Scripts/HallsOfLightning: Boss Volkhan - Add OOC Forgecast

closes #14066
This commit is contained in:
Rushor
2015-02-11 18:12:54 +01:00
parent ccdc100d10
commit dc87cc69a1
2 changed files with 133 additions and 114 deletions

View File

@@ -0,0 +1,4 @@
--
DELETE FROM `conditions` WHERE `SourceTypeOrReferenceId`=13 AND `SourceGroup`=1 AND `SourceEntry`=52654;
INSERT INTO `conditions` (`SourceTypeOrReferenceId`, `SourceGroup`, `SourceEntry`, `SourceId`, `ElseGroup`, `ConditionTypeOrReference`, `ConditionTarget`, `ConditionValue1`, `ConditionValue2`, `ConditionValue3`, `NegativeCondition`, `ErrorType`, `ErrorTextId`, `ScriptName`, `Comment`) VALUES
(13, 1, 52654, 0, 0, 31, 0, 3, 28823, 0, 0, 0, 0, '', 'Temper only target Volkhan\'s Anvil');

View File

@@ -29,7 +29,7 @@ EndScriptData */
#include "Player.h"
#include "SpellInfo.h"
enum Enums
enum Texts
{
SAY_AGGRO = 0,
SAY_FORGE = 1,
@@ -38,29 +38,50 @@ enum Enums
SAY_DEATH = 4,
EMOTE_TO_ANVIL = 5,
EMOTE_SHATTER = 6,
};
enum Spells
{
SPELL_HEAT = 52387,
SPELL_SHATTERING_STOMP = 52237,
SPELL_TEMPER = 52238,
SPELL_TEMPER_DUMMY = 52654,
SPELL_SUMMON_MOLTEN_GOLEM = 52405,
SPELL_FORGE_VISUAL = 52654,
// Molten Golem
SPELL_BLAST_WAVE = 23113,
SPELL_IMMOLATION_STRIKE = 52433,
SPELL_SHATTER = 52429,
};
enum Events
{
EVENT_PAUSE = 1,
EVENT_SHATTERING_STOMP = 2,
EVENT_SHATTER = 3,
EVENT_FORGE_CAST = 4,
// Molten Golem
EVENT_BLAST = 5,
EVENT_IMMOLATION = 6
};
enum Npcs
{
NPC_VOLKHAN_ANVIL = 28823,
NPC_MOLTEN_GOLEM = 28695,
NPC_BRITTLE_GOLEM = 28681,
MAX_GOLEM = 2,
DATA_SHATTER_RESISTANT = 2042
};
enum Phases
{
PHASE_INTRO = 1,
PHASE_NORMAL
};
/*######
## Boss Volkhan
######*/
@@ -68,68 +89,44 @@ class boss_volkhan : public CreatureScript
{
public:
boss_volkhan() : CreatureScript("boss_volkhan") { }
CreatureAI* GetAI(Creature* creature) const override
struct boss_volkhanAI : public BossAI
{
return GetInstanceAI<boss_volkhanAI>(creature);
}
struct boss_volkhanAI : public ScriptedAI
{
boss_volkhanAI(Creature* creature) : ScriptedAI(creature)
boss_volkhanAI(Creature* creature) : BossAI(creature, DATA_VOLKHAN)
{
Initialize();
instance = creature->GetInstanceScript();
}
void Initialize()
{
m_bIsStriking = false;
m_bHasTemper = false;
m_bIsStriking = false;
m_bHasTemper = false;
m_bCanShatterGolem = false;
m_uiPause_Timer = 3500;
m_uiShatteringStomp_Timer = 0;
m_uiShatter_Timer = 5000;
m_uiDelay_Timer = 1000;
m_uiSummonPhase = 0;
GolemsShattered = 0;
m_uiDelay_Timer = 1000;
m_uiSummonPhase = 0;
GolemsShattered = 0;
m_uiHealthAmountModifier = 1;
}
InstanceScript* instance;
GuidList m_lGolemGUIDList;
bool m_bHasTemper;
bool m_bIsStriking;
bool m_bCanShatterGolem;
uint8 GolemsShattered;
uint32 m_uiPause_Timer;
uint32 m_uiShatteringStomp_Timer;
uint32 m_uiShatter_Timer;
uint32 m_uiDelay_Timer;
uint32 m_uiSummonPhase;
uint32 m_uiHealthAmountModifier;
void Reset() override
{
Initialize();
_Reset();
DespawnGolem();
m_lGolemGUIDList.clear();
instance->SetBossState(DATA_VOLKHAN, NOT_STARTED);
events.SetPhase(PHASE_INTRO);
events.ScheduleEvent(EVENT_FORGE_CAST, 2 * IN_MILLISECONDS, 0, PHASE_INTRO);
}
void EnterCombat(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
instance->SetBossState(DATA_VOLKHAN, IN_PROGRESS);
events.SetPhase(PHASE_NORMAL);
events.ScheduleEvent(EVENT_PAUSE, 3.5 * IN_MILLISECONDS, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 0 * IN_MILLISECONDS, 0, PHASE_NORMAL);
events.ScheduleEvent(EVENT_SHATTER, 5 * IN_MILLISECONDS, 0, PHASE_NORMAL);
_EnterCombat();
}
void AttackStart(Unit* who) override
@@ -150,7 +147,7 @@ public:
Talk(SAY_DEATH);
DespawnGolem();
instance->SetBossState(DATA_VOLKHAN, DONE);
_JustDied();
}
void KilledUnit(Unit* who) override
@@ -224,59 +221,61 @@ public:
return 0;
}
void UpdateAI(uint32 uiDiff) override
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
// Return since we have no target and are in CombatPhase
if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
return;
if (m_bIsStriking)
{
if (m_uiPause_Timer <= uiDiff)
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
if (me->GetVictim())
