diff options
author | Rat <none@none> | 2009-04-13 22:21:53 +0200 |
---|---|---|
committer | Rat <none@none> | 2009-04-13 22:21:53 +0200 |
commit | 30efb6ff7f8eb26db409fb2ac4608f7ab70f742d (patch) | |
tree | 0c7d9d8a90130951eb3c6e8f64063c67e9377eca | |
parent | e15ae448c31989f105554be3a770f4c7c9f2737f (diff) |
*fix Shade of Akama event reset bugs
*code cleanup/update
--HG--
branch : trunk
-rw-r--r-- | src/bindings/scripts/scripts/zone/black_temple/boss_shade_of_akama.cpp | 182 |
1 files changed, 103 insertions, 79 deletions
diff --git a/src/bindings/scripts/scripts/zone/black_temple/boss_shade_of_akama.cpp b/src/bindings/scripts/scripts/zone/black_temple/boss_shade_of_akama.cpp index 61a4280d30b..21227969cdf 100644 --- a/src/bindings/scripts/scripts/zone/black_temple/boss_shade_of_akama.cpp +++ b/src/bindings/scripts/scripts/zone/black_temple/boss_shade_of_akama.cpp @@ -145,7 +145,7 @@ struct TRINITY_DLL_DECL mob_ashtongue_sorcererAI : public ScriptedAI if(CheckTimer < diff) { - Unit* Shade = Unit::GetUnit((*m_creature), ShadeGUID); + Creature* Shade = Unit::GetCreature((*m_creature), ShadeGUID); if(Shade && Shade->isAlive() && m_creature->isAlive()) { if(m_creature->GetDistance2d(Shade) < 20) @@ -165,10 +165,13 @@ struct TRINITY_DLL_DECL mob_ashtongue_sorcererAI : public ScriptedAI struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI { - boss_shade_of_akamaAI(Creature* c) : ScriptedAI(c) + boss_shade_of_akamaAI(Creature* c) : ScriptedAI(c), summons(m_creature) { pInstance = ((ScriptedInstance*)c->GetInstanceData()); AkamaGUID = pInstance ? pInstance->GetData64(DATA_AKAMA_SHADE) : 0; + m_creature->setActive(true);//if view distance is too low + m_creature->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true); + m_creature->ApplySpellImmune(0, IMMUNITY_EFFECT,SPELL_EFFECT_ATTACK_ME, true); } ScriptedInstance* pInstance; @@ -189,30 +192,28 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI bool HasKilledAkama; bool reseting; bool GridSearcherSucceeded; + bool HasKilledAkamaAndReseting; + SummonList summons; void Reset() { reseting = true; + HasKilledAkamaAndReseting = false; GridSearcherSucceeded = false; - if(!Sorcerers.empty()) + Sorcerers.clear(); + summons.DespawnAll();//despawn all adds + + if(Creature* Akama = Unit::GetCreature(*m_creature, AkamaGUID)) { - for(std::list<uint64>::iterator itr = Sorcerers.begin(); itr != Sorcerers.end(); ++itr) + Akama->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);//turn gossip on so players can restart the event + if(Akama->isDead()) { - if(Creature* Sorcerer = (Unit::GetCreature(*m_creature, *itr))) - if(Sorcerer->isAlive()) - { - Sorcerer->SetVisibility(VISIBILITY_OFF); - Sorcerer->Kill(Sorcerer); - } + Akama->Respawn();//respawn akama if dead + Akama->AI()->EnterEvadeMode(); } - Sorcerers.clear(); } - - if(Unit* Akama = Unit::GetUnit(*m_creature, AkamaGUID)) - Akama->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); - SorcererCount = 0; DeathCount = 0; @@ -236,42 +237,42 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI reseting = false; } + void JustSummoned(Creature *summon) {summons.Summon(summon);} + void SummonedCreatureDespawn(Creature *summon) {summons.Despawn(summon);} - void MoveInLineOfSight(Unit *who) - { - if(!GridSearcherSucceeded) - { - FindChannelers(); - - if (!Channelers.empty()) + void MoveInLineOfSight(Unit *who) + { + if(!GridSearcherSucceeded) { - for(std::list<uint64>::iterator itr = Channelers.begin(); itr != Channelers.end(); ++itr) - { - Creature* Channeler = NULL; - Channeler = (Unit::GetCreature(*m_creature, *itr)); + FindChannelers(); - if (Channeler) + if (!Channelers.empty()) + { + for(std::list<uint64>::iterator itr = Channelers.begin(); itr != Channelers.end(); ++itr) { - if (Channeler->isDead()) + Creature* Channeler = (Unit::GetCreature(*m_creature, *itr)); + if (Channeler) { - Channeler->RemoveCorpse(); - Channeler->Respawn(); - Channeler->InterruptNonMeleeSpells(true); - Channeler->RemoveAurasDueToSpell(SPELL_SHADE_SOUL_CHANNEL); - } + if (Channeler->isDead()) + { + Channeler->RemoveCorpse(); + Channeler->Respawn(); + Channeler->InterruptNonMeleeSpells(true); + Channeler->RemoveAurasDueToSpell(SPELL_SHADE_SOUL_CHANNEL); + } - if (Channeler->isAlive()) - { - Channeler->CastSpell(m_creature, SPELL_SHADE_SOUL_CHANNEL, true); - Channeler->CastSpell(m_creature, SPELL_SHADE_SOUL_CHANNEL_2, true); - Channeler->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); - GridSearcherSucceeded = true; + if (Channeler->isAlive()) + { + Channeler->CastSpell(m_creature, SPELL_SHADE_SOUL_CHANNEL, true); + Channeler->CastSpell(m_creature, SPELL_SHADE_SOUL_CHANNEL_2, true); + Channeler->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); + GridSearcherSucceeded = true; + } } } - } - }else error_log("SD2 ERROR: No Channelers are stored in the list. This encounter will not work properly"); - } - } + }else error_log("SD2 ERROR: No Channelers are stored in the list. This encounter will not work properly"); + } + } void Aggro(Unit* who) { } @@ -387,7 +388,10 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI { // Akama is set in the threatlist so when we reset, we make sure that he is not included in our check if(m_creature->getThreatManager().getThreatList().size() < 2) + { EnterEvadeMode(); + return; + } if(DefenderTimer < diff) { @@ -399,7 +403,7 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI bool move = true; if(AkamaGUID) { - if(Unit* Akama = Unit::GetUnit(*m_creature, AkamaGUID)) + if(Creature* Akama = Unit::GetCreature(*m_creature, AkamaGUID)) { float x, y, z; Akama->GetPosition(x,y,z); @@ -424,7 +428,7 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI { if(AkamaGUID) { - Unit* Akama = Unit::GetUnit((*m_creature), AkamaGUID); + Creature* Akama = Unit::GetCreature((*m_creature), AkamaGUID); if(Akama && Akama->isAlive()) { IsBanished = false; @@ -449,31 +453,30 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI { if(AkamaGUID) { - Unit* Akama = Unit::GetUnit((*m_creature), AkamaGUID); + Creature* Akama = Unit::GetCreature((*m_creature), AkamaGUID); if(Akama && Akama->isAlive()) { //10 % less health every few seconds. m_creature->DealDamage(Akama, Akama->GetMaxHealth()/10, NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); ReduceHealthTimer = 12000; } - else - { - HasKilledAkama = true; // Akama is dead or missing, we stop fighting and disappear - m_creature->SetVisibility(VISIBILITY_OFF); - m_creature->SetHealth(m_creature->GetMaxHealth()); - m_creature->RemoveAllAuras(); - m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); - } } }else ReduceHealthTimer -= diff; if(HasKilledAkama) { - if(ResetTimer < diff) - { - InCombat = false; - EnterEvadeMode(); // Reset a little while after killing Akama + if(!HasKilledAkamaAndReseting)//do not let players kill Shade if Akama is dead and Shade is waiting for ResetTimer!! event would bug + { + HasKilledAkamaAndReseting = true; + m_creature->RemoveAllAuras(); + m_creature->DeleteThreatList(); + m_creature->CombatStop(); + //m_creature->SetHealth(m_creature->GetMaxHealth()); + m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); + m_creature->GetMotionMaster()->MoveTargetedHome(); } + if(ResetTimer < diff) + EnterEvadeMode();// Reset a little while after killing Akama, evade and respawn Akama else ResetTimer -= diff; } @@ -505,7 +508,17 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI ShadeHasDied = false; StartCombat = false; pInstance = ((ScriptedInstance*)c->GetInstanceData()); - ShadeGUID = pInstance ? pInstance->GetData64(DATA_SHADEOFAKAMA) : 0; + ShadeGUID = pInstance ? pInstance->GetData64(DATA_SHADEOFAKAMA) : NOT_STARTED; + m_creature->setActive(true); + EventBegun = false; + CastSoulRetrieveTimer = 0; + SoulRetrieveTimer = 0; + SummonBrokenTimer = 0; + EndingTalkCount = 0; + WayPointId = 