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https://github.com/mod-playerbots/azerothcore-wotlk.git
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chore(Scripts/Karazhan): rework Shade of Aran using TaskScheduler and fixes (#16689)
This commit is contained in:
@@ -20,6 +20,7 @@
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#include "ScriptedCreature.h"
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#include "SpellInfo.h"
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#include "karazhan.h"
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#include "TaskScheduler.h"
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enum ShadeOfAran
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{
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@@ -58,9 +59,9 @@ enum ShadeOfAran
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SPELL_SHADOW_PYRO = 29978,
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//Creatures
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CREATURE_WATER_ELEMENTAL = 17167,
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CREATURE_SHADOW_OF_ARAN = 18254,
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CREATURE_ARAN_BLIZZARD = 17161,
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NPC_WATER_ELEMENTAL = 17167,
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NPC_SHADOW_OF_ARAN = 18254,
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NPC_ARAN_BLIZZARD = 17161,
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};
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enum SuperSpell
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@@ -70,560 +71,458 @@ enum SuperSpell
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SUPER_AE,
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};
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class boss_shade_of_aran : public CreatureScript
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enum Groups
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{
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public:
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boss_shade_of_aran() : CreatureScript("boss_shade_of_aran") { }
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GROUP_FLAMEWREATH = 0,
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GROUP_DRINKING = 1
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};
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struct boss_aranAI : public BossAI
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Position const elementalPos[4] =
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{
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{-11168.1f, -1939.29f, 232.092f, 1.46f},
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{-11138.2f, -1915.38f, 232.092f, 3.00f},
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{-11161.7f, -1885.36f, 232.092f, 4.59f},
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{-11192.4f, -1909.36f, 232.092f, 6.19f}
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};
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struct boss_shade_of_aran : public BossAI
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{
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boss_shade_of_aran(Creature* creature) : BossAI(creature, DATA_ARAN)
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{
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boss_aranAI(Creature* creature) : BossAI(creature, DATA_ARAN)
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scheduler.SetValidator([this]
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{
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return !me->HasUnitState(UNIT_STATE_CASTING);
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});
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}
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uint8 LastSuperSpell;
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ObjectGuid FlameWreathTarget[3];
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float FWTargPosX[3];
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float FWTargPosY[3];
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uint32 CurrentNormalSpell;
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bool Drinking;
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void Reset() override
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{
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BossAI::Reset();
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drinkScheduler.CancelAll();
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LastSuperSpell = rand() % 3;
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for (uint8 i = 0; i < 3; ++i)
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FlameWreathTarget[i].Clear();
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CurrentNormalSpell = 0;
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_arcaneCooledDown = true;
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_fireCooledDown = true;
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_frostCooledDown = true;
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Drinking = false;
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// Not in progress
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instance->SetData(DATA_ARAN, NOT_STARTED);
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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{
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libraryDoor->SetGoState(GO_STATE_ACTIVE);
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libraryDoor->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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}
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uint32 SecondarySpellTimer;
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uint32 NormalCastTimer;
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uint32 SuperCastTimer;
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uint32 BerserkTimer;
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uint32 CloseDoorTimer; // Don't close the door right on aggro in case some people are still entering.
