fix(Scripts/ScarletEnclave): Rewrite Brothers in Death (#22303)

This commit is contained in:
Andrew
2025-06-21 14:32:22 -03:00
committed by GitHub
parent 58b966cbff
commit 711f674c8a
2 changed files with 343 additions and 258 deletions

View File

@@ -18,6 +18,7 @@
#include "CombatAI.h"
#include "CreatureScript.h"
#include "CreatureTextMgr.h"
#include "ScriptedGossip.h"
#include "Player.h"
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
@@ -185,16 +186,23 @@ public:
enum Koltira
{
SAY_BREAKOUT1 = 0,
SAY_BREAKOUT2 = 1,
SAY_BREAKOUT3 = 2,
SAY_BREAKOUT4 = 3,
SAY_BREAKOUT5 = 4,
SAY_BREAKOUT6 = 5,
SAY_BREAKOUT7 = 6,
SAY_BREAKOUT8 = 7,
SAY_BREAKOUT9 = 8,
SAY_BREAKOUT10 = 9,
SAY_BREAKOUT0 = 0,
SAY_BREAKOUT1 = 1,
SAY_BREAKOUT2 = 2,
SAY_BREAKOUT3 = 3,
SAY_BREAKOUT4 = 4,
SAY_BREAKOUT5 = 5,
SAY_BREAKOUT6 = 6,
SAY_BREAKOUT7 = 7,
SAY_BREAKOUT8 = 8,
SAY_BREAKOUT9 = 9,
SAY_BREAKOUT10 = 10,
EMOTE_KOLTIRA_COLLAPSES = 11,
SAY_VALROTH_WAVE3 = 0,
SAY_VALROTH_AGGRO = 1,
SAY_VALROTH_WAVE1 = 4,
SAY_VALROTH_WAVE2 = 5,
SPELL_KOLTIRA_TRANSFORM = 52899,
SPELL_ANTI_MAGIC_ZONE = 52894,
@@ -206,7 +214,14 @@ enum Koltira
//not sure about this id
//NPC_DEATH_KNIGHT_MOUNT = 29201,
MODEL_DEATH_KNIGHT_MOUNT = 25278
MODEL_DEATH_KNIGHT_MOUNT = 25278,
POINT_STAND_UP = 0,
POINT_BOX = 1,
POINT_ANTI_MAGIC_ZONE = 2,
POINT_MOUNT = 0,
POINT_DESPAWN = 1
};
class npc_koltira_deathweaver : public CreatureScript
@@ -214,205 +229,203 @@ class npc_koltira_deathweaver : public CreatureScript
public:
npc_koltira_deathweaver() : CreatureScript("npc_koltira_deathweaver") { }
bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest) override
{
if (quest->GetQuestId() == QUEST_BREAKOUT)
{
creature->SetStandState(UNIT_STAND_STATE_STAND);
creature->setActive(true);
if (npc_escortAI* pEscortAI = CAST_AI(npc_koltira_deathweaver::npc_koltira_deathweaverAI, creature->AI()))
pEscortAI->Start(false, false, player->GetGUID());
}
return true;
}
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_koltira_deathweaverAI(creature);
}
struct npc_koltira_deathweaverAI : public npc_escortAI
struct npc_koltira_deathweaverAI : public ScriptedAI
{
npc_koltira_deathweaverAI(Creature* creature) : npc_escortAI(creature), summons(me)
{
me->SetReactState(REACT_DEFENSIVE);
}
uint32 m_uiWave;
uint32 m_uiWave_Timer;
ObjectGuid m_uiValrothGUID;
SummonList summons;
npc_koltira_deathweaverAI(Creature* creature) : ScriptedAI(creature) { }
void Reset() override
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
{
m_uiWave = 0;
m_uiWave_Timer = 3000;
m_uiValrothGUID.Clear();
me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
me->LoadEquipment(0, true);
me->RemoveAllAuras();
summons.DespawnAll();
}
scheduler.CancelAll();
me->m_Events.KillAllEvents(false);
me->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC);
me->setActive(false);
}
void EnterEvadeMode(EvadeReason /*why*/) override
void StartEvent()
{
me->GetThreatMgr().ClearAllThreat();
me->CombatStop(false);
me->SetLootRecipient(nullptr);
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
