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-rw-r--r--src/server/scripts/Northrend/Ulduar/HallsOfLightning/boss_loken.cpp167
1 files changed, 94 insertions, 73 deletions
diff --git a/src/server/scripts/Northrend/Ulduar/HallsOfLightning/boss_loken.cpp b/src/server/scripts/Northrend/Ulduar/HallsOfLightning/boss_loken.cpp
index fc29369c28f..e8da81a669f 100644
--- a/src/server/scripts/Northrend/Ulduar/HallsOfLightning/boss_loken.cpp
+++ b/src/server/scripts/Northrend/Ulduar/HallsOfLightning/boss_loken.cpp
@@ -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
- {
- return GetInstanceAI<boss_lokenAI>(creature);
- }
-
- struct boss_lokenAI : public ScriptedAI
+ struct boss_lokenAI : public BossAI
{
- 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())
- return;
-
- if (m_uiResumePulsingShockwave_Timer)
+ if (!_isIntroDone && me->IsValidAttackTarget(who) && me->IsWithinDistInMap(who, 40.0f))
{
- if (m_uiResumePulsingShockwave_Timer <= uiDiff)
- {
- 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;
- }
- else
- m_uiResumePulsingShockwave_Timer -= uiDiff;
+ _isIntroDone = true;
+ Talk(SAY_INTRO_1);
+ events.ScheduleEvent(EVENT_INTRO_DIALOGUE, 20000, 0, PHASE_INTRO);
}
+ BossAI::MoveInLineOfSight(who);
+ }
- if (m_uiArcLightning_Timer <= uiDiff)
- {
- if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
- DoCast(target, SPELL_ARC_LIGHTNING);
+ void UpdateAI(uint32 diff) override
+ {
+ if (events.IsInPhase(PHASE_NORMAL) && !UpdateVictim())
+ return;
- m_uiArcLightning_Timer = urand(15000, 16000);
- }
- else
- m_uiArcLightning_Timer -= uiDiff;
+ events.Update(diff);
- if (m_uiLightningNova_Timer <= uiDiff)
+ while (uint32 eventId = events.ExecuteEvent())
{
- 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);
+ switch (eventId)
+ {
+ 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_uiLightningNova_Timer -= uiDiff;
- // Health check
- if (HealthBelowPct(100 - 25 * m_uiHealthAmountModifier))
+ DoMeleeAttackIfReady();
+ }
+
+ void DamageTaken(Unit* /*attacker*/, uint32& damage) override
+ {
+ if (me->HealthBelowPctDamaged(100 - 25 * _healthAmountModifier, damage))
{
- switch (m_uiHealthAmountModifier)
+ switch (_healthAmountModifier)
{
- case 1: Talk(SAY_75HEALTH); break;
- case 2: Talk(SAY_50HEALTH); break;
- case 3: Talk(SAY_25HEALTH); break;
+ case 1:
+ Talk(SAY_75HEALTH);
+ break;
+ case 2:
+ Talk(SAY_50HEALTH);
+ break;
+ case 3:
+ Talk(SAY_25HEALTH);
+ break;
+ default:
+ break;
}
-
- ++m_uiHealthAmountModifier;
+ ++_healthAmountModifier;
}
-
- DoMeleeAttackIfReady();
}
+
+ private:
+ uint32 _healthAmountModifier;
+ bool _isIntroDone;
};
+ CreatureAI* GetAI(Creature* creature) const override
+ {
+ return GetInstanceAI<boss_lokenAI>(creature);
+ }
};
class spell_loken_pulsing_shockwave : public SpellScriptLoader