0; + BrokenSummonIndex = 0; + BrokenList.clear(); + HasYelledOnce = false; } ScriptedInstance* pInstance; @@ -534,20 +547,12 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI DestructivePoisonTimer = 15000; LightningBoltTimer = 10000; CheckTimer = 2000; - CastSoulRetrieveTimer = 0; - SoulRetrieveTimer = 0; - SummonBrokenTimer = 0; - EndingTalkCount = 0; - WayPointId = 0; - BrokenSummonIndex = 0; - - BrokenList.clear(); - - EventBegun = false; - HasYelledOnce = false; - - m_creature->SetUInt32Value(UNIT_NPC_FLAGS, 0); // Database sometimes has very very strange values - m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); + + if(!EventBegun) + { + m_creature->SetUInt32Value(UNIT_NPC_FLAGS, 0); // Database sometimes has very very strange values + m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); + } } void Aggro(Unit* who) {} @@ -589,7 +594,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI case 0: ++WayPointId; break; case 1: - if(Unit* Shade = Unit::GetUnit(*m_creature, ShadeGUID)) + if(Creature* Shade = Unit::GetCreature(*m_creature, ShadeGUID)) { m_creature->SetUInt64Value(UNIT_FIELD_TARGET, ShadeGUID); DoCast(Shade, SPELL_AKAMA_SOUL_RETRIEVE); @@ -603,6 +608,20 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI void JustDied(Unit* killer) { DoScriptText(SAY_DEATH, m_creature); + EventBegun = false; + ShadeHasDied = false; + StartCombat = false; + CastSoulRetrieveTimer = 0; + SoulRetrieveTimer = 0; + SummonBrokenTimer = 0; + EndingTalkCount = 0; + WayPointId = 0; + BrokenSummonIndex = 0; + BrokenList.clear(); + HasYelledOnce = false; + Creature* Shade = Unit::GetCreature((*m_creature), ShadeGUID); + if(Shade && Shade->isAlive()) + ((boss_shade_of_akamaAI*)Shade->AI())->HasKilledAkama = true; } void UpdateAI(const uint32 diff) @@ -650,7 +669,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI { if(ShadeGUID) { - Unit* Shade = Unit::GetUnit((*m_creature), ShadeGUID); + Creature* Shade = Unit::GetCreature((*m_creature), ShadeGUID); if(Shade && !Shade->isAlive()) { ShadeHasDied = true; @@ -658,6 +677,11 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI m_creature->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE); m_creature->GetMotionMaster()->MovePoint(WayPointId, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z); } + if(Shade && Shade->isAlive()) + { + if(Shade->getThreatManager().getThreatList().size() < 2) + Shade->AI()->EnterEvadeMode(); + } } CheckTimer = 5000; }else CheckTimer -= diff; @@ -710,7 +734,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI { bool Yelled = false; for(std::list<uint64>::iterator itr = BrokenList.begin(); itr != BrokenList.end(); ++itr) - if(Unit* pUnit = Unit::GetUnit(*m_creature, *itr)) + if(Creature* pUnit = Unit::GetCreature(*m_creature, *itr)) { if(!Yelled) { @@ -727,7 +751,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI if(!BrokenList.empty()) { for(std::list<uint64>::iterator itr = BrokenList.begin(); itr != BrokenList.end(); ++itr) - if(Unit* pUnit = Unit::GetUnit(*m_creature, *itr)) + if(Creature* pUnit = Unit::GetCreature(*m_creature, *itr)) // This is the incorrect spell, but can't seem to find the right one. pUnit->CastSpell(pUnit, 39656, true); } @@ -738,7 +762,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI if(!BrokenList.empty()) { for(std::list<uint64>::iterator itr = BrokenList.begin(); itr != BrokenList.end(); ++itr) - if(Unit* pUnit = Unit::GetUnit((*m_creature), *itr)) + if(Creature* pUnit = Unit::GetCreature((*m_creature), *itr)) pUnit->MonsterYell(SAY_BROKEN_FREE_02, LANG_UNIVERSAL, 0); } SoulRetrieveTimer = 0; @@ -751,7 +775,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI if(DestructivePoisonTimer < diff) { - Unit* Shade = Unit::GetUnit((*m_creature), ShadeGUID); + Creature* Shade = Unit::GetCreature((*m_creature), ShadeGUID); if (Shade && Shade->isAlive()) DoCast(Shade, SPELL_DESTRUCTIVE_POISON); DestructivePoisonTimer = 15000; |