refactor(Scripts/Karazhan): Update Attumen and Midnight (#16681)

* init

* .
This commit is contained in:
Eddy Vega
2023-07-18 10:51:32 -06:00
committed by GitHub
parent 89e7fb301a
commit 59886c5657

View File

@@ -24,18 +24,18 @@
enum Texts
{
SAY_KILL = 0,
SAY_RANDOM = 1,
SAY_DISARMED = 2,
SAY_MIDNIGHT_KILL = 3,
SAY_APPEAR = 4,
SAY_MOUNT = 5,
SAY_KILL = 0,
SAY_RANDOM = 1,
SAY_DISARMED = 2,
SAY_MIDNIGHT_KILL = 3,
SAY_APPEAR = 4,
SAY_MOUNT = 5,
SAY_DEATH = 3,
SAY_DEATH = 3,
// Midnight
EMOTE_CALL_ATTUMEN = 0,
EMOTE_MOUNT_UP = 1
EMOTE_CALL_ATTUMEN = 0,
EMOTE_MOUNT_UP = 1
};
enum Spells
@@ -45,7 +45,6 @@ enum Spells
SPELL_INTANGIBLE_PRESENCE = 29833,
SPELL_SPAWN_SMOKE = 10389,
SPELL_CHARGE = 29847,
// Midnight
SPELL_KNOCKDOWN = 29711,
SPELL_SUMMON_ATTUMEN = 29714,
@@ -62,406 +61,357 @@ enum Phases
enum Actions
{
ACTION_SET_MIDNIGHT_PHASE,
ACTION_SET_MIDNIGHT_PHASE
};
class boss_attumen : public CreatureScript
struct boss_attumen : public BossAI
{
public:
boss_attumen() : CreatureScript("boss_attumen") { }
struct boss_attumenAI : public BossAI
boss_attumen(Creature* creature) : BossAI(creature, DATA_ATTUMEN)
{
boss_attumenAI(Creature* creature) : BossAI(creature, DATA_ATTUMEN)
{
Initialize();
}
Initialize();
}
void Initialize()
void Initialize()
{
_phase = PHASE_NONE;
}
void Reset() override
{
Initialize();
}
bool CanMeleeHit()
{
return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
}
void EnterEvadeMode(EvadeReason why) override
{
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
midnight->AI()->EnterEvadeMode(why);
}
me->DespawnOrUnsummon();
}
void ScheduleTasks() override
{
scheduler.Schedule(15s, 25s, [this](TaskContext task)
{
DoCastVictim(SPELL_SHADOWCLEAVE);
task.Repeat(15s, 25s);
});
scheduler.Schedule(25s, 45s, [this](TaskContext task)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
{
DoCast(target, SPELL_INTANGIBLE_PRESENCE);
}
task.Repeat(25s, 45s);
});
scheduler.Schedule(30s, 1min, [this](TaskContext task)
{
Talk(SAY_RANDOM);
task.Repeat(30s, 1min);
});
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellSchoolMask /*damageSchoolMask*/) override
{
// Attumen does not die until he mounts Midnight, let health fall to 1 and prevent further damage.
if (damage >= me->GetHealth() && _phase != PHASE_MOUNTED)
{
damage = me->GetHealth() - 1;
}
if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
{
_phase = PHASE_NONE;
}
void Reset() override
{
Initialize();
}
bool CanMeleeHit()
{
return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
}
void EnterEvadeMode(EvadeReason why) override
{
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
midnight->AI()->EnterEvadeMode(why);
}
me->DespawnOrUnsummon();
}
void ScheduleTasks() override
{
scheduler.Schedule(Seconds(15), Seconds(25), [this](TaskContext task)
{
DoCastVictim(SPELL_SHADOWCLEAVE);
task.Repeat(Seconds(15), Seconds(25));
});
scheduler.Schedule(Seconds(25), Seconds(45), [this](TaskContext task)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
{
DoCast(target, SPELL_INTANGIBLE_PRESENCE);
}
task.Repeat(Seconds(25), Seconds(45));
});
scheduler.Schedule(Seconds(30), Seconds(60), [this](TaskContext task)
{
Talk(SAY_RANDOM);
task.Repeat(Seconds(30), Seconds(60));
});
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellSchoolMask /*damageSchoolMask*/) override
{
// Attumen does not die until he mounts Midnight, let health fall to 1 and prevent further damage.