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ScheduleHealthCheckEvent(40, [&]{
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Talk(SAY_ELEMENTALS);
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uint8 LastSuperSpell;
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uint32 FlameWreathTimer;
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uint32 FlameWreathCheckTime;
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ObjectGuid FlameWreathTarget[3];
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float FWTargPosX[3];
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float FWTargPosY[3];
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uint32 CurrentNormalSpell;
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uint32 ArcaneCooldown;
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uint32 FireCooldown;
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uint32 FrostCooldown;
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uint32 DrinkInterruptTimer;
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bool ElementalsSpawned;
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bool Drinking;
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bool DrinkInturrupted;
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void Reset() override
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{
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SecondarySpellTimer = 5000;
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NormalCastTimer = 0;
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SuperCastTimer = 35000;
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BerserkTimer = 720000;
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CloseDoorTimer = 15000;
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LastSuperSpell = rand() % 3;
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FlameWreathTimer = 0;
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FlameWreathCheckTime = 0;
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for (uint8 i = 0; i < 3; ++i)
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FlameWreathTarget[i].Clear();
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CurrentNormalSpell = 0;
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ArcaneCooldown = 0;
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FireCooldown = 0;
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FrostCooldown = 0;
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DrinkInterruptTimer = 10000;
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ElementalsSpawned = false;
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Drinking = false;
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DrinkInturrupted = false;
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// Not in progress
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instance->SetData(DATA_ARAN, NOT_STARTED);
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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for(Position pos : elementalPos)
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{
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libraryDoor->SetGoState(GO_STATE_ACTIVE);
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libraryDoor->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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if(Creature* elemental = me->SummonCreature(NPC_WATER_ELEMENTAL, pos, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000))
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{
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if(Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true))
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{
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DoStartNoMovement(target);
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elemental->SetInCombatWithZone();
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elemental->CombatStart(target);
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}
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}
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}
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}
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});
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}
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void KilledUnit(Unit* /*victim*/) override
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_KILL);
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}
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void TriggerArcaneCooldown()
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{
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scheduler.Schedule(5s, [this](TaskContext)
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{
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Talk(SAY_KILL);
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}
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_arcaneCooledDown = true;
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});
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}
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void JustDied(Unit* /*killer*/) override
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void TriggerFireCooldown()
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{
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scheduler.Schedule(5s, [this](TaskContext)
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{
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Talk(SAY_DEATH);
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_fireCooledDown = true;
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});
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}
