fix(Scripts/AlteracValley): Balinda Stoneheart (#17933)

* fix(Scripts/AlteracValley): Balinda Stoneheart

- Convert to taskscheduler
- Use proper spell to summon elemental
- Move elemental to SAI
- Now uses Iceblock

partial cherry pick of 93a01b6d50
This commit is contained in:
Andrew
2023-12-03 10:35:44 -03:00
committed by GitHub
parent 98a4c3c052
commit 755d439896
2 changed files with 92 additions and 155 deletions

View File

@@ -23,14 +23,16 @@ enum Spells
SPELL_ARCANE_EXPLOSION = 46608,
SPELL_CONE_OF_COLD = 38384,
SPELL_FIREBALL = 46988,
SPELL_FROSTBOLT = 46987
SPELL_FROSTBOLT = 46987,
SPELL_SUMMON_WATER_ELEMENTAL = 45067,
SPELL_ICEBLOCK = 46604
};
enum Yells
{
YELL_AGGRO = 0,
YELL_EVADE = 1,
YELL_SALVATION = 2,
SAY_AGGRO = 0,
SAY_EVADE = 1,
SAY_SALVATION = 2,
};
enum Creatures
@@ -38,181 +40,110 @@ enum Creatures
NPC_WATER_ELEMENTAL = 25040
};
enum WaterElementalSpells
struct boss_balinda : public ScriptedAI
{
SPELL_WATERBOLT = 46983
};
class npc_water_elemental : public CreatureScript
{
public:
npc_water_elemental() : CreatureScript("npc_water_elemental") { }
struct npc_water_elementalAI : public ScriptedAI
boss_balinda(Creature* creature) : ScriptedAI(creature), summons(me), _hasCastIceBlock(false)
{
npc_water_elementalAI(Creature* creature) : ScriptedAI(creature) { }
uint32 waterBoltTimer;
ObjectGuid balindaGUID;
uint32 resetTimer;
void Reset() override
scheduler.SetValidator([this]
{
waterBoltTimer = 3 * IN_MILLISECONDS;
resetTimer = 5 * IN_MILLISECONDS;
balindaGUID.Clear();
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
if (waterBoltTimer < diff)
{
DoCastVictim(SPELL_WATERBOLT);
waterBoltTimer = 5 * IN_MILLISECONDS;
}
else waterBoltTimer -= diff;
// check if creature is not outside of building
if (resetTimer < diff)
{
if (Creature* pBalinda = ObjectAccessor::GetCreature(*me, balindaGUID))
if (me->GetDistance2d(pBalinda->GetHomePosition().GetPositionX(), pBalinda->GetHomePosition().GetPositionY()) > 50)
EnterEvadeMode();
resetTimer = 5 * IN_MILLISECONDS;
}
else resetTimer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_water_elementalAI(creature);
return !me->HasUnitState(UNIT_STATE_CASTING);
});
}
};
class boss_balinda : public CreatureScript
{
public:
boss_balinda() : CreatureScript("boss_balinda") { }
struct boss_balindaAI : public ScriptedAI
void Reset() override
{
boss_balindaAI(Creature* creature) : ScriptedAI(creature), summons(me) { }
summons.DespawnAll();
}
uint32 arcaneExplosionTimer;
uint32 coneOfColdTimer;
uint32 fireBoltTimer;
uint32 frostboltTimer;
uint32 resetTimer;
uint32 waterElementalTimer;
void JustEngagedWith(Unit* /*who*/) override
{
_hasCastIceBlock = false;
SummonList summons;
Talk(SAY_AGGRO);
void Reset() override
ScheduleTimedEvent(3s, [&]
{
arcaneExplosionTimer = urand(5 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
coneOfColdTimer = 8 * IN_MILLISECONDS;
fireBoltTimer = 1 * IN_MILLISECONDS;
frostboltTimer = 4 * IN_MILLISECONDS;
resetTimer = 5 * IN_MILLISECONDS;
waterElementalTimer = 0;
summons.DespawnAll();
}
void JustEngagedWith(Unit* /*who*/) override
{