me->GetMotionMaster()->MoveChase(me->GetVictim());
m_bHasTemper = false;
m_bIsStriking = false;
m_uiPause_Timer = 3500;
}
else
m_uiPause_Timer -= uiDiff;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
// When to start shatter? After 60, 40 or 20% hp?
if (!m_bHasTemper && m_uiHealthAmountModifier >= 3)
while (uint32 eventId = events.ExecuteEvent())
{
if (m_uiShatteringStomp_Timer <= uiDiff)
switch (eventId)
{
// Should he stomp even if he has no brittle golem to shatter?
Talk(SAY_STOMP);
case EVENT_PAUSE:
if (m_bIsStriking)
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
if (me->GetVictim())
me->GetMotionMaster()->MoveChase(me->GetVictim());
DoCast(me, SPELL_SHATTERING_STOMP);
m_bHasTemper = false;
m_bIsStriking = false;
events.ScheduleEvent(EVENT_PAUSE, 3.5 * IN_MILLISECONDS, 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);
Talk(EMOTE_SHATTER);
DoCast(me, SPELL_SHATTERING_STOMP);
m_uiShatteringStomp_Timer = 30000;
m_bCanShatterGolem = true;
Talk(EMOTE_SHATTER);
events.ScheduleEvent(EVENT_SHATTERING_STOMP, 30 * IN_MILLISECONDS, 0, PHASE_NORMAL);
m_bCanShatterGolem = true;
}
break;
case EVENT_SHATTER:
if (m_bCanShatterGolem)
{
ShatterGolem();
events.ScheduleEvent(EVENT_SHATTER, 3 * IN_MILLISECONDS, 0, PHASE_NORMAL);
m_bCanShatterGolem = false;
}
break;
case EVENT_FORGE_CAST:
DoCast(me, SPELL_FORGE_VISUAL);
events.ScheduleEvent(EVENT_FORGE_CAST, 15 * IN_MILLISECONDS, 0, PHASE_INTRO);
break;
default:
break;
}
else
m_uiShatteringStomp_Timer -= uiDiff;
}
// Shatter Golems 3 seconds after Shattering Stomp
if (m_bCanShatterGolem)
{
if (m_uiShatter_Timer <= uiDiff)
{
ShatterGolem();
m_uiShatter_Timer = 3000;
m_bCanShatterGolem = false;
}
else
m_uiShatter_Timer -= uiDiff;
}
// Health check
@@ -302,12 +301,10 @@ public:
me->GetMotionMaster()->MoveTargetedHome();
m_uiSummonPhase = 2; // Set Next Phase
break;
case 2:
// 2 - Check if reached Anvil
// This is handled in: void JustReachedHome() override
break;
case 3:
// 3 - Cast Temper on the Anvil
if (Unit* target = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
@@ -319,10 +316,9 @@ public:
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 <= uiDiff)
if (m_uiDelay_Timer <= diff)
{
if (Unit* target = SelectTarget(SELECT_TARGET_TOPAGGRO, 0))
{
@@ -333,9 +329,8 @@ public:
m_uiSummonPhase = 5;
}
else
m_uiDelay_Timer -= uiDiff;
m_uiDelay_Timer -= diff;
break;
case 5:
// 5 - Spawn the Golems
if (Creature* creatureTarget = GetClosestCreatureWithEntry(me, NPC_VOLKHAN_ANVIL, 1000.0f, true))
@@ -349,13 +344,30 @@ public:
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;
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetInstanceAI<boss_volkhanAI>(creature);
}
};
/*######
## npc_molten_golem
######*/
class npc_molten_golem : public CreatureScript
{
public:
@@ -376,18 +388,12 @@ public:
void Initialize()
{
m_bIsFrozen = false;
m_uiBlast_Timer = 20000;
m_uiDeathDelay_Timer = 0;
m_uiImmolation_Timer = 5000;
events.ScheduleEvent(EVENT_BLAST, 20 * IN_MILLISECONDS);
events.ScheduleEvent(EVENT_IMMOLATION, 5 * IN_MILLISECONDS);
}
bool m_bIsFrozen;
uint32 m_uiBlast_Timer;
uint32 m_uiDeathDelay_Timer;
uint32 m_uiImmolation_Timer;
void Reset() override
{
Initialize();
@@ -433,30 +439,39 @@ public:
me->DespawnOrUnsummon();
}
void UpdateAI(uint32 uiDiff) override
void UpdateAI(uint32 diff) override
{
// Return since we have no target or if we are frozen
if (!UpdateVictim() || m_bIsFrozen)
return;
if (m_uiBlast_Timer <= uiDiff)
{
DoCast(me, SPELL_BLAST_WAVE);
m_uiBlast_Timer = 20000;
}
else
m_uiBlast_Timer -= uiDiff;
events.Update(diff);
if (m_uiImmolation_Timer <= uiDiff)
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
DoCastVictim(SPELL_IMMOLATION_STRIKE);
m_uiImmolation_Timer = 5000;
switch (eventId)
{
case EVENT_BLAST:
DoCast(me, SPELL_BLAST_WAVE);
events.ScheduleEvent(EVENT_BLAST, 20 * IN_MILLISECONDS);
break;
case EVENT_IMMOLATION:
DoCastVictim(SPELL_IMMOLATION_STRIKE);
events.ScheduleEvent(EVENT_BLAST, 5 * IN_MILLISECONDS);
break;
default:
break;
}
}
else
m_uiImmolation_Timer -= uiDiff;
DoMeleeAttackIfReady();
}
private:
EventMap events;
};
};