(target, SPELL_TEMPER_DUMMY, false);
}
m_uiDelay_Timer = 1000; // Delay 2 seconds before next phase can begin
m_uiSummonPhase = 4; // Set Next Phase
break;
case 4:
// 4 - Wait for delay to expire
if (m_uiDelay_Timer <= diff)
{
if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, 0))
{
me->SetReactState(REACT_AGGRESSIVE);
me->SetInCombatWith(target);
me->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
}
m_uiSummonPhase = 5;
}
else
m_uiDelay_Timer -= diff;
break;
case 5:
// 5 - Spawn the Golems
if (Creature* creatureTarget = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
for (uint8 i = 0; i < MAX_GOLEM; ++i)
me->CastSpell(creatureTarget, SPELL_SUMMON_MOLTEN_GOLEM, true);
m_bIsStriking = true;
m_uiSummonPhase = 0; // Reset back to Phase 0 for next time
break;
}
DoMeleeAttackIfReady();
}
private:
GuidList m_lGolemGUIDList;
uint32 m_uiHealthAmountModifier;
uint8 GolemsShattered;
uint32 m_uiDelay_Timer;
uint32 m_uiSummonPhase;
bool m_bHasTemper;
bool m_bIsStriking;
bool m_bCanShatterGolem;
};
/*######
## npc_molten_golem
######*/
class npc_molten_golem : public CreatureScript
struct npc_molten_golem : public ScriptedAI
{
public:
npc_molten_golem() : CreatureScript("npc_molten_golem") { }
CreatureAI* GetAI(Creature* creature) const override
npc_molten_golem(Creature* creature) : ScriptedAI(creature)
{
return GetHallsOfLightningAI<npc_molten_golemAI>(creature);
Initialize();
}
struct npc_molten_golemAI : public ScriptedAI
void Initialize()
{
npc_molten_golemAI(Creature* creature) : ScriptedAI(creature)
m_bIsFrozen = false;
events.ScheduleEvent(EVENT_BLAST, 20s);
events.ScheduleEvent(EVENT_IMMOLATION, 5s);
}
bool m_bIsFrozen;
void Reset() override
{
Initialize();
}
void AttackStart(Unit* who) override
{
if (me->Attack(who, true))
{
Initialize();
AddThreat(who, 0.0f);
me->SetInCombatWith(who);
who->SetInCombatWith(me);
if (!m_bIsFrozen)
me->GetMotionMaster()->MoveChase(who);
}
}
void Initialize()
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
{
if (damage >= me->GetHealth())
{
m_bIsFrozen = false;
events.ScheduleEvent(EVENT_BLAST, 20s);
events.ScheduleEvent(EVENT_IMMOLATION, 5s);
me->UpdateEntry(NPC_BRITTLE_GOLEM);
me->SetHealth(1);
damage = 0;
me->RemoveAllAuras();
me->AttackStop();
// me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); // Set in DB
// me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); // Set in DB
if (me->IsNonMeleeSpellCast(false))
me->InterruptNonMeleeSpells(false);
me->GetMotionMaster()->Clear();
m_bIsFrozen = true;
}
}
bool m_bIsFrozen;
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
// This is the dummy effect of the spells
if (spellInfo->Id == sSpellMgr->GetSpellIdForDifficulty(SPELL_SHATTER, me))
if (me->GetEntry() == NPC_BRITTLE_GOLEM)
me->DespawnOrUnsummon();
}
void Reset() override
void UpdateAI(uint32 diff) override
{
// Return since we have no target or if we are frozen
if (!UpdateVictim() || m_bIsFrozen)
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
Initialize();
}
void AttackStart(Unit* who) override
{
if (me->Attack(who, true))
switch (eventId)
{
AddThreat(who, 0.0f);
me->SetInCombatWith(who);
who->SetInCombatWith(me);
if (!m_bIsFrozen)
me->GetMotionMaster()->MoveChase(who);
case EVENT_BLAST:
DoCast(me, SPELL_BLAST_WAVE);
events.ScheduleEvent(EVENT_BLAST, 20s);
break;
case EVENT_IMMOLATION:
DoCastVictim(SPELL_IMMOLATION_STRIKE);
events.ScheduleEvent(EVENT_BLAST, 5s);
break;
default:
break;
}
}
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
{
if (damage >= me->GetHealth())
{
me->UpdateEntry(NPC_BRITTLE_GOLEM);
me->SetHealth(1);
damage = 0;
me->RemoveAllAuras();
me->AttackStop();
// me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); // Set in DB
// me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); // Set in DB
if (me->IsNonMeleeSpellCast(false))
me->InterruptNonMeleeSpells(false);
me->GetMotionMaster()->Clear();
m_bIsFrozen = true;
}
}
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
// This is the dummy effect of the spells
if (spellInfo->Id == sSpellMgr->GetSpellIdForDifficulty(SPELL_SHATTER, me))
if (me->GetEntry() == NPC_BRITTLE_GOLEM)
me->DespawnOrUnsummon();
}
void UpdateAI(uint32 diff) override
{
// Return since we have no target or if we are frozen
if (!UpdateVictim() || m_bIsFrozen)
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_BLAST:
DoCast(me, SPELL_BLAST_WAVE);
events.ScheduleEvent(EVENT_BLAST, 20s);
break;
case EVENT_IMMOLATION:
DoCastVictim(SPELL_IMMOLATION_STRIKE);
events.ScheduleEvent(EVENT_BLAST, 5s);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
EventMap events;
};
DoMeleeAttackIfReady();
}
private:
EventMap events;
};
class achievement_shatter_resistant : public AchievementCriteriaScript
@@ -501,7 +479,7 @@ class achievement_shatter_resistant : public AchievementCriteriaScript
void AddSC_boss_volkhan()
{
new boss_volkhan();
new npc_molten_golem();
RegisterHallsOfLightningCreatureAI(boss_volkhan);
RegisterHallsOfLightningCreatureAI(npc_molten_golem);
new achievement_shatter_resistant();
}