mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-26 03:42:37 +01:00
@@ -60,50 +60,42 @@ enum eEnums
|
||||
|
||||
struct boss_ionarAI : public ScriptedAI
|
||||
{
|
||||
boss_ionarAI(Creature *pCreature) : ScriptedAI(pCreature)
|
||||
boss_ionarAI(Creature *pCreature) : ScriptedAI(pCreature), m_sparkList(pCreature)
|
||||
{
|
||||
m_pInstance = pCreature->GetInstanceData();
|
||||
}
|
||||
|
||||
ScriptedInstance* m_pInstance;
|
||||
|
||||
std::list<uint64> m_lSparkGUIDList;
|
||||
SummonList m_sparkList;
|
||||
|
||||
bool m_bIsSplitPhase;
|
||||
uint32 m_uiSplit_Timer;
|
||||
uint32 m_uiSparkAtHomeCount;
|
||||
uint32 m_uiSplitTimer;
|
||||
|
||||
uint32 m_uiStaticOverload_Timer;
|
||||
uint32 m_uiBallLightning_Timer;
|
||||
uint32 m_uiStaticOverloadTimer;
|
||||
uint32 m_uiBallLightningTimer;
|
||||
|
||||
uint32 m_uiHealthAmountModifier;
|
||||
|
||||
void Reset()
|
||||
{
|
||||
m_lSparkGUIDList.clear();
|
||||
m_sparkList.DespawnAll();
|
||||
|
||||
m_bIsSplitPhase = true;
|
||||
m_uiSplit_Timer = 25000;
|
||||
m_uiSparkAtHomeCount = 0;
|
||||
m_uiSplitTimer = 25000;
|
||||
|
||||
m_uiStaticOverload_Timer = 5000 + rand()%1000;
|
||||
m_uiBallLightning_Timer = 10000 + rand()%1000;
|
||||
m_uiStaticOverloadTimer = urand(5000, 6000);
|
||||
m_uiBallLightningTimer = urand(10000, 11000);
|
||||
|
||||
m_uiHealthAmountModifier = 1;
|
||||
|
||||
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_DISABLE_MOVE);
|
||||
|
||||
if (m_creature->GetVisibility() == VISIBILITY_OFF)
|
||||
m_creature->SetVisibility(VISIBILITY_ON);
|
||||
}
|
||||
|
||||
void AttackedBy(Unit* pAttacker)
|
||||
{
|
||||
if (m_creature->getVictim())
|
||||
return;
|
||||
|
||||
if (m_creature->GetVisibility() == VISIBILITY_OFF)
|
||||
return;
|
||||
|
||||
AttackStart(pAttacker);
|
||||
if (m_pInstance)
|
||||
m_pInstance->SetData(TYPE_IONAR, NOT_STARTED);
|
||||
}
|
||||
|
||||
void EnterCombat(Unit* who)
|
||||
@@ -114,29 +106,11 @@ struct boss_ionarAI : public ScriptedAI
|
||||
m_pInstance->SetData(TYPE_IONAR, IN_PROGRESS);
|
||||
}
|
||||
|
||||
void JustReachedHome()
|
||||
{
|
||||
if (m_pInstance)
|
||||
m_pInstance->SetData(TYPE_IONAR, NOT_STARTED);
|
||||
}
|
||||
|
||||
void AttackStart(Unit* pWho)
|
||||
{
|
||||
if (m_creature->Attack(pWho, true))
|
||||
{
|
||||
m_creature->AddThreat(pWho, 0.0f);
|
||||
m_creature->SetInCombatWith(pWho);
|
||||
pWho->SetInCombatWith(m_creature);
|
||||
|
||||
if (m_creature->GetVisibility() != VISIBILITY_OFF)
|
||||
m_creature->GetMotionMaster()->MoveChase(pWho);
|
||||
}
|
||||
}
|
||||
|
||||
void JustDied(Unit* killer)
|
||||
{
|
||||
DoScriptText(SAY_DEATH, m_creature);
|
||||
DespawnSpark();
|
||||
|
||||
m_sparkList.DespawnAll();
|
||||
|
||||
if (m_pInstance)
|
||||
m_pInstance->SetData(TYPE_IONAR, DONE);
|
||||
@@ -147,92 +121,74 @@ struct boss_ionarAI : public ScriptedAI
|
||||
DoScriptText(RAND(SAY_SLAY_1,SAY_SLAY_2,SAY_SLAY_3), m_creature);
|
||||
}
|
||||
|
||||
void DespawnSpark()
|
||||
{
|
||||
if (m_lSparkGUIDList.empty())
|
||||
return;
|
||||
|
||||
for (std::list<uint64>::const_iterator itr = m_lSparkGUIDList.begin(); itr != m_lSparkGUIDList.end(); ++itr)
