refactor(Scripts/SSC): The Lurker Below boss script updated (#17082)

* initial

* restore me->CastSpell()

because apparently there is no overload of docastself that has triggerflags if I understand it correctly

* fix timers

may need some work - comments/thoughts welcome

* ms

* make kitzunu slightly less sad

* fixes

* revert

* Update boss_lurker_below.cpp

Co-authored-by: Angelo Venturini <Nefertumm@github.com>

* Update boss_lurker_below.cpp

---------

Co-authored-by: Angelo Venturini <Nefertumm@github.com>
This commit is contained in:
Dan
2023-10-01 09:24:57 +02:00
committed by GitHub
parent 57f5c6fb0c
commit 62c6b158e5

View File

@@ -26,7 +26,10 @@ enum Spells
SPELL_GEYSER = 37478,
SPELL_SPOUT_VISUAL = 37431,
SPELL_SPOUT_PERIODIC = 37430,
SPELL_LURKER_SPAWN_TRIGGER = 54587 // Needed for achievement
SPELL_LURKER_SPAWN_TRIGGER = 54587, // Needed for achievement
SPELL_CLEAR_ALL_DEBUFFS = 34098,
SPELL_SUBMERGE_VISUAL = 28819,
};
enum Misc
@@ -37,13 +40,12 @@ enum Misc
NPC_COILFANG_GUARDIAN = 21873,
NPC_COILFANG_AMBUSHER = 21865,
};
EVENT_PHASE_1 = 1,
EVENT_PHASE_2 = 2,
EVENT_SPELL_WHIRL = 3,
EVENT_SPELL_SPOUT = 4,
EVENT_SPELL_GEYSER = 5,
EVENT_SPELL_SPOUT_PERIODIC = 6
enum Groups
{
GROUP_WHIRL = 1,
GROUP_GEYSER = 2
};
const Position positions[MAX_SUMMONS] =
@@ -59,152 +61,149 @@ const Position positions[MAX_SUMMONS] =
{42.471519f, -445.115295f, -19.769423f, 0.0f}
};
class boss_the_lurker_below : public CreatureScript
struct boss_the_lurker_below : public BossAI
{
public:
boss_the_lurker_below() : CreatureScript("boss_the_lurker_below") { }
CreatureAI* GetAI(Creature* creature) const override
boss_the_lurker_below(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW)
{
return GetSerpentShrineAI<boss_the_lurker_belowAI>(creature);
scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
}
struct boss_the_lurker_belowAI : public BossAI
void Reset() override
{
boss_the_lurker_belowAI(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW) { }
BossAI::Reset();
me->SetReactState(REACT_PASSIVE);
me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
me->SetVisible(false);
me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
}
void Reset() override
void DoAction(int32 action) override
{
if (action == ACTION_START_EVENT)
{
BossAI::Reset();
me->SetReactState(REACT_AGGRESSIVE);
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetVisible(true);
me->UpdateObjectVisibility(true);
me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->SetInCombatWithZone();
}
}
void AttackStart(Unit* who) override
{
if (who && me->GetReactState() == REACT_AGGRESSIVE)
{
me->Attack(who, true);
}
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
SchedulerPhaseOne(38800ms, 91000ms);
}
void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
{
scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
{
DoCastRandomTarget(SPELL_GEYSER);
context.Repeat(10200ms, 54900ms);
}).Schedule(18150ms, GROUP_WHIRL, [this](TaskContext context)
{
DoCastSelf(SPELL_WHIRL);
context.Repeat(34150ms, 68550ms);
}).Schedule(spoutTimer, [this](TaskContext context)
{
Talk(EMOTE_TAKE_BREATH);
me->CastSpell(me, SPELL_SPOUT_VISUAL, TRIGGERED_IGNORE_SET_FACING);
me->SetReactState(REACT_PASSIVE);
me->SetFacingToObject(me->GetVictim());
me->SetTarget();
scheduler.RescheduleGroup(GROUP_GEYSER, 25s);
scheduler.RescheduleGroup(GROUP_WHIRL, 18s);
scheduler.Schedule(3s, [this](TaskContext)
{
me->InterruptNonMeleeSpells(false);
DoCastSelf(SPELL_SPOUT_PERIODIC, true);
});
context.Repeat(60s);
}).Schedule(p2Timer, [this](TaskContext)
{
//phase2
scheduler.CancelAll();
DoCastSelf(SPELL_SUBMERGE_VISUAL, true);
DoCastSelf(SPELL_CLEAR_ALL_DEBUFFS, true);
me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
me->SetVisible(false);
me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
// Reset summons
summons.DespawnAll();
}
void JustSummoned(Creature* summon) override
{
summon->SetInCombatWithZone();
summons.Summon(summon);
}
void DoAction(int32 param) override
{
if (param == ACTION_START_EVENT)