LOG_DEBUG("scripts.ai", "EscortAI has left combat and is now returning to last point");
}
else
{
me->GetMotionMaster()->MoveTargetedHome();
me->SetImmuneToNPC(true);
Reset();
}
}
void AttackStart(Unit* who) override
{
if (HasEscortState(STATE_ESCORT_PAUSED))
if (!me->HasNpcFlag(UNIT_NPC_FLAG_GOSSIP)) // Already in progress
return;
npc_escortAI::AttackStart(who);
me->SetStandState(UNIT_STAND_STATE_SIT);
me->RemoveNpcFlag(UNIT_NPC_FLAG_GOSSIP);
me->setActive(true);
Talk(SAY_BREAKOUT0);
me->m_Events.AddEventAtOffset([&] {
me->GetMotionMaster()->MovePath(me->GetEntry() * 10, false);
}, 5s);
}
void WaypointReached(uint32 waypointId) override
void sQuestAccept(Player* /*player*/, Quest const* quest) override
{
switch (waypointId)
if (quest->GetQuestId() == QUEST_BREAKOUT)
StartEvent();
}
void sGossipSelect(Player* player, uint32 /*menuId*/, uint32 /*gossipListId*/) override
{
if (player->GetQuestStatus(QUEST_BREAKOUT) == QUEST_STATUS_INCOMPLETE)
{
case 0:
Talk(SAY_BREAKOUT1);
me->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
break;
case 1:
me->SetStandState(UNIT_STAND_STATE_KNEEL);
break;
case 2:
me->SetStandState(UNIT_STAND_STATE_STAND);
//me->UpdateEntry(NPC_KOLTIRA_ALT); //unclear if we must update or not
DoCast(me, SPELL_KOLTIRA_TRANSFORM);
me->LoadEquipment();
break;
case 3:
SetEscortPaused(true);
me->SetStandState(UNIT_STAND_STATE_KNEEL);
Talk(SAY_BREAKOUT2);
DoCast(me, SPELL_ANTI_MAGIC_ZONE); // cast again that makes bubble up
break;
case 4:
me->ApplySpellImmune(0, IMMUNITY_DAMAGE, SPELL_SCHOOL_MASK_ALL, false);
SetRun(true);
break;
case 9:
me->Mount(MODEL_DEATH_KNIGHT_MOUNT);
break;
case 10:
me->Dismount();
break;
CloseGossipMenuFor(player);
StartEvent();
}
}
void JustSummoned(Creature* summoned) override
void MovementInform(uint32 type, uint32 id) override
{
if (Player* player = GetPlayerForEscort())
summoned->AI()->AttackStart(player);
if (type != WAYPOINT_MOTION_TYPE)
return;
if (summoned->GetEntry() == NPC_HIGH_INQUISITOR_VALROTH)
m_uiValrothGUID = summoned->GetGUID();
summoned->AddThreat(me, 0.0f);
summoned->SetImmuneToPC(false);
summons.Summon(summoned);
}
void SummonAcolyte(uint32 uiAmount)
{
for (uint32 i = 0; i < uiAmount; ++i)
me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1642.329f, -6045.818f, 127.583f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
}
void UpdateAI(uint32 uiDiff) override
{
npc_escortAI::UpdateAI(uiDiff);
if (HasEscortState(STATE_ESCORT_PAUSED))
if (!me->HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC))
{
if (m_uiWave_Timer <= uiDiff)
if (id == POINT_MOUNT)
me->Mount(MODEL_DEATH_KNIGHT_MOUNT);
else if (id == POINT_DESPAWN)
{
switch (m_uiWave)
me->Dismount();
me->DespawnOrUnsummon();
}
return;
}
switch (id)
{
case POINT_STAND_UP:
Talk(SAY_BREAKOUT1);
break;
case POINT_BOX:
me->SetStandState(UNIT_STAND_STATE_KNEEL);
scheduler.Schedule(5s, [this](TaskContext context)
{
switch (context.GetRepeatCounter())
{
case 0:
Talk(SAY_BREAKOUT3);
SummonAcolyte(3);
m_uiWave_Timer = 20000;
// Shouldn't actually be spawned at this point, but no way to send his yells otherwise?