if (damage >= me->GetHealth() && _phase != PHASE_MOUNTED)
{
damage = me->GetHealth() - 1;
}
if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
{
_phase = PHASE_NONE;
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
midnight->AI()->DoCastAOE(SPELL_MOUNT, true);
}
midnight->AI()->DoCastAOE(SPELL_MOUNT, true);
}
}
}
void KilledUnit(Unit* /*victim*/) override
void KilledUnit(Unit* victim) override
{
if (victim->GetTypeId() == TYPEID_PLAYER)
{
Talk(SAY_KILL);
}
}
void JustSummoned(Creature* summon) override
void JustSummoned(Creature* summon) override
{
if (summon->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED)
{
if (summon->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED)
{
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
if (midnight->GetHealth() > me->GetHealth())
{
summon->SetHealth(midnight->GetHealth());
}
else
{
summon->SetHealth(me->GetHealth());
}
summon->AI()->DoZoneInCombat();
}
}
BossAI::JustSummoned(summon);
}
void IsSummonedBy(WorldObject* summoner) override
{
if (summoner->GetEntry() == NPC_MIDNIGHT)
{
_phase = PHASE_ATTUMEN_ENGAGES;
}
if (summoner->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
{
_phase = PHASE_MOUNTED;
DoCastSelf(SPELL_SPAWN_SMOKE);
scheduler.Schedule(Seconds(10), Seconds(25), [this](TaskContext task)
{
Unit* target = nullptr;
std::vector<Unit*> target_list;
for (auto* ref : me->GetThreatMgr().GetUnsortedThreatList())
{
target = ref->GetVictim();
if (target && !target->IsWithinDist(me, 8.00f, false) && target->IsWithinDist(me, 25.0f, false))
target_list.push_back(target);
target = nullptr;
}
if (!target_list.empty())
{
target = Acore::Containers::SelectRandomContainerElement(target_list);
}
DoCast(target, SPELL_CHARGE);
task.Repeat(Seconds(10), Seconds(25));
});
scheduler.Schedule(Seconds(25), Seconds(35), [this](TaskContext task)
{
DoCastVictim(SPELL_KNOCKDOWN);
task.Repeat(Seconds(25), Seconds(35));
});
}
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
midnight->KillSelf();
if (midnight->GetHealth() > me->GetHealth())
{
summon->SetHealth(midnight->GetHealth());
}
else
{
summon->SetHealth(me->GetHealth());
}
summon->AI()->DoZoneInCombat();
}
}
BossAI::JustSummoned(summon);
}
_JustDied();
void IsSummonedBy(WorldObject* summoner) override
{
if (summoner->GetEntry() == NPC_MIDNIGHT)
{
_phase = PHASE_ATTUMEN_ENGAGES;
}
if (summoner->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
{
_phase = PHASE_MOUNTED;
DoCastSelf(SPELL_SPAWN_SMOKE);
scheduler.Schedule(10s, 25s, [this](TaskContext task)
{
Unit* target = nullptr;
std::vector<Unit*> target_list;
for (auto* ref : me->GetThreatMgr().GetUnsortedThreatList())
{
target = ref->GetVictim();
if (target && !target->IsWithinDist(me, 8.00f, false) && target->IsWithinDist(me, 25.0f, false))
{
target_list.push_back(target);
}
target = nullptr;
}
if (!target_list.empty())
{
target = Acore::Containers::SelectRandomContainerElement(target_list);
}
DoCast(target, SPELL_CHARGE);
task.Repeat(10s, 25s);
});
scheduler.Schedule(25s, 35s, [this](TaskContext task)
{
DoCastVictim(SPELL_KNOCKDOWN);
task.Repeat(25s, 35s);
});
}
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
midnight->KillSelf();
}
_JustDied();
}
void UpdateAI(uint32 diff) override
{
if (_phase != PHASE_NONE)
{
if (!UpdateVictim())
{
return;
}
}
if (!CanMeleeHit())
{
BossAI::EnterEvadeMode(EvadeReason::EVADE_REASON_BOUNDARY);
}
scheduler.Update(diff, std::bind(&BossAI::DoMeleeAttackIfReady, this));
}
void SpellHit(Unit* /*caster*/, SpellInfo const* spellInfo) override
{
if (spellInfo->Mechanic == MECHANIC_DISARM)
{
Talk(SAY_DISARMED);
}
void UpdateAI(uint32 diff) override
if (spellInfo->Id == SPELL_MOUNT)
{
if (_phase != PHASE_NONE)
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
if (!UpdateVictim())
_phase = PHASE_NONE;
scheduler.CancelAll();
midnight->AI()->DoAction(ACTION_SET_MIDNIGHT_PHASE);
midnight->AttackStop();
midnight->RemoveAllAttackers();
midnight->SetReactState(REACT_PASSIVE);
midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
midnight->AI()->Talk(EMOTE_MOUNT_UP);
me->AttackStop();
me->RemoveAllAttackers();
me->SetReactState(REACT_PASSIVE);
me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
Talk(SAY_MOUNT);
scheduler.Schedule(1s, [this](TaskContext task)
{
return;
}
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
if (me->IsWithinDist2d(midnight, 5.0f))
{
DoCastAOE(SPELL_SUMMON_ATTUMEN_MOUNTED);
me->DespawnOrUnsummon(1s, 0s);
midnight->SetVisible(false);
}
else
{
midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
task.Repeat();
}
}
});
}
}
}
private:
uint8 _phase;
};
struct boss_midnight : public BossAI
{
boss_midnight(Creature* creature) : BossAI(creature, DATA_ATTUMEN), _phase(PHASE_NONE) { }
void Reset() override
{
BossAI::Reset();
me->SetVisible(true);
me->SetReactState(REACT_DEFENSIVE);
}
bool CanMeleeHit()
{
return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellSchoolMask /*damageSchoolMask*/) override
{
// Midnight never dies, let health fall to 1 and prevent further damage.
