Scripts/HallsOfLightning: Implement Loken's intro speech and rewrite boss script to EventMaps/BossAI

(cherry picked from commit d417e92930)
This commit is contained in:
Nyeriah
2014-12-15 15:54:26 -02:00
parent 58aca0da81
commit 4d228c2cce

View File

@@ -28,7 +28,7 @@ EndScriptData */
#include "SpellScript.h"
#include "halls_of_lightning.h"
enum Yells
enum Texts
{
SAY_INTRO_1 = 0,
SAY_INTRO_2 = 1,
@@ -51,6 +51,21 @@ enum Spells
SPELL_PULSING_SHOCKWAVE_AURA = 59414
};
enum Events
{
EVENT_ARC_LIGHTNING = 1,
EVENT_LIGHTNING_NOVA,
EVENT_RESUME_PULSING_SHOCKWAVE,
EVENT_INTRO_DIALOGUE
};
enum Phases
{
// Phases are used to allow executing the intro event while UpdateVictim() returns false and convenience.
PHASE_INTRO = 1,
PHASE_NORMAL
};
enum Misc
{
ACHIEV_TIMELY_DEATH_START_EVENT = 20384
@@ -65,58 +80,41 @@ class boss_loken : public CreatureScript
public:
boss_loken() : CreatureScript("boss_loken") { }
CreatureAI* GetAI(Creature* creature) const override
struct boss_lokenAI : public BossAI
{
return GetInstanceAI<boss_lokenAI>(creature);
}
struct boss_lokenAI : public ScriptedAI
{
boss_lokenAI(Creature* creature) : ScriptedAI(creature)
boss_lokenAI(Creature* creature) : BossAI(creature, DATA_LOKEN)
{
Initialize();
instance = creature->GetInstanceScript();
_isIntroDone = false;
}
void Initialize()
{
m_uiArcLightning_Timer = 15000;
m_uiLightningNova_Timer = 20000;
m_uiResumePulsingShockwave_Timer = 1000;
m_uiHealthAmountModifier = 1;
_healthAmountModifier = 1;
}
InstanceScript* instance;
uint32 m_uiArcLightning_Timer;
uint32 m_uiLightningNova_Timer;
uint32 m_uiResumePulsingShockwave_Timer;
uint32 m_uiHealthAmountModifier;
void Reset() override
{
Initialize();
instance->SetBossState(DATA_LOKEN, NOT_STARTED);
_Reset();
instance->DoStopTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEV_TIMELY_DEATH_START_EVENT);
}
void EnterCombat(Unit* /*who*/) override
{
_EnterCombat();
Talk(SAY_AGGRO);
instance->SetBossState(DATA_LOKEN, IN_PROGRESS);
events.SetPhase(PHASE_NORMAL);
events.ScheduleEvent(EVENT_ARC_LIGHTNING, 15000);
events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 20000);
events.ScheduleEvent(EVENT_RESUME_PULSING_SHOCKWAVE, 1000);
instance->DoStartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEV_TIMELY_DEATH_START_EVENT);
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
instance->SetBossState(DATA_LOKEN, DONE);
instance->DoRemoveAurasDueToSpellOnPlayers(SPELL_PULSING_SHOCKWAVE_AURA);
_JustDied();
}
void KilledUnit(Unit* who) override
@@ -125,66 +123,89 @@ public:
Talk(SAY_SLAY);
}
void UpdateAI(uint32 uiDiff) override
void MoveInLineOfSight(Unit* who) override
{
//Return since we have no target
if (!UpdateVictim())
if (!_isIntroDone && me->IsValidAttackTarget(who) && me->IsWithinDistInMap(who, 40.0f))
{
_isIntroDone = true;
Talk(SAY_INTRO_1);
events.ScheduleEvent(EVENT_INTRO_DIALOGUE, 20000, 0, PHASE_INTRO);
