refactor(Scripts/SSC): Lady Vashj boss script updated (#17083)

* initial

* whitespace1

* fix timers

repeat maxtimer needs work. average is skewed because the max is very high. I took the average timer as maxtimer now

* fixes
This commit is contained in:
Dan
2023-09-27 00:23:26 +02:00
committed by GitHub
parent 501399cd0e
commit 8d7461eb2c

View File

@@ -64,20 +64,6 @@ enum Misc
ITEM_TAINTED_CORE = 31088,
POINT_HOME = 1,
EVENT_SPELL_SHOCK_BLAST = 1,
EVENT_SPELL_STATIC_CHARGE = 2,
EVENT_SPELL_ENTANGLE = 3,
EVENT_CHECK_HEALTH = 4,
EVENT_SPELL_FORKED_LIGHTNING = 5,
EVENT_SUMMON_A = 6,
EVENT_SUMMON_B = 7,
EVENT_SUMMON_C = 8,
EVENT_SUMMON_D = 9,
EVENT_CHECK_HEALTH2 = 10,
EVENT_SUMMON_SPOREBAT = 11,
EVENT_KILL_TALK = 20
};
class startFollow : public BasicEvent
@@ -88,215 +74,223 @@ public:
bool Execute(uint64 /*execTime*/, uint32 /*diff*/) override
{
if (InstanceScript* instance = _owner->GetInstanceScript())
{
if (Creature* vashj = ObjectAccessor::GetCreature(*_owner, instance->GetGuidData(NPC_LADY_VASHJ)))
{
_owner->GetMotionMaster()->MoveFollow(vashj, 3.0f, vashj->GetAngle(_owner), MOTION_SLOT_CONTROLLED);
}
}
return true;
}
private:
Unit* _owner;
};
class boss_lady_vashj : public CreatureScript
struct boss_lady_vashj : public BossAI
{
public:
boss_lady_vashj() : CreatureScript("boss_lady_vashj") { }
CreatureAI* GetAI(Creature* creature) const override
boss_lady_vashj(Creature* creature) : BossAI(creature, DATA_LADY_VASHJ)
{
return GetSerpentShrineAI<boss_lady_vashjAI>(creature);
scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
_intro = false;
}
struct boss_lady_vashjAI : public BossAI
void Reset() override
{
boss_lady_vashjAI(Creature* creature) : BossAI(creature, DATA_LADY_VASHJ)
_count = 0;
_recentlySpoken = false;
_batTimer = 20s;
BossAI::Reset();
ScheduleHealthCheckEvent(70, [&]{
Talk(SAY_PHASE2);
me->SetReactState(REACT_PASSIVE);
me->GetMotionMaster()->MovePoint(POINT_HOME, me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), true, true);
});
}
void KilledUnit(Unit* /*victim*/) override
{
if(!_recentlySpoken)
{
intro = false;
Talk(SAY_SLAY);
_recentlySpoken = true;
}
scheduler.Schedule(6s, [this](TaskContext)
{
_recentlySpoken = false;
});
}
void JustDied(Unit* killer) override
{
Talk(SAY_DEATH);
BossAI::JustDied(killer);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
Talk(SAY_AGGRO);
DoCastSelf(SPELL_REMOVE_TAINTED_CORES, true);
ScheduleSpells();
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
if (summon->GetEntry() == WORLD_TRIGGER)
{
summon->CastSpell(summon, SPELL_MAGIC_BARRIER);
}
else if (summon->GetEntry() == NPC_ENCHANTED_ELEMENTAL)
{
summon->SetWalk(true);
summon->m_Events.AddEvent(new startFollow(summon), summon->m_Events.CalculateTime(0));
}
else if (summon->GetEntry() == NPC_TOXIC_SPOREBAT)
{
summon->GetMotionMaster()->MoveRandom(30.0f);
}
else if (summon->GetEntry() != NPC_TAINTED_ELEMENTAL)
{
summon->GetMotionMaster()->MovePoint(POINT_HOME, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), true, true);
}
}
void ScheduleSpells()
{
scheduler.Schedule(14550ms, [this](TaskContext context)
{
DoCastVictim(SPELL_SHOCK_BLAST);
context.Repeat(10850ms, 25100ms);
}).Schedule(18150ms, [this](TaskContext context)
{
DoCastRandomTarget(SPELL_STATIC_CHARGE);
context.Repeat(7250ms, 27050ms);
}).Schedule(25450ms, [this](TaskContext context)
{
DoCastSelf(SPELL_ENTANGLE);
context.Repeat(18200ms, 51500ms);
});
}
void MoveInLineOfSight(Unit* who) override
{
if (!_intro && who->GetTypeId() == TYPEID_PLAYER)
{
_intro = true;
Talk(SAY_INTRO);
}
bool intro;
int32 count;
BossAI::MoveInLineOfSight(who);
}
void Reset() override
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != POINT_HOME)
{
count = 0;