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instance->SetData(DATA_ARAN, DONE);
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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{
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libraryDoor->SetGoState(GO_STATE_ACTIVE);
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libraryDoor->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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}
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}
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void JustEngagedWith(Unit* /*who*/) override
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void TriggerFrostCooldown()
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{
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scheduler.Schedule(5s, [this](TaskContext)
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{
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Talk(SAY_AGGRO);
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_frostCooledDown = true;
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});
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}
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instance->SetData(DATA_ARAN, IN_PROGRESS);
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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instance->SetData(DATA_ARAN, DONE);
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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{
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libraryDoor->SetGoState(GO_STATE_ACTIVE);
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libraryDoor->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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}
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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instance->SetData(DATA_ARAN, IN_PROGRESS);
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DoZoneInCombat();
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//handle timed closing door
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scheduler.Schedule(15s, [this](TaskContext)
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{
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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{
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libraryDoor->SetGoState(GO_STATE_READY);
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libraryDoor->SetGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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}
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DoZoneInCombat();
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}
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void FlameWreathEffect()
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}).Schedule(1ms, [this](TaskContext context)
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{
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std::vector<Unit*> targets;
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ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
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if (t_list.empty())
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return;
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//store the threat list in a different container
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for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
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if (!me->IsNonMeleeSpellCast(false))
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{
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Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
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//only on alive players
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if (target && target->IsAlive() && target->GetTypeId() == TYPEID_PLAYER)
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targets.push_back(target);
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}
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Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true);
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if (!target)
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return;
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//cut down to size if we have more than 3 targets
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while (targets.size() > 3)
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targets.erase(targets.begin() + rand() % targets.size());
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uint32 Spells[3];
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uint8 AvailableSpells = 0;
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uint32 i = 0;
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for (std::vector<Unit*>::const_iterator itr = targets.begin(); itr != targets.end(); ++itr)
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{
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if (*itr)
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//Check for what spells are not on cooldown
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if (_arcaneCooledDown)
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{
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FlameWreathTarget[i] = (*itr)->GetGUID();
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FWTargPosX[i] = (*itr)->GetPositionX();
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FWTargPosY[i] = (*itr)->GetPositionY();
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DoCast((*itr), SPELL_FLAME_WREATH, true);
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++i;
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Spells[AvailableSpells] = SPELL_ARCMISSLE;