}
BossAI::MoveInLineOfSight(who);
}
void UpdateAI(uint32 diff) override
{
if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
return;
if (m_uiResumePulsingShockwave_Timer)
events.Update(diff);
while (uint32 eventId = events.ExecuteEvent())
{
if (m_uiResumePulsingShockwave_Timer <= uiDiff)
switch (eventId)
{
DoCast(me, SPELL_PULSING_SHOCKWAVE_AURA, true);
me->ClearUnitState(UNIT_STATE_CASTING); // this flag breaks movement
DoCast(me, SPELL_PULSING_SHOCKWAVE, true);
m_uiResumePulsingShockwave_Timer = 0;
case EVENT_ARC_LIGHTNING:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
DoCast(target, SPELL_ARC_LIGHTNING);
events.ScheduleEvent(EVENT_ARC_LIGHTNING, urand(15000, 16000));
break;
case EVENT_LIGHTNING_NOVA:
Talk(SAY_NOVA);
Talk(EMOTE_NOVA);
DoCastAOE(SPELL_LIGHTNING_NOVA);
me->RemoveAurasDueToSpell(sSpellMgr->GetSpellIdForDifficulty(SPELL_PULSING_SHOCKWAVE, me));
events.ScheduleEvent(EVENT_RESUME_PULSING_SHOCKWAVE, DUNGEON_MODE(5000, 4000)); // Pause Pulsing Shockwave aura
events.ScheduleEvent(EVENT_LIGHTNING_NOVA, urand(20000, 21000));
break;
case EVENT_RESUME_PULSING_SHOCKWAVE:
DoCast(me, SPELL_PULSING_SHOCKWAVE_AURA, true);
me->ClearUnitState(UNIT_STATE_CASTING); // This flag breaks movement.
DoCast(me, SPELL_PULSING_SHOCKWAVE, true);
break;
case EVENT_INTRO_DIALOGUE:
Talk(SAY_INTRO_2);
events.SetPhase(PHASE_NORMAL);
break;
default:
break;
}
else
m_uiResumePulsingShockwave_Timer -= uiDiff;
}
if (m_uiArcLightning_Timer <= uiDiff)
{
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
DoCast(target, SPELL_ARC_LIGHTNING);
m_uiArcLightning_Timer = urand(15000, 16000);
}
else
m_uiArcLightning_Timer -= uiDiff;
if (m_uiLightningNova_Timer <= uiDiff)
{
Talk(SAY_NOVA);
Talk(EMOTE_NOVA);
DoCast(me, SPELL_LIGHTNING_NOVA);
me->RemoveAurasDueToSpell(sSpellMgr->GetSpellIdForDifficulty(SPELL_PULSING_SHOCKWAVE, me));
m_uiResumePulsingShockwave_Timer = DUNGEON_MODE(5000, 4000); // Pause Pulsing Shockwave aura
m_uiLightningNova_Timer = urand(20000, 21000);
}
else
m_uiLightningNova_Timer -= uiDiff;
// Health check
if (HealthBelowPct(100 - 25 * m_uiHealthAmountModifier))
{
switch (m_uiHealthAmountModifier)
{
case 1: Talk(SAY_75HEALTH); break;
case 2: Talk(SAY_50HEALTH); break;
case 3: Talk(SAY_25HEALTH); break;
}
++m_uiHealthAmountModifier;
}
DoMeleeAttackIfReady();
}
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
{
if (me->HealthBelowPctDamaged(100 - 25 * _healthAmountModifier, damage))
{
switch (_healthAmountModifier)
{
case 1:
Talk(SAY_75HEALTH);
break;
case 2:
Talk(SAY_50HEALTH);
break;
case 3:
Talk(SAY_25HEALTH);
break;
default:
break;
}
++_healthAmountModifier;
}
}
private:
uint32 _healthAmountModifier;
bool _isIntroDone;
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetInstanceAI<boss_lokenAI>(creature);
}
};
class spell_loken_pulsing_shockwave : public SpellScriptLoader