BossAI::Reset();
return;
}
void KilledUnit(Unit* /*victim*/) override
me->SetFacingTo(me->GetHomePosition().GetOrientation());
instance->SetData(DATA_ACTIVATE_SHIELD, 0);
scheduler.CancelAll();
scheduler.Schedule(2400ms, [this](TaskContext context)
{
if (events.GetNextEventTime(EVENT_KILL_TALK) == 0)
DoCastRandomTarget(SPELL_FORKED_LIGHTNING);
context.Repeat(2400ms, 12450ms);
}).Schedule(0s, [this](TaskContext context)
{
DoCastSelf(SPELL_SUMMON_ENCHANTED_ELEMENTAL, true);
context.Repeat(2500ms);
}).Schedule(45s, [this](TaskContext context)
{
DoCastSelf(SPELL_SUMMON_COILFANG_ELITE, true);
context.Repeat(45s);
}).Schedule(60s, [this](TaskContext context)
{
DoCastSelf(SPELL_SUMMON_COILFANG_STRIDER, true);
context.Repeat(60s);
}).Schedule(50s, [this](TaskContext context)
{
DoCastSelf(SPELL_SUMMON_TAINTED_ELEMENTAL, true);
context.Repeat(50s);
}).Schedule(1s, [this](TaskContext context)
{
if (!me->HasAura(SPELL_MAGIC_BARRIER))
{
Talk(SAY_SLAY);
events.ScheduleEvent(EVENT_KILL_TALK, 6000);
}
}
Talk(SAY_PHASE3);
me->SetReactState(REACT_AGGRESSIVE);
me->GetMotionMaster()->MoveChase(me->GetVictim());
scheduler.CancelAll();
void JustDied(Unit* killer) override
{
Talk(SAY_DEATH);
BossAI::JustDied(killer);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
Talk(SAY_AGGRO);
me->CastSpell(me, SPELL_REMOVE_TAINTED_CORES, true);
events.ScheduleEvent(EVENT_SPELL_SHOCK_BLAST, 10000);
events.ScheduleEvent(EVENT_SPELL_STATIC_CHARGE, 15000);
events.ScheduleEvent(EVENT_SPELL_ENTANGLE, 20000);
events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
if (summon->GetEntry() == WORLD_TRIGGER)
summon->CastSpell(summon, SPELL_MAGIC_BARRIER, false);
else if (summon->GetEntry() == NPC_ENCHANTED_ELEMENTAL)
{
summon->SetWalk(true);
summon->m_Events.AddEvent(new startFollow(summon), summon->m_Events.CalculateTime(0));
}
else if (summon->GetEntry() == NPC_TOXIC_SPOREBAT)
summon->GetMotionMaster()->MoveRandom(30.0f);
else if (summon->GetEntry() != NPC_TAINTED_ELEMENTAL)
summon->GetMotionMaster()->MovePoint(POINT_HOME, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), true, true);
}
void MoveInLineOfSight(Unit* who) override
{
if (!intro && who->GetTypeId() == TYPEID_PLAYER)
{
intro = true;
Talk(SAY_INTRO);
}
BossAI::MoveInLineOfSight(who);
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != POINT_HOME)
return;
me->SetFacingTo(me->GetHomePosition().GetOrientation());
instance->SetData(DATA_ACTIVATE_SHIELD, 0);
events.Reset();
events.ScheduleEvent(EVENT_SPELL_FORKED_LIGHTNING, 3000);
events.ScheduleEvent(EVENT_SUMMON_A, 0);
events.ScheduleEvent(EVENT_SUMMON_B, 45000);
events.ScheduleEvent(EVENT_SUMMON_C, 60000);
events.ScheduleEvent(EVENT_SUMMON_D, 50000);
events.ScheduleEvent(EVENT_CHECK_HEALTH2, 1000);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
{
case EVENT_SPELL_SHOCK_BLAST:
me->CastSpell(me->GetVictim(), SPELL_SHOCK_BLAST, false);
events.ScheduleEvent(EVENT_SPELL_SHOCK_BLAST, urand(10000, 20000));
break;
case EVENT_SPELL_STATIC_CHARGE:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f))
me->CastSpell(target, SPELL_STATIC_CHARGE, false);
events.ScheduleEvent(EVENT_SPELL_STATIC_CHARGE, 20000);
break;
case EVENT_SPELL_ENTANGLE:
me->CastSpell(me, SPELL_ENTANGLE, false);
events.ScheduleEvent(EVENT_SPELL_ENTANGLE, 30000);
break;
case EVENT_CHECK_HEALTH:
if (me->HealthBelowPct(71))
{
Talk(SAY_PHASE2);
me->SetReactState(REACT_PASSIVE);
me->GetMotionMaster()->MovePoint(POINT_HOME, me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), true, true);
break;
}
events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
break;
case EVENT_SPELL_FORKED_LIGHTNING:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 60.0f))
me->CastSpell(target, SPELL_FORKED_LIGHTNING, false);