|
||||
{
|
||||
if (Creature* pTemp = m_creature->GetMap()->GetCreature(*itr))
|
||||
{
|
||||
if (pTemp->isAlive())
|
||||
pTemp->ForcedDespawn();
|
||||
}
|
||||
}
|
||||
m_lSparkGUIDList.clear();
|
||||
}
|
||||
|
||||
//make sparks come back
|
||||
void CallBackSparks()
|
||||
{
|
||||
//should never be empty here, but check
|
||||
if (m_lSparkGUIDList.empty())
|
||||
if (m_sparkList.empty())
|
||||
return;
|
||||
|
||||
Position pos;
|
||||
m_creature->GetPosition(&pos);
|
||||
|
||||
for (std::list<uint64>::const_iterator itr = m_lSparkGUIDList.begin(); itr != m_lSparkGUIDList.end(); ++itr)
|
||||
for (std::list<uint64>::const_iterator itr = m_sparkList.begin(); itr != m_sparkList.end(); ++itr)
|
||||
{
|
||||
if (Creature* pSpark = Unit::GetCreature(*m_creature, *itr))
|
||||
{
|
||||
if (pSpark->isAlive())
|
||||
{
|
||||
// Interrupt attack to prevent further attacking player
|
||||
pSpark->AttackStop();
|
||||
|
||||
if (pSpark->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
||||
pSpark->GetMotionMaster()->MovementExpired();
|
||||
|
||||
//now handle by db
|
||||
//pSpark->SetSpeed(MOVE_RUN, pSpark->GetCreatureInfo()->speed * 2);
|
||||
pSpark->SetSpeed(MOVE_RUN, 2.0f);
|
||||
pSpark->GetMotionMaster()->Clear();
|
||||
pSpark->GetMotionMaster()->MovePoint(POINT_CALLBACK, pos);
|
||||
}
|
||||
else
|
||||
pSpark->ForcedDespawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RegisterSparkAtHome()
|
||||
void DamageTaken(Unit *pDoneBy, uint32 &uiDamage)
|
||||
{
|
||||
++m_uiSparkAtHomeCount;
|
||||
if (m_creature->GetVisibility() == VISIBILITY_OFF)
|
||||
uiDamage = 0;
|
||||
}
|
||||
|
||||
void JustSummoned(Creature* pSummoned)
|
||||
{
|
||||
if (pSummoned->GetEntry() == NPC_SPARK_OF_IONAR)
|
||||
{
|
||||
m_sparkList.Summon(pSummoned);
|
||||
|
||||
pSummoned->CastSpell(pSummoned, DUNGEON_MODE(SPELL_SPARK_VISUAL_TRIGGER_N,SPELL_SPARK_VISUAL_TRIGGER_H), true);
|
||||
|
||||
// You can do nothing against these npcs but only run away!
|
||||
// They must never get damage at all!
|
||||
pSummoned->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_NORMAL, true);
|
||||
pSummoned->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, true);
|
||||
|
||||
Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
|
||||
|
||||
if (m_creature->getVictim())
|
||||
pSummoned->AI()->AttackStart(pTarget ? pTarget : m_creature->getVictim());
|
||||
|
||||
m_lSparkGUIDList.push_back(pSummoned->GetGUID());
|
||||
if (pTarget)
|
||||
{
|
||||
pSummoned->SetInCombatWith(pTarget);
|
||||
pSummoned->GetMotionMaster()->Clear();
|
||||
pSummoned->GetMotionMaster()->MoveFollow(pTarget, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SummonedCreatureDespawn(Creature *pSummoned)
|
||||
{
|
||||
if (pSummoned->GetEntry() == NPC_SPARK_OF_IONAR)
|
||||
m_sparkList.Despawn(pSummoned);
|
||||
}
|
||||
|
||||
void UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
//Return since we have no target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
// Splitted
|
||||
if (m_creature->GetVisibility() == VISIBILITY_OFF)
|
||||
{
|
||||
// Reset if there is no target anymore!