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++AvailableSpells;
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}
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if (_fireCooledDown)
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{
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Spells[AvailableSpells] = SPELL_FIREBALL;
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++AvailableSpells;
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}
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if (_frostCooledDown)
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{
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Spells[AvailableSpells] = SPELL_FROSTBOLT;
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++AvailableSpells;
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}
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//If no available spells wait 1 second and try again
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if (AvailableSpells)
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{
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CurrentNormalSpell = Spells[rand() % AvailableSpells];
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DoCast(target, CurrentNormalSpell);
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}
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}
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}
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void UpdateAI(uint32 diff) override
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context.Repeat(10s);
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}).Schedule(5s, [this](TaskContext context)
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{
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if (!UpdateVictim())
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return;
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if (CloseDoorTimer)
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switch (urand(0, 1))
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{
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if (CloseDoorTimer <= diff)
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{
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if (GameObject* libraryDoor = instance->instance->GetGameObject(instance->GetGuidData(DATA_GO_LIBRARY_DOOR)))
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case 0:
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DoCastSelf(SPELL_AOE_CS);
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break;
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case 1:
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DoCastRandomTarget(SPELL_CHAINSOFICE);
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break;
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}
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context.Repeat(5s, 20s);
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}).Schedule(35s, [this](TaskContext context)
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{
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uint8 Available[2];
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switch (LastSuperSpell)
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{
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case SUPER_AE:
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Available[0] = SUPER_FLAME;
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Available[1] = SUPER_BLIZZARD;
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break;
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case SUPER_FLAME:
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Available[0] = SUPER_AE;
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Available[1] = SUPER_BLIZZARD;
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break;
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case SUPER_BLIZZARD:
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Available[0] = SUPER_FLAME;
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Available[1] = SUPER_AE;
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break;
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}
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LastSuperSpell = Available[urand(0, 1)];
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switch (LastSuperSpell)
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{
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case SUPER_AE:
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Talk(SAY_EXPLOSION);
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DoCastSelf(SPELL_BLINK_CENTER, true);
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DoCastSelf(SPELL_PLAYERPULL, true);
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DoCastSelf(SPELL_MASSSLOW, true);
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DoCastSelf(SPELL_AEXPLOSION, false);
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break;
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case SUPER_FLAME:
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Talk(SAY_FLAMEWREATH);
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scheduler.Schedule(20s, GROUP_FLAMEWREATH, [this](TaskContext)
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{
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libraryDoor->SetGoState(GO_STATE_READY);
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libraryDoor->SetGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
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}
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CloseDoorTimer = 0;
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}
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else