if (damage >= me->GetHealth())
{
damage = me->GetHealth() - 1;
}
if (_phase == PHASE_NONE && me->HealthBelowPctDamaged(95, damage))
{
_phase = PHASE_ATTUMEN_ENGAGES;
Talk(EMOTE_CALL_ATTUMEN);
DoCastAOE(SPELL_SUMMON_ATTUMEN);
}
else if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
{
_phase = PHASE_MOUNTED;
DoCastAOE(SPELL_MOUNT, true);
}
}
void JustSummoned(Creature* summon) override
{
if (summon->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
{
summon->AI()->AttackStart(me->GetVictim());
summon->AI()->Talk(SAY_APPEAR);
}
BossAI::JustSummoned(summon);
}
void DoAction(int32 actionId) override
{
if (actionId == ACTION_SET_MIDNIGHT_PHASE)
{
_phase = PHASE_MOUNTED;
}
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
scheduler.Schedule(15s, 25s, [this](TaskContext task)
{
DoCastVictim(SPELL_KNOCKDOWN);
task.Repeat(15s, 25s);
});
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
me->DespawnOnEvade(10s);
_phase = PHASE_NONE;
}
void KilledUnit(Unit* /*victim*/) override
{
if (_phase == PHASE_ATTUMEN_ENGAGES)
{
if (Creature* attumen = instance->GetCreature(DATA_ATTUMEN))
{
Talk(SAY_MIDNIGHT_KILL, attumen);
}
}
}
void UpdateAI(uint32 diff) override
{
if (_phase != PHASE_MOUNTED)
{
if (!UpdateVictim())
{
return;
}
if (!CanMeleeHit())
{
BossAI::EnterEvadeMode(EvadeReason::EVADE_REASON_BOUNDARY);
}
scheduler.Update(diff,
std::bind(&BossAI::DoMeleeAttackIfReady, this));
}
void SpellHit(Unit* /*caster*/, SpellInfo const* spellInfo) override
{
if (spellInfo->Mechanic == MECHANIC_DISARM)
{
Talk(SAY_DISARMED);
}
if (spellInfo->Id == SPELL_MOUNT)
{
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
_phase = PHASE_NONE;
scheduler.CancelAll();
midnight->AI()->DoAction(ACTION_SET_MIDNIGHT_PHASE);
midnight->AttackStop();
midnight->RemoveAllAttackers();
midnight->SetReactState(REACT_PASSIVE);
midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
midnight->AI()->Talk(EMOTE_MOUNT_UP);
me->AttackStop();
me->RemoveAllAttackers();
me->SetReactState(REACT_PASSIVE);
me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
Talk(SAY_MOUNT);
scheduler.Schedule(Seconds(1), [this](TaskContext task)
{
if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
{
if (me->IsWithinDist2d(midnight, 5.0f))
{
DoCastAOE(SPELL_SUMMON_ATTUMEN_MOUNTED);
me->DespawnOrUnsummon(1s, 0s);
midnight->SetVisible(false);
}
else
{
midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
task.Repeat();
}
}
});
}
}
}
private:
uint8 _phase;
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetKarazhanAI<boss_attumenAI>(creature);
scheduler.Update(diff, std::bind(&BossAI::DoMeleeAttackIfReady, this));
}
private:
uint8 _phase;
};
class boss_midnight : public CreatureScript
class spell_midnight_fixate : public AuraScript
{
public:
boss_midnight() : CreatureScript("boss_midnight") { }
PrepareAuraScript(spell_midnight_fixate)
struct boss_midnightAI : public BossAI
void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
boss_midnightAI(Creature* creature) : BossAI(creature, DATA_ATTUMEN), _phase(PHASE_NONE) { }
void Reset() override
Unit* target = GetTarget();
if (Unit* caster = GetCaster())
{
BossAI::Reset();
me->SetVisible(true);
me->SetReactState(REACT_DEFENSIVE);
caster->TauntApply(target);
}
bool CanMeleeHit()
{
return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellSchoolMask /*damageSchoolMask*/) override
{
// Midnight never dies, let health fall to 1 and prevent further damage.