|
||||
if (!UpdateVictim())
|
||||
if (m_uiSplitTimer <= uiDiff)
|
||||
{
|
||||
DespawnSpark();
|
||||
EnterEvadeMode();
|
||||
}
|
||||
|
||||
if (m_uiSplit_Timer <= uiDiff)
|
||||
{
|
||||
m_uiSplit_Timer = 2500;
|
||||
m_uiSplitTimer = 2500;
|
||||
|
||||
// Return sparks to where Ionar splitted
|
||||
if (m_bIsSplitPhase)
|
||||
@@ -241,57 +197,46 @@ struct boss_ionarAI : public ScriptedAI
|
||||
m_bIsSplitPhase = false;
|
||||
}
|
||||
// Lightning effect and restore Ionar
|
||||
else if (m_uiSparkAtHomeCount == MAX_SPARKS)
|
||||
else if (m_sparkList.empty())
|
||||
{
|
||||
m_creature->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_NORMAL, false);
|
||||
m_creature->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, false);
|
||||
m_creature->SetVisibility(VISIBILITY_ON);
|
||||
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_DISABLE_MOVE);
|
||||
|
||||
DoCast(m_creature, SPELL_SPARK_DESPAWN, false);
|
||||
|
||||
DespawnSpark();
|
||||
|
||||
m_uiSparkAtHomeCount = 0;
|
||||
m_uiSplit_Timer = 25000;
|
||||
m_uiSplitTimer = 25000;
|
||||
m_bIsSplitPhase = true;
|
||||
|
||||
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
|
||||
{
|
||||
if (m_creature->getVictim())
|
||||
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
|
||||
}
|
||||
if (m_creature->getVictim())
|
||||
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim());
|
||||
}
|
||||
}
|
||||
else
|
||||
m_uiSplit_Timer -= uiDiff;
|
||||
m_uiSplitTimer -= uiDiff;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//Return since we have no target
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (m_uiStaticOverload_Timer <= uiDiff)
|
||||
if (m_uiStaticOverloadTimer <= uiDiff)
|
||||
{
|
||||
if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
|
||||
DoCast(pTarget, DUNGEON_MODE(SPELL_STATIC_OVERLOAD_N, SPELL_STATIC_OVERLOAD_H));
|
||||
|
||||
m_uiStaticOverload_Timer = 5000 + rand()%1000;
|
||||
m_uiStaticOverloadTimer = urand(5000, 6000);
|
||||
}
|
||||
else
|
||||
m_uiStaticOverload_Timer -= uiDiff;
|
||||
m_uiStaticOverloadTimer -= uiDiff;
|
||||
|
||||
if (m_uiBallLightning_Timer <= uiDiff)
|
||||
if (m_uiBallLightningTimer <= uiDiff)
|
||||
{
|
||||
DoCast(m_creature->getVictim(), DUNGEON_MODE(SPELL_BALL_LIGHTNING_N, SPELL_BALL_LIGHTNING_H));
|
||||
m_uiBallLightning_Timer = 10000 + rand()%1000;
|
||||
m_uiBallLightningTimer = urand(10000, 11000);
|
||||
}
|
||||
else
|
||||
m_uiBallLightning_Timer -= uiDiff;
|
||||
m_uiBallLightningTimer -= uiDiff;
|
||||
|
||||
// Health check
|
||||
if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < (100-(20*m_uiHealthAmountModifier)))
|
||||
if (HealthBelowPct(100-(20*m_uiHealthAmountModifier)))
|
||||
{
|
||||
++m_uiHealthAmountModifier;
|
||||
|
||||
@@ -300,7 +245,7 @@ struct boss_ionarAI : public ScriptedAI
|
||||
if (m_creature->IsNonMeleeSpellCasted(false))
|
||||
m_creature->InterruptNonMeleeSpells(false);
|
||||
|
||||
DoCast(m_creature, SPELL_DISPERSE);
|
||||
DoCast(m_creature, SPELL_DISPERSE, true);
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
@@ -325,13 +270,10 @@ bool EffectDummyCreature_boss_ionar(Unit* pCaster, uint32 uiSpellId, uint32 uiEf
|
||||
|
||||
pCreatureTarget->AttackStop();
|
||||
pCreatureTarget->SetVisibility(VISIBILITY_OFF);
|
||||
pCreatureTarget->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_DISABLE_MOVE);
|
||||
|
||||
// he never must get damage (e.g. through aoe) if he isn't there