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CloseDoorTimer -= diff;
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}
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//Cooldowns for casts
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if (ArcaneCooldown)
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{
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if (ArcaneCooldown >= diff)
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ArcaneCooldown -= diff;
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else
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ArcaneCooldown = 0;
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}
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if (FireCooldown)
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{
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if (FireCooldown >= diff)
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FireCooldown -= diff;
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else
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FireCooldown = 0;
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}
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if (FrostCooldown)
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{
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if (FrostCooldown >= diff)
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FrostCooldown -= diff;
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else
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FrostCooldown = 0;
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}
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if (!Drinking && me->GetMaxPower(POWER_MANA) && (me->GetPower(POWER_MANA) * 100 / me->GetMaxPower(POWER_MANA)) < 20)
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{
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Drinking = true;
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me->InterruptNonMeleeSpells(false);
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Talk(SAY_DRINK);
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if (!DrinkInturrupted)
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{
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DoCast(me, SPELL_MASS_POLY, true);
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DoCast(me, SPELL_CONJURE, false);
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DoCast(me, SPELL_DRINK, false);
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me->SetStandState(UNIT_STAND_STATE_SIT);
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DrinkInterruptTimer = 10000;
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}
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}
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//Drink Interrupt
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if (Drinking && DrinkInturrupted)
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{
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Drinking = false;
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me->RemoveAurasDueToSpell(SPELL_DRINK);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->SetPower(POWER_MANA, me->GetMaxPower(POWER_MANA) - 32000);
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DoCast(me, SPELL_POTION, false);
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}
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//Drink Interrupt Timer
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if (Drinking && !DrinkInturrupted)
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{
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if (DrinkInterruptTimer >= diff)
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DrinkInterruptTimer -= diff;
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else
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{
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me->SetStandState(UNIT_STAND_STATE_STAND);
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DoCast(me, SPELL_POTION, true);
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DoCast(me, SPELL_AOE_PYROBLAST, false);
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DrinkInturrupted = true;
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Drinking = false;
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}
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}
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//Don't execute any more code if we are drinking
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if (Drinking)
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return;
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//Normal casts
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if (NormalCastTimer <= diff)
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{
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if (!me->IsNonMeleeSpellCast(false))
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{
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Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true);
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if (!target)
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return;
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uint32 Spells[3];
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uint8 AvailableSpells = 0;
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//Check for what spells are not on cooldown
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if (!ArcaneCooldown)
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scheduler.CancelGroup(GROUP_FLAMEWREATH);
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}).Schedule(500ms, GROUP_FLAMEWREATH, [this](TaskContext context)
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{