events.ScheduleEvent(EVENT_SPELL_FORKED_LIGHTNING, urand(2500, 5000));
break;
case EVENT_SUMMON_A:
me->CastSpell(me, SPELL_SUMMON_ENCHANTED_ELEMENTAL, true);
events.ScheduleEvent(EVENT_SUMMON_A, 2500);
break;
case EVENT_SUMMON_B:
me->CastSpell(me, SPELL_SUMMON_COILFANG_ELITE, true);
events.ScheduleEvent(EVENT_SUMMON_B, 45000);
break;
case EVENT_SUMMON_C:
me->CastSpell(me, SPELL_SUMMON_COILFANG_STRIDER, true);
events.ScheduleEvent(EVENT_SUMMON_C, 60000);
break;
case EVENT_SUMMON_D:
me->CastSpell(me, SPELL_SUMMON_TAINTED_ELEMENTAL, true);
events.ScheduleEvent(EVENT_SUMMON_D, 50000);
break;
case EVENT_CHECK_HEALTH2:
if (!me->HasAura(SPELL_MAGIC_BARRIER))
{
Talk(SAY_PHASE3);
me->SetReactState(REACT_AGGRESSIVE);
me->GetMotionMaster()->MoveChase(me->GetVictim());
events.Reset();
events.ScheduleEvent(EVENT_SPELL_SHOCK_BLAST, 10000);
events.ScheduleEvent(EVENT_SPELL_STATIC_CHARGE, 15000);
events.ScheduleEvent(EVENT_SPELL_ENTANGLE, 20000);
events.ScheduleEvent(EVENT_SUMMON_SPOREBAT, 5000);
break;
}
events.ScheduleEvent(EVENT_CHECK_HEALTH2, 1000);
break;
case EVENT_SUMMON_SPOREBAT:
me->CastSpell(me, SPELL_SUMMON_TOXIC_SPOREBAT, true);
events.ScheduleEvent(EVENT_SUMMON_SPOREBAT, 20000 - 1000 * std::min(count++, 16));
break;
}
if (me->GetReactState() != REACT_AGGRESSIVE || !me->isAttackReady())
return;
if (!me->IsWithinMeleeRange(me->GetVictim()))
{
me->resetAttackTimer();
me->SetSheath(SHEATH_STATE_RANGED);
me->CastSpell(me->GetVictim(), roll_chance_i(33) ? SPELL_MULTI_SHOT : SPELL_SHOOT, false);
if (roll_chance_i(15))
Talk(SAY_BOWSHOT);
ScheduleSpells();
scheduler.Schedule(5s, [this](TaskContext context)
{
DoCastSelf(SPELL_SUMMON_TOXIC_SPOREBAT, true);
_batTimer = 20s - static_cast<std::chrono::seconds>(std::min(_count++, 16));
context.Repeat(_batTimer);
});
}
else
{
me->SetSheath(SHEATH_STATE_MELEE);
DoMeleeAttackIfReady();
context.Repeat(1s);
}
});
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
scheduler.Update(diff);
if (me->GetReactState() != REACT_AGGRESSIVE || !me->isAttackReady())
{
return;
}
bool CheckEvadeIfOutOfCombatArea() const override
if (!me->IsWithinMeleeRange(me->GetVictim()))
{
return me->GetHomePosition().GetExactDist2d(me) > 80.0f || !SelectTargetFromPlayerList(100.0f);
me->resetAttackTimer();
me->SetSheath(SHEATH_STATE_RANGED);
me->CastSpell(me->GetVictim(), roll_chance_i(33) ? SPELL_MULTI_SHOT : SPELL_SHOOT, false);
if (roll_chance_i(15))
{
Talk(SAY_BOWSHOT);
}
}
};
else
{
me->SetSheath(SHEATH_STATE_MELEE);
DoMeleeAttackIfReady();
}
}
bool CheckEvadeIfOutOfCombatArea() const override
{
return me->GetHomePosition().GetExactDist2d(me) > 80.0f || !SelectTargetFromPlayerList(100.0f);
}
private:
bool _recentlySpoken;
bool _intro;
int32 _count;
std::chrono::seconds _batTimer;
};
/*
//Toxic Sporebat
//Toxic Spores: Used in Phase 3 by the Spore Bats, it creates a contaminated green patch of ground, dealing about 2775-3225 nature damage every second to anyone who stands in it.
//deprecated -- adds do work
class npc_toxic_sporebat : public CreatureScript
{
public:
@@ -433,7 +427,9 @@ public:
{
PreventHitDefaultEffect(effIndex);
if (Player* target = GetHitPlayer())
{
target->DestroyItemCount(ITEM_TAINTED_CORE, -1, true);
}
}
void Register() override
@@ -488,7 +484,9 @@ public:
{
PreventHitDefaultEffect(effIndex);
if (Unit* target = GetHitUnit())
{
target->CastSpell(target, SPELL_TOXIC_SPORES, true, nullptr, nullptr, GetCaster()->GetGUID());
}
}
void Register() override
@@ -505,7 +503,7 @@ public:
void AddSC_boss_lady_vashj()
{
new boss_lady_vashj();
RegisterSerpentShrineAI(boss_lady_vashj);
new spell_lady_vashj_magic_barrier();
new spell_lady_vashj_remove_tainted_cores();
new spell_lady_vashj_summon_sporebat();