Fix Script HoL/Ionar.

Fixes issue #1132.

--HG--
branch : trunk
This commit is contained in:
Trazom62
2010-04-03 16:51:56 +02:00
parent 1f477b49c3
commit bcfd44f978

View File

@@ -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;
}