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Spells[AvailableSpells] = SPELL_ARCMISSLE;
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++AvailableSpells;
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}
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if (!FireCooldown)
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{
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Spells[AvailableSpells] = SPELL_FIREBALL;
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++AvailableSpells;
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}
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if (!FrostCooldown)
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{
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Spells[AvailableSpells] = SPELL_FROSTBOLT;
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++AvailableSpells;
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}
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//If no available spells wait 1 second and try again
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if (AvailableSpells)
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{
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CurrentNormalSpell = Spells[rand() % AvailableSpells];
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DoCast(target, CurrentNormalSpell);
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}
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}
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NormalCastTimer = 1000;
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}
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else
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NormalCastTimer -= diff;
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if (SecondarySpellTimer <= diff)
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{
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switch (urand(0, 1))
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{
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case 0:
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DoCast(me, SPELL_AOE_CS);
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break;
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case 1:
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
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DoCast(target, SPELL_CHAINSOFICE);
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break;
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}
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SecondarySpellTimer = urand(5000, 20000);
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}
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else
|
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SecondarySpellTimer -= diff;
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if (SuperCastTimer <= diff)
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{
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uint8 Available[2];
|
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switch (LastSuperSpell)
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{
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case SUPER_AE:
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||||
Available[0] = SUPER_FLAME;
|
||||
Available[1] = SUPER_BLIZZARD;
|
||||
break;
|
||||
case SUPER_FLAME:
|
||||
Available[0] = SUPER_AE;
|
||||
Available[1] = SUPER_BLIZZARD;
|
||||
break;
|
||||
case SUPER_BLIZZARD:
|
||||
Available[0] = SUPER_FLAME;
|
||||
Available[1] = SUPER_AE;
|
||||
break;
|
||||
}
|
||||
|
||||
LastSuperSpell = Available[urand(0, 1)];
|
||||
|
||||
switch (LastSuperSpell)
|
||||
{
|
||||
case SUPER_AE:
|
||||
Talk(SAY_EXPLOSION);
|
||||
|
||||
DoCast(me, SPELL_BLINK_CENTER, true);
|
||||
DoCast(me, SPELL_PLAYERPULL, true);
|
||||
DoCast(me, SPELL_MASSSLOW, true);
|
||||
DoCast(me, SPELL_AEXPLOSION, false);
|
||||
break;
|
||||
|
||||
case SUPER_FLAME:
|
||||
Talk(SAY_FLAMEWREATH);
|
||||
|
||||
FlameWreathTimer = 20000;
|
||||
FlameWreathCheckTime = 500;
|
||||
|
||||
FlameWreathTarget[0].Clear();
|
||||
FlameWreathTarget[1].Clear();
|
||||
FlameWreathTarget[2].Clear();
|
||||
|
||||
FlameWreathEffect();
|
||||
break;
|
||||
|
||||
case SUPER_BLIZZARD:
|
||||
Talk(SAY_BLIZZARD);
|
||||
|
||||
if (Creature* pSpawn = me->SummonCreature(CREATURE_ARAN_BLIZZARD, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 25000))
|
||||
for (uint8 i = 0; i < 3; ++i)
|
||||
{
|
||||
pSpawn->SetFaction(me->GetFaction());
|
||||
pSpawn->CastSpell(pSpawn, SPELL_CIRCULAR_BLIZZARD, false);
|
||||
if (!FlameWreathTarget[i])
|
||||
continue;
|
||||
|
||||
Unit* unit = ObjectAccessor::GetUnit(*me, FlameWreathTarget[i]);
|
||||
if (unit && !unit->IsWithinDist2d(FWTargPosX[i], FWTargPosY[i], 3))
|
||||
{
|
||||
unit->CastSpell(unit, 20476, true, 0, 0, me->GetGUID());
|
||||
unit->CastSpell(unit, 11027, true);
|
||||
FlameWreathTarget[i].Clear();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
context.Repeat(500ms);
|
||||
});
|
||||
|
||||
SuperCastTimer = urand(35000, 40000);
|
||||
}
|
||||
else
|
||||
SuperCastTimer -= diff;
|
||||
FlameWreathTarget[0].Clear();
|
||||
FlameWreathTarget[1].Clear();
|
||||
FlameWreathTarget[2].Clear();
|
||||
|
||||
if (!ElementalsSpawned && HealthBelowPct(40))
|
||||
{
|
||||
ElementalsSpawned = true;
|
||||
FlameWreathEffect();
|
||||
break;
|
||||
|
||||
Creature* ElementalOne = me->SummonCreature(CREATURE_WATER_ELEMENTAL, -11168.1f, -1939.29f, 232.092f, 1.46f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000);
|
||||
Creature* ElementalTwo = me->SummonCreature(CREATURE_WATER_ELEMENTAL, -11138.2f, -1915.38f, 232.092f, 3.00f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000);
|
||||