Talk(YELL_AGGRO);
}
void JustRespawned() override
{
Reset();
}
void JustSummoned(Creature* summoned) override
{
CAST_AI(npc_water_elemental::npc_water_elementalAI, summoned->AI())->balindaGUID = me->GetGUID();
summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
summoned->SetFaction(me->GetFaction());
summons.Summon(summoned);
}
void JustDied(Unit* /*killer*/) override
{
summons.DespawnAll();
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
if (waterElementalTimer < diff)
if (summons.empty())
{
if (summons.empty())
me->SummonCreature(NPC_WATER_ELEMENTAL, 0, 0, 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 45 * IN_MILLISECONDS);
waterElementalTimer = 50 * IN_MILLISECONDS;
DoCast(SPELL_SUMMON_WATER_ELEMENTAL);
}
else waterElementalTimer -= diff;
}, 50s, 50s);
if (arcaneExplosionTimer < diff)
ScheduleTimedEvent(5s, 15s, [&]
{
DoCastAOE(SPELL_ARCANE_EXPLOSION);
}, 5s, 15s);
ScheduleTimedEvent(8s, [&]
{
DoCastVictim(SPELL_CONE_OF_COLD);
}, 10s, 20s);
ScheduleTimedEvent(1s, [&]
{
DoCastVictim(SPELL_FIREBALL);
}, 5s, 9s);
ScheduleTimedEvent(4s, [&]
{
DoCastVictim(SPELL_FROSTBOLT);
}, 4s, 12s);
ScheduleTimedEvent(5s, [&]
{
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
{
DoCastVictim(SPELL_ARCANE_EXPLOSION);
arcaneExplosionTimer = urand(5 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
EnterEvadeMode();
Talk(SAY_EVADE);
}
else arcaneExplosionTimer -= diff;
if (coneOfColdTimer < diff)
if (Creature* elemental = summons.GetCreatureWithEntry(NPC_WATER_ELEMENTAL))
{
DoCastVictim(SPELL_CONE_OF_COLD);
coneOfColdTimer = urand(10 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
}
else coneOfColdTimer -= diff;
if (fireBoltTimer < diff)
{
DoCastVictim(SPELL_FIREBALL);
fireBoltTimer = urand(5 * IN_MILLISECONDS, 9 * IN_MILLISECONDS);
}
else fireBoltTimer -= diff;
if (frostboltTimer < diff)
{
DoCastVictim(SPELL_FROSTBOLT);
frostboltTimer = urand(4 * IN_MILLISECONDS, 12 * IN_MILLISECONDS);
}
else frostboltTimer -= diff;
// check if creature is not outside of building
if (resetTimer < diff)
{
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
{
EnterEvadeMode();
Talk(YELL_EVADE);
elemental->AI()->EnterEvadeMode();
}
resetTimer = 5 * IN_MILLISECONDS;
}
else resetTimer -= diff;
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new boss_balindaAI(creature);
}, 5s, 5s);
}
void JustSummoned(Creature* summoned) override
{
summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
summoned->SetFaction(me->GetFaction());
summons.Summon(summoned);
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*type*/, SpellSchoolMask /*school*/) override
{
if (me->HealthBelowPctDamaged(40, damage) && !_hasCastIceBlock)
{
DoCast(SPELL_ICEBLOCK);
_hasCastIceBlock = true;
}
}
void JustDied(Unit* /*killer*/) override
{
summons.DespawnAll();
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
scheduler.Update(diff,
std::bind(&ScriptedAI::DoMeleeAttackIfReady, this));
}
private:
SummonList summons;
bool _hasCastIceBlock;
};
void AddSC_boss_balinda()
{
new boss_balinda;
new npc_water_elemental;
RegisterCreatureAI(boss_balinda);
}