if (damage >= me->GetHealth())
{
damage = me->GetHealth() - 1;
}
if (_phase == PHASE_NONE && me->HealthBelowPctDamaged(95, damage))
{
_phase = PHASE_ATTUMEN_ENGAGES;
Talk(EMOTE_CALL_ATTUMEN);
DoCastAOE(SPELL_SUMMON_ATTUMEN);
}
else if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
{
_phase = PHASE_MOUNTED;
DoCastAOE(SPELL_MOUNT, true);
}
}
void JustSummoned(Creature* summon) override
{
if (summon->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
{
summon->AI()->AttackStart(me->GetVictim());
summon->AI()->Talk(SAY_APPEAR);
}
BossAI::JustSummoned(summon);
}
void DoAction(int32 actionId) override
{
if (actionId == ACTION_SET_MIDNIGHT_PHASE)
{
_phase = PHASE_MOUNTED;
}
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
scheduler.Schedule(Seconds(15), Seconds(25), [this](TaskContext task)
{
DoCastVictim(SPELL_KNOCKDOWN);
task.Repeat(Seconds(15), Seconds(25));
});
}
void EnterEvadeMode(EvadeReason /*why*/) override
{
me->DespawnOnEvade(10s);
_phase = PHASE_NONE;
}
void KilledUnit(Unit* /*victim*/) override
{
if (_phase == PHASE_ATTUMEN_ENGAGES)
{
if (Creature* attumen = instance->GetCreature(DATA_ATTUMEN))
{
Talk(SAY_MIDNIGHT_KILL, attumen);
}
}
}
void UpdateAI(uint32 diff) override
{
if (_phase != PHASE_MOUNTED)
{
if (!UpdateVictim())
{
return;
}
if (!CanMeleeHit())
{
BossAI::EnterEvadeMode(EvadeReason::EVADE_REASON_BOUNDARY);
}
}
scheduler.Update(diff,
std::bind(&BossAI::DoMeleeAttackIfReady, this));
}
private:
uint8 _phase;
};
CreatureAI* GetAI(Creature* creature) const override
{
return GetKarazhanAI<boss_midnightAI>(creature);
}
};
class spell_midnight_fixate : public SpellScriptLoader
{
public:
spell_midnight_fixate() : SpellScriptLoader("spell_midnight_fixate") { }
class spell_midnight_fixate_AuraScript : public AuraScript
void HandleEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
PrepareAuraScript(spell_midnight_fixate_AuraScript);
void HandleEffectApply(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
Unit* target = GetTarget();
if (Unit* caster = GetCaster())
{
Unit* target = GetTarget();
if (Unit* caster = GetCaster())
caster->TauntApply(target);
caster->TauntFadeOut(target);
}
}
void HandleEffectRemove(AuraEffect const* /*aurEff*/, AuraEffectHandleModes /*mode*/)
{
Unit* target = GetTarget();
if (Unit* caster = GetCaster())
caster->TauntFadeOut(target);
}
void Register() override
{
OnEffectApply += AuraEffectApplyFn(spell_midnight_fixate_AuraScript::HandleEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
OnEffectRemove += AuraEffectRemoveFn(spell_midnight_fixate_AuraScript::HandleEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
}
};
AuraScript* GetAuraScript() const override
void Register() override
{
return new spell_midnight_fixate_AuraScript();
OnEffectApply += AuraEffectApplyFn(spell_midnight_fixate::HandleEffectApply, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
OnEffectRemove += AuraEffectRemoveFn(spell_midnight_fixate::HandleEffectRemove, EFFECT_0, SPELL_AURA_DUMMY, AURA_EFFECT_HANDLE_REAL);
}
};
void AddSC_boss_attumen()
{
new boss_midnight();
new boss_attumen();
new spell_midnight_fixate();
RegisterKarazhanCreatureAI(boss_midnight);
RegisterKarazhanCreatureAI(boss_attumen);
RegisterSpellScript(spell_midnight_fixate);
}