Creature* ElementalThree = me->SummonCreature(CREATURE_WATER_ELEMENTAL, -11161.7f, -1885.36f, 232.092f, 4.59f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000);
|
||||
Creature* ElementalFour = me->SummonCreature(CREATURE_WATER_ELEMENTAL, -11192.4f, -1909.36f, 232.092f, 6.19f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000);
|
||||
case SUPER_BLIZZARD:
|
||||
Talk(SAY_BLIZZARD);
|
||||
|
||||
if (ElementalOne)
|
||||
{
|
||||
Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true);
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
DoStartNoMovement(target);
|
||||
ElementalOne->SetInCombatWithZone();
|
||||
ElementalOne->CombatStart(target);
|
||||
ElementalOne->SetFaction(me->GetFaction());
|
||||
ElementalOne->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
|
||||
ElementalOne->SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, 0);
|
||||
}
|
||||
|
||||
if (ElementalTwo)
|
||||
{
|
||||
Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true);
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
DoStartNoMovement(target);
|
||||
ElementalTwo->SetInCombatWithZone();
|
||||
ElementalTwo->CombatStart(target);
|
||||
ElementalTwo->SetFaction(me->GetFaction());
|
||||
ElementalTwo->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
|
||||
ElementalTwo->SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, 0);
|
||||
}
|
||||
|
||||
if (ElementalThree)
|
||||
{
|
||||
Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true);
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
DoStartNoMovement(target);
|
||||
ElementalThree->SetInCombatWithZone();
|
||||
ElementalThree->CombatStart(target);
|
||||
ElementalThree->SetFaction(me->GetFaction());
|
||||
ElementalThree->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
|
||||
ElementalThree->SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, 0);
|
||||
}
|
||||
|
||||
if (ElementalFour)
|
||||
{
|
||||
Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true);
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
DoStartNoMovement(target);
|
||||
ElementalFour->SetInCombatWithZone();
|
||||
ElementalFour->CombatStart(target);
|
||||
ElementalFour->SetFaction(me->GetFaction());
|
||||
ElementalFour->SetUnitMovementFlags(MOVEMENTFLAG_ROOT);
|
||||
ElementalFour->SetModifierValue(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, 0);
|
||||
}
|
||||
|
||||
Talk(SAY_ELEMENTALS);
|
||||
}
|
||||
|
||||
if (BerserkTimer <= diff)
|
||||
{
|
||||
for (uint32 i = 0; i < 5; ++i)
|
||||
{
|
||||
if (Creature* unit = me->SummonCreature(CREATURE_SHADOW_OF_ARAN, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
|
||||
if (Creature* pSpawn = me->SummonCreature(NPC_ARAN_BLIZZARD, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 25000))
|
||||
{
|
||||
unit->Attack(me->GetVictim(), true);
|
||||
unit->SetFaction(me->GetFaction());
|
||||
pSpawn->SetFaction(me->GetFaction());
|
||||
pSpawn->CastSpell(me, SPELL_CIRCULAR_BLIZZARD, false);
|
||||
}
|
||||
}
|
||||
|
||||
Talk(SAY_TIMEOVER);
|
||||
|
||||
BerserkTimer = 60000;
|
||||
break;
|
||||
}
|
||||
else
|
||||
BerserkTimer -= diff;
|
||||
|
||||
//Flame Wreath check
|
||||
if (FlameWreathTimer)
|
||||
context.Repeat(35s, 40s);
|
||||
}).Schedule(12min, [this](TaskContext context)
|
||||
{
|
||||
for (uint32 i = 0; i < 5; ++i)
|
||||
{
|
||||
if (FlameWreathTimer >= diff)
|
||||
FlameWreathTimer -= diff;
|
||||
else
|
||||
FlameWreathTimer = 0;
|
||||
|
||||
if (FlameWreathCheckTime <= diff)
|
||||
if (Creature* unit = me->SummonCreature(NPC_SHADOW_OF_ARAN, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000))
|
||||
{
|
||||
for (uint8 i = 0; i < 3; ++i)
|
||||
{
|
||||
if (!FlameWreathTarget[i])
|
||||
continue;
|
||||
|
||||
Unit* unit = ObjectAccessor::GetUnit(*me, FlameWreathTarget[i]);
|
||||
if (unit && !unit->IsWithinDist2d(FWTargPosX[i], FWTargPosY[i], 3))
|
||||
{
|
||||
unit->CastSpell(unit, 20476, true, 0, 0, me->GetGUID());
|
||||
unit->CastSpell(unit, 11027, true);
|
||||
FlameWreathTarget[i].Clear();
|
||||
}
|
||||
}
|
||||
FlameWreathCheckTime = 500;
|
||||
unit->Attack(me->GetVictim(), true);
|
||||
unit->SetFaction(me->GetFaction());
|
||||
}
|
||||
else
|
||||
FlameWreathCheckTime -= diff;
|
||||
}
|
||||
|
||||
if (ArcaneCooldown && FireCooldown && FrostCooldown)
|
||||
DoMeleeAttackIfReady();
|
||||
Talk(SAY_TIMEOVER);
|
||||
|
||||
context.Repeat(1min);
|
||||
});
|
||||
}
|
||||
|
||||
void FlameWreathEffect()
|
||||
{
|
||||
std::vector<Unit*> targets;
|
||||
ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
|
||||
|
||||
if (t_list.empty())
|
||||
return;
|
||||
|
||||
//store the threat list in a different container
|
||||
for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
|
||||
{
|
||||
Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
|
||||
//only on alive players
|
||||
if (target && target->IsAlive() && target->GetTypeId() == TYPEID_PLAYER)
|
||||
targets.push_back(target);
|
||||
}
|
||||
|
||||
void DamageTaken(Unit*, uint32& damage, DamageEffectType, SpellSchoolMask) override
|
||||
//cut down to size if we have more than 3 targets
|
||||
while (targets.size() > 3)
|
||||
targets.erase(targets.begin() + rand() % targets.size());
|
||||
|
||||
uint32 i = 0;
|
||||
for (std::vector<Unit*>::const_iterator itr = targets.begin(); itr != targets.end(); ++itr)
|
||||
{
|
||||
if (!DrinkInturrupted && Drinking && damage)
|
||||
DrinkInturrupted = true;
|
||||
if (*itr)
|
||||
{
|
||||
FlameWreathTarget[i] = (*itr)->GetGUID();
|
||||
FWTargPosX[i] = (*itr)->GetPositionX();
|
||||
FWTargPosY[i] = (*itr)->GetPositionY();
|
||||
DoCast((*itr), SPELL_FLAME_WREATH, true);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SpellHit(Unit* /*pAttacker*/, SpellInfo const* Spell) override
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