if (Creature* valroth = me->SummonCreature(NPC_HIGH_INQUISITOR_VALROTH, 1640.8596f, -6030.834f, 134.82211f, 4.606426715850830078f, TEMPSUMMON_MANUAL_DESPAWN))
{
_valrothGUID = valroth->GetGUID();
valroth->AI()->Talk(SAY_VALROTH_WAVE1);
valroth->SetReactState(REACT_PASSIVE);
}
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.6724f, -6032.0527f, 134.82213f, 4.654973506927490234f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath(NPC_CRIMSON_ACOLYTE * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.0055f, -6031.893f, 134.82211f, 0.401425719261169433f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 1) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1639.7053f, -6031.7373f, 134.82213f, 2.443460941314697265f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 2) * 10, false);
break;
case 1:
Talk(SAY_BREAKOUT4);
SummonAcolyte(3);
m_uiWave_Timer = 20000;
if (Creature* valroth = ObjectAccessor::GetCreature(*me, _valrothGUID))
valroth->AI()->Talk(SAY_VALROTH_WAVE2);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.7958f, -6030.307f, 134.82211f, 4.65355682373046875f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 3) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.7305f, -6030.751f, 134.82211f, 6.143558979034423828f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 4) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1639.4657f, -6030.404f, 134.82211f, 4.502949237823486328f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 5) * 10, false);
break;
case 2:
Talk(SAY_BREAKOUT5);
SummonAcolyte(4);
m_uiWave_Timer = 20000;
if (Creature* valroth = ObjectAccessor::GetCreature(*me, _valrothGUID))
valroth->AI()->Talk(SAY_VALROTH_WAVE3);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.3405f, -6031.436f, 134.82211f, 4.612849712371826171f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 6) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1642.0404f, -6030.3843f, 134.82211f, 1.378810048103332519f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 7) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.1162f, -6029.7817f, 134.82211f, 5.707226753234863281f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 8) * 10, false);
if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.9948f, -6029.8027f, 134.82211f, 1.605702877044677734f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 9) * 10, false);
break;
case 3:
Talk(SAY_BREAKOUT6);
me->SummonCreature(NPC_HIGH_INQUISITOR_VALROTH, 1642.329f, -6045.818f, 127.583f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 1000);
m_uiWave_Timer = 1000;
break;
case 4:
me->m_Events.AddEventAtOffset([this]
{
Creature* temp = ObjectAccessor::GetCreature(*me, m_uiValrothGUID);
Talk(EMOTE_KOLTIRA_COLLAPSES, me);
me->KillSelf();
if (!temp || !temp->IsAlive())
{
Talk(SAY_BREAKOUT8);
m_uiWave_Timer = 5000;
}
else
{
// xinef: despawn check
Player* player = GetPlayerForEscort();
if (!player || me->GetDistance(player) > 60.0f)
{
me->DespawnOrUnsummon();
return;
}
if (Creature* valroth = ObjectAccessor::GetCreature(*me, _valrothGUID))
valroth->DespawnOrUnsummon();
}, 2min);
m_uiWave_Timer = 2500;
return; //return, we don't want m_uiWave to increment now
}
break;
if (Creature* valroth = ObjectAccessor::GetCreature(*me, _valrothGUID))
{
valroth->AI()->Talk(SAY_VALROTH_AGGRO);
