fix(Creature/Core): Boss phased reset (#7828)

Co-authored-by: Si1ker <Si1ker@users.noreply.github.com>
Co-authored-by: lineagedr <lineagedr@users.noreply.github.com>
Co-authored-by: Footman <footman@hotmail.de>
This commit is contained in:
Silker
2021-09-16 06:32:36 -06:00
committed by GitHub
parent fd229f75e1
commit 4dc642d530
6 changed files with 97 additions and 3 deletions

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@@ -14,6 +14,21 @@
#include "SpellMgr.h"
#include "Vehicle.h"
class PhasedRespawn : public BasicEvent
{
public:
PhasedRespawn(Creature& owner) : BasicEvent(), _owner(owner) {}
bool Execute(uint64 /*eventTime*/, uint32 /*updateTime*/) override
{
_owner.RespawnOnEvade();
return true;
}
private:
Creature& _owner;
};
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool /*apply*/)
{
@@ -170,10 +185,50 @@ void CreatureAI::EnterEvadeMode()
}
}
Reset();
// @todo: Turn into a flags_extra in creature_template
// despawn bosses at reset - only verified tbc/woltk bosses with this reset type - add bosses in last line respectively (dungeon/raid) and increase array limit
static constexpr std::array<uint32, 24> bosses = {
/* dungeons */
28684, /* Krik'thir the Gatewatcher */
36502, /* Devourer of Souls */
36658, /* Scourgelord Tyrannus */
/* raids */
32871, /* Algalon */
39863, /* Halion */
33186, /* Razorscale */
36626, /* Festergut */
32867, /* Steelbreaker - Assembly of Iron */
32927, /* Runemaster Molgeim - Assembly of Iron */
32857, /* Stormcaller Brundir - Assembly of Iron */
33350, /* Mimiron */
16060, /* Gothik the Harvester */
36678, /* Professor Putricide */
15990, /* Kel'Thuzad */
33993, /* Emalon the Storm Watcher */
17257, /* Magtheridon */
25315, /* Kil'jaeden */
15928, /* Thaddius */
32930, /* Kologarn */
32906, /* Freya */
36597, /* The Lich King */
36853, /* Sindragosa */
36855, /* Lady Deathwhisper */
37955 /* Blood-Queen Lana'thel */
};
if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
me->GetVehicleKit()->Reset(true);
if (std::find(std::begin(bosses), std::end(bosses), me->GetEntry()) != std::end(bosses))
{
me->DespawnOnEvade();
me->m_Events.AddEvent(new PhasedRespawn(*me), me->m_Events.CalculateTime(20000));
}
else // bosses will run back to the spawnpoint at reset
{
Reset();
if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
{
me->GetVehicleKit()->Reset(true);
}
}
}
/*void CreatureAI::AttackedBy(Unit* attacker)

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@@ -103,6 +103,7 @@ public:
virtual void SummonedCreatureDespawn(Creature* /*summon*/) {}
virtual void SummonedCreatureDies(Creature* /*summon*/, Unit* /*killer*/) {}
virtual void SummonedCreatureDespawnAll() {}
// Called when hit by a spell
virtual void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}

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@@ -604,6 +604,11 @@ void BossAI::SummonedCreatureDespawn(Creature* summon)
summons.Despawn(summon);
}
void BossAI::SummonedCreatureDespawnAll()
{
summons.DespawnAll();
}
void BossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())

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@@ -418,6 +418,7 @@ public:
void JustSummoned(Creature* summon) override;
void SummonedCreatureDespawn(Creature* summon) override;
void SummonedCreatureDespawnAll() override;
void UpdateAI(uint32 diff) override;

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@@ -1921,6 +1921,36 @@ void Creature::DespawnOrUnsummon(uint32 msTimeToDespawn /*= 0*/)
ForcedDespawn(msTimeToDespawn);
}
void Creature::DespawnOnEvade()
{
SetVisible(false);
AI()->SummonedCreatureDespawnAll();
RemoveEvadeAuras();
float x, y, z, o;
GetRespawnPosition(x, y, z, &o);
SetHomePosition(x, y, z, o);
SetPosition(x, y, z, o);
if (IsFalling())
{
RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING);
}
StopMoving();
}
void Creature::RespawnOnEvade()
{
SetVisible(true);
UpdateMovementFlags();
AI()->Reset();
AI()->JustReachedHome();
if (IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
{
GetVehicleKit()->Reset(true);
}
}
void Creature::InitializeReactState()
{
if ((IsTotem() || IsTrigger() || IsCritter() || IsSpiritService()) && GetAIName() != "SmartAI" && !GetScriptId())

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@@ -257,6 +257,8 @@ public:
void RemoveCorpse(bool setSpawnTime = true, bool skipVisibility = false);
void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
void DespawnOnEvade();
void RespawnOnEvade();
[[nodiscard]] time_t const& GetRespawnTime() const { return m_respawnTime; }
[[nodiscard]] time_t GetRespawnTimeEx() const;