scheduler.Update(diff);
|
||||
drinkScheduler.Update(diff);
|
||||
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (!Drinking && me->GetMaxPower(POWER_MANA) && (me->GetPower(POWER_MANA) * 100 / me->GetMaxPower(POWER_MANA)) < 20)
|
||||
{
|
||||
//We only care about interrupt effects and only if they are durring a spell currently being cast
|
||||
if ((Spell->Effects[0].Effect != SPELL_EFFECT_INTERRUPT_CAST &&
|
||||
Spell->Effects[1].Effect != SPELL_EFFECT_INTERRUPT_CAST &&
|
||||
Spell->Effects[2].Effect != SPELL_EFFECT_INTERRUPT_CAST) || !me->IsNonMeleeSpellCast(false))
|
||||
return;
|
||||
|
||||
//Interrupt effect
|
||||
Drinking = true;
|
||||
me->InterruptNonMeleeSpells(false);
|
||||
|
||||
//Normally we would set the cooldown equal to the spell duration
|
||||
//but we do not have access to the DurationStore
|
||||
Talk(SAY_DRINK);
|
||||
|
||||
switch (CurrentNormalSpell)
|
||||
scheduler.DelayAll(10s);
|
||||
DoCastSelf(SPELL_MASS_POLY, true);
|
||||
DoCastSelf(SPELL_CONJURE, false);
|
||||
me->SetReactState(REACT_PASSIVE);
|
||||
me->SetStandState(UNIT_STAND_STATE_SIT);
|
||||
DoCastSelf(SPELL_DRINK, true);
|
||||
_currentHealth = me->GetHealth();
|
||||
drinkScheduler.Schedule(500ms, GROUP_DRINKING, [this](TaskContext context)
|
||||
{
|
||||
case SPELL_ARCMISSLE:
|
||||
ArcaneCooldown = 5000;
|
||||
break;
|
||||
case SPELL_FIREBALL:
|
||||
FireCooldown = 5000;
|
||||
break;
|
||||
case SPELL_FROSTBOLT:
|
||||
FrostCooldown = 5000;
|
||||
break;
|
||||
//check for damage to interrupt
|
||||
if(CheckDamageDuringDrinking(_currentHealth))
|
||||
{
|
||||
Drinking = false;
|
||||
me->RemoveAurasDueToSpell(SPELL_DRINK);
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
me->SetReactState(REACT_AGGRESSIVE);
|
||||
me->SetPower(POWER_MANA, me->GetMaxPower(POWER_MANA) - 32000);
|
||||
DoCastSelf(SPELL_POTION, false);
|
||||
DoCastSelf(SPELL_AOE_PYROBLAST, false);
|
||||
drinkScheduler.CancelGroup(GROUP_DRINKING);
|
||||
} else {
|
||||
context.Repeat(500ms);
|
||||
}
|
||||
}).Schedule(10s, GROUP_DRINKING, [this](TaskContext)
|
||||
{
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
me->SetReactState(REACT_AGGRESSIVE);
|
||||
me->SetPower(POWER_MANA, me->GetMaxPower(POWER_MANA) - 32000);
|
||||
DoCastSelf(SPELL_POTION, true);
|
||||
DoCastSelf(SPELL_AOE_PYROBLAST, false);
|
||||
|
||||
Drinking = false;
|
||||
drinkScheduler.CancelGroup(GROUP_DRINKING);
|
||||
});
|
||||
}
|
||||
|
||||
if (_arcaneCooledDown && _fireCooledDown && _frostCooledDown && !Drinking)
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
bool CheckDamageDuringDrinking(uint32 oldHealth)
|
||||
{
|
||||
if (Drinking)
|
||||
{
|
||||
if (me->GetHealth() < oldHealth)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return GetKarazhanAI<boss_aranAI>(creature);
|
||||
return false;
|
||||
}
|
||||
|
||||
void SpellHit(Unit* /*pAttacker*/, SpellInfo const* Spell) override
|
||||
{
|
||||
//We only care about interrupt effects and only if they are durring a spell currently being cast
|
||||
if ((Spell->Effects[0].Effect != SPELL_EFFECT_INTERRUPT_CAST &&
|
||||
Spell->Effects[1].Effect != SPELL_EFFECT_INTERRUPT_CAST &&
|
||||
Spell->Effects[2].Effect != SPELL_EFFECT_INTERRUPT_CAST) || !me->IsNonMeleeSpellCast(false))
|
||||
return;
|
||||
|
||||
//Interrupt effect
|
||||
me->InterruptNonMeleeSpells(false);
|
||||
|
||||
//Normally we would set the cooldown equal to the spell duration
|
||||
//but we do not have access to the DurationStore
|
||||
|
||||
switch (CurrentNormalSpell)
|
||||
{
|
||||
case SPELL_ARCMISSLE:
|
||||
TriggerArcaneCooldown();
|
||||
break;
|
||||
case SPELL_FIREBALL:
|
||||
TriggerFireCooldown();
|
||||
break;
|
||||
case SPELL_FROSTBOLT:
|
||||
TriggerFrostCooldown();
|
||||
break;
|
||||
}
|
||||
}
|
||||
private:
|
||||
TaskScheduler drinkScheduler;
|
||||
|
||||
bool _arcaneCooledDown;
|
||||
bool _fireCooledDown;
|
||||
bool _frostCooledDown;
|
||||
uint32 _currentHealth;
|
||||
};
|
||||
|
||||
class npc_aran_elemental : public CreatureScript
|
||||
struct npc_aran_elemental : public ScriptedAI
|
||||
{
|
||||
public:
|
||||
npc_aran_elemental() : CreatureScript("npc_aran_elemental") { }
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
npc_aran_elemental(Creature* creature) : ScriptedAI(creature)
|
||||
{
|
||||
return new water_elementalAI(creature);
|
||||
SetCombatMovement(false);
|
||||
_scheduler.SetValidator([this]
|
||||
{
|
||||
return !me->HasUnitState(UNIT_STATE_CASTING);
|
||||
});
|
||||
}
|
||||
|
||||
struct water_elementalAI : public ScriptedAI
|
||||
void Reset() override
|
||||
{
|
||||
water_elementalAI(Creature* creature) : ScriptedAI(creature)
|
||||
_scheduler.CancelAll();
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* /*who*/) override
|
||||
{
|
||||
_scheduler.Schedule(2s, [this](TaskContext context)
|
||||
{
|
||||
}
|
||||
DoCastVictim(SPELL_WATERBOLT);
|
||||
context.Repeat(2s);
|
||||
});
|
||||
}
|
||||
|
||||
uint32 CastTimer;
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
void Reset() override
|
||||
{
|
||||
CastTimer = 2000 + (rand() % 3000);
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* /*who*/) override { }
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (CastTimer <= diff)
|
||||
{
|
||||
DoCastVictim(SPELL_WATERBOLT);
|
||||
CastTimer = urand(2000, 5000);
|
||||
}
|
||||
else
|
||||
CastTimer -= diff;
|
||||
}
|
||||
};
|
||||
_scheduler.Update(diff);
|
||||
}
|
||||
private:
|
||||
TaskScheduler _scheduler;
|
||||
};
|
||||
|
||||
void AddSC_boss_shade_of_aran()
|
||||
{
|
||||
new boss_shade_of_aran();
|
||||
new npc_aran_elemental();
|
||||
RegisterKarazhanCreatureAI(boss_shade_of_aran);
|
||||
RegisterKarazhanCreatureAI(npc_aran_elemental);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user