|
||||
pCreatureTarget->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_NORMAL, true);
|
||||
pCreatureTarget->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_MAGIC, true);
|
||||
|
||||
if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
||||
pCreatureTarget->GetMotionMaster()->MovementExpired();
|
||||
pCreatureTarget->GetMotionMaster()->Clear();
|
||||
pCreatureTarget->GetMotionMaster()->MoveIdle();
|
||||
|
||||
//always return true when we are handling this spell and effect
|
||||
return true;
|
||||
@@ -357,6 +299,7 @@ struct mob_spark_of_ionarAI : public ScriptedAI
|
||||
void Reset()
|
||||
{
|
||||
uiCheckTimer = 2000;
|
||||
m_creature->SetReactState(REACT_PASSIVE);
|
||||
}
|
||||
|
||||
void MovementInform(uint32 uiType, uint32 uiPointId)
|
||||
@@ -365,50 +308,20 @@ struct mob_spark_of_ionarAI : public ScriptedAI
|
||||
return;
|
||||
|
||||
if (uiPointId == POINT_CALLBACK)
|
||||
{
|
||||
if (Creature* pIonar = m_pInstance->instance->GetCreature(m_pInstance->GetData64(DATA_IONAR)))
|
||||
{
|
||||
if (!pIonar->isAlive())
|
||||
{
|
||||
if (m_creature->isAlive())
|
||||
m_creature->ForcedDespawn();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (boss_ionarAI* pIonarAI = dynamic_cast<boss_ionarAI*>(pIonar->AI()))
|
||||
pIonarAI->RegisterSparkAtHome();
|
||||
}
|
||||
else
|
||||
if (m_creature->isAlive())
|
||||
m_creature->ForcedDespawn();
|
||||
}
|
||||
m_creature->ForcedDespawn();
|
||||
}
|
||||
|
||||
void EnterCombat(Unit* who)
|
||||
{ // Prevent to get aggro / start attack if we move home
|
||||
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
|
||||
return;
|
||||
|
||||
ScriptedAI::EnterCombat(who);
|
||||
}
|
||||
|
||||
void AttackStart(Unit* pWho)
|
||||
{ // Prevent to get aggro / start attack if we move home
|
||||
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
|
||||
return;
|
||||
|
||||
ScriptedAI::AttackStart(pWho);
|
||||
void DamageTaken(Unit *pDoneBy, uint32 &uiDamage)
|
||||
{
|
||||
uiDamage = 0;
|
||||
}
|
||||
|
||||
void UpdateAI(const uint32 uiDiff)
|
||||
{
|
||||
// Despawn since we have no target and the encounter is not running
|
||||
if (!UpdateVictim() && m_pInstance && m_pInstance->GetData(TYPE_IONAR) != IN_PROGRESS)
|
||||
// Despawn if the encounter is not running
|
||||
if (m_pInstance && m_pInstance->GetData(TYPE_IONAR) != IN_PROGRESS)
|
||||
{
|
||||
if (m_creature->isAlive())
|
||||
m_creature->ForcedDespawn();
|
||||
|
||||
m_creature->ForcedDespawn();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -425,20 +338,13 @@ struct mob_spark_of_ionarAI : public ScriptedAI
|
||||
Position pos;
|
||||
pIonar->GetPosition(&pos);
|
||||
|
||||
// Interrupt attack to prevent further attacking player
|
||||
m_creature->AttackStop();
|
||||
|
||||
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
|
||||
m_creature->GetMotionMaster()->MovementExpired();
|
||||
|
||||
//now handle by db
|
||||
//m_creature->SetSpeed(MOVE_RUN, m_creature->GetCreatureInfo()->speed * 2);
|
||||
m_creature->SetSpeed(MOVE_RUN, 2.0f);
|
||||
m_creature->GetMotionMaster()->Clear();
|
||||
m_creature->GetMotionMaster()->MovePoint(POINT_CALLBACK, pos);
|
||||
}
|
||||
}
|
||||
else
|
||||
if (m_creature->isAlive())
|
||||
m_creature->ForcedDespawn();
|
||||
m_creature->ForcedDespawn();
|
||||
}
|
||||
uiCheckTimer = 2000;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user