valroth->SetReactState(REACT_AGGRESSIVE);
valroth->GetMotionMaster()->MovePath(NPC_HIGH_INQUISITOR_VALROTH * 10, false);
}
case 5:
Talk(SAY_BREAKOUT9);
me->RemoveAurasDueToSpell(SPELL_ANTI_MAGIC_ZONE);
// i do not know why the armor will also be removed
m_uiWave_Timer = 2500;
return;
default:
break;
case 6:
Talk(SAY_BREAKOUT10);
SetEscortPaused(false);
break;
}
}
++m_uiWave;
}
else
m_uiWave_Timer -= uiDiff;
context.Repeat(20s);
});
scheduler.Schedule(3s, [this](TaskContext)
{
DoCastSelf(SPELL_KOLTIRA_TRANSFORM);
me->LoadEquipment();
});
break;
case POINT_ANTI_MAGIC_ZONE:
me->SetStandState(UNIT_STAND_STATE_KNEEL);
Talk(SAY_BREAKOUT2);
DoCastSelf(SPELL_ANTI_MAGIC_ZONE);
break;
}
}
void SummonedCreatureDies(Creature* summon, Unit*) override
{
if (summon->GetEntry() == NPC_HIGH_INQUISITOR_VALROTH)
{
me->m_Events.KillAllEvents(false);
me->RemoveAurasDueToSpell(SPELL_ANTI_MAGIC_ZONE);
me->SetStandState(UNIT_STAND_STATE_STAND);
Talk(SAY_BREAKOUT8, 3s);
Talk(SAY_BREAKOUT9, 8s);
scheduler.Schedule(11s, [this](TaskContext)
{
Talk(SAY_BREAKOUT10);
SetInvincibility(true);
me->SetReactState(REACT_PASSIVE);
me->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC);
me->GetMotionMaster()->MovePath((me->GetEntry() + 1) * 10, false);
});
}
}
void UpdateAI(uint32 diff) override
{
scheduler.Update(diff);
}
private:
ObjectGuid _valrothGUID;
};
};
@@ -504,98 +517,6 @@ public:
};
};
//Koltira & Valroth- Breakout
enum valroth
{
//SAY_VALROTH1 = 0, Unused
SAY_VALROTH_AGGRO = 1,
SAY_VALROTH_RAND = 2,
SAY_VALROTH_DEATH = 3,
SPELL_RENEW = 38210,
SPELL_INQUISITOR_PENANCE = 52922,
SPELL_VALROTH_SMITE = 52926,
SPELL_SUMMON_VALROTH_REMAINS = 52929
};
class npc_high_inquisitor_valroth : public CreatureScript
{
public:
npc_high_inquisitor_valroth() : CreatureScript("npc_high_inquisitor_valroth") { }
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_high_inquisitor_valrothAI(creature);
}
struct npc_high_inquisitor_valrothAI : public ScriptedAI
{
npc_high_inquisitor_valrothAI(Creature* creature) : ScriptedAI(creature) { }
uint32 uiRenew_timer;
uint32 uiInquisitor_Penance_timer;
uint32 uiValroth_Smite_timer;
void Reset() override
{
uiRenew_timer = 1000;
uiInquisitor_Penance_timer = 2000;
uiValroth_Smite_timer = 1000;
}
void JustEngagedWith(Unit* who) override
{
Talk(SAY_VALROTH_AGGRO);
DoCast(who, SPELL_VALROTH_SMITE);
}
void UpdateAI(uint32 diff) override
{
if (uiRenew_timer <= diff)
{
Shout();
DoCast(me, SPELL_RENEW);
uiRenew_timer = urand(1000, 6000);
}
else uiRenew_timer -= diff;
if (uiInquisitor_Penance_timer <= diff)
{
Shout();
DoCastVictim(SPELL_INQUISITOR_PENANCE);
uiInquisitor_Penance_timer = urand(2000, 7000);
}
else uiInquisitor_Penance_timer -= diff;
if (uiValroth_Smite_timer <= diff)
{
Shout();
DoCastVictim(SPELL_VALROTH_SMITE);
uiValroth_Smite_timer = urand(1000, 6000);
}
else uiValroth_Smite_timer -= diff;
DoMeleeAttackIfReady();
}
void Shout()
{
if (rand() % 100 < 15)
Talk(SAY_VALROTH_RAND);
}
void JustDied(Unit* killer) override
{
Talk(SAY_VALROTH_DEATH);
if (killer)
{
killer->CastSpell(me, SPELL_SUMMON_VALROTH_REMAINS, true);
}
}
};
};
/*######
## npc_a_special_surprise
######*/
@@ -785,6 +706,5 @@ void AddSC_the_scarlet_enclave_c2()
new npc_crusade_persuaded();
new npc_scarlet_courier();
new npc_koltira_deathweaver();
new npc_high_inquisitor_valroth();
new npc_a_special_surprise();
}