for (uint8 i = 0; i < MAX_SUMMONS; ++i)
{
me->SetReactState(REACT_AGGRESSIVE);
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetVisible(true);
me->UpdateObjectVisibility(true);
me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->SetInCombatWithZone();
//needs sniffed spell probably
me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
}
SchedulerPhaseTwo();
});
}
void SchedulerPhaseTwo()
{
scheduler.Schedule(60s, [this](TaskContext)
{
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
scheduler.CancelAll();
SchedulerPhaseOne(10000ms, 90750ms);
});
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
scheduler.Update(diff);
if (me->getStandState() != UNIT_STAND_STATE_STAND || !me->isAttackReady() || me->GetReactState() != REACT_AGGRESSIVE)
return;
Unit* target = nullptr;
if (me->IsWithinMeleeRange(me->GetVictim()))
{
target = me->GetVictim();
}
else
{
ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
for (ThreatReference const* ref : t_list)
{
if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, ref->getUnitGuid()))
{
if (me->IsWithinMeleeRange(threatTarget))
{
target = threatTarget;
break;
}
}
}
}
void JustDied(Unit* killer) override
if (target)
{
BossAI::JustDied(killer);
me->AttackerStateUpdate(target);
}
void AttackStart(Unit* who) override
else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
{
if (who && me->GetReactState() == REACT_AGGRESSIVE)
me->Attack(who, true);
me->CastSpell(target, SPELL_WATER_BOLT, false);
}
void JustEngagedWith(Unit* /*who*/) override
{
events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
events.ScheduleEvent(EVENT_SPELL_SPOUT, 45000);
events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
events.ScheduleEvent(EVENT_PHASE_2, 125000);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_SPELL_WHIRL:
me->CastSpell(me, SPELL_WHIRL, false);
events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
break;
case EVENT_SPELL_GEYSER:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
me->CastSpell(target, SPELL_GEYSER, false);
events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
break;
case EVENT_SPELL_SPOUT:
Talk(EMOTE_TAKE_BREATH);
me->CastSpell(me, SPELL_SPOUT_VISUAL, TRIGGERED_IGNORE_SET_FACING);
me->SetReactState(REACT_PASSIVE);
me->SetFacingToObject(me->GetVictim());
me->SetTarget();
events.ScheduleEvent(EVENT_SPELL_SPOUT, 60000);
events.RescheduleEvent(EVENT_SPELL_WHIRL, 18000);
events.RescheduleEvent(EVENT_SPELL_GEYSER, 25000);
events.ScheduleEvent(EVENT_SPELL_SPOUT_PERIODIC, 3000);
break;
case EVENT_SPELL_SPOUT_PERIODIC:
me->InterruptNonMeleeSpells(false);
me->CastSpell(me, SPELL_SPOUT_PERIODIC, true);
break;
case EVENT_PHASE_2:
events.Reset();
events.ScheduleEvent(EVENT_PHASE_1, 60000);
me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
for (uint8 i = 0; i < MAX_SUMMONS; ++i)
me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
break;
case EVENT_PHASE_1:
me->setAttackTimer(BASE_ATTACK, 6000);
me->SetStandState(UNIT_STAND_STATE_STAND);
me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
events.Reset();
events.ScheduleEvent(EVENT_SPELL_SPOUT, 10000);
events.ScheduleEvent(EVENT_PHASE_2, 120000);
break;
}
if (me->getStandState() != UNIT_STAND_STATE_STAND || !me->isAttackReady() || me->GetReactState() != REACT_AGGRESSIVE)
return;
Unit* target = nullptr;
if (me->IsWithinMeleeRange(me->GetVictim()))
target = me->GetVictim();
else
{
ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
if (me->IsWithinMeleeRange(threatTarget))
{
target = threatTarget;
break;
}
}
if (target)
me->AttackerStateUpdate(target);
else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
me->CastSpell(target, SPELL_WATER_BOLT, false);
me->resetAttackTimer();
}
};
me->resetAttackTimer();
}
};
class go_strange_pool : public GameObjectScript
@@ -315,7 +314,7 @@ public:
void AddSC_boss_the_lurker_below()
{
new boss_the_lurker_below();
RegisterSerpentShrineAI(boss_the_lurker_below);
new go_strange_pool();
new spell_lurker_below_spout();
new spell_lurker_below_spout_cone();