refactor(Scripts/SSC): modernise Morogrim Tidewalker with BossAI (#17028)

* fix ohf

* revert

* initial

* make bench happy

* make bench happier
This commit is contained in:
Dan
2023-08-25 13:40:41 +02:00
committed by GitHub
parent 496b1aeddc
commit d63aba78bd
2 changed files with 82 additions and 104 deletions

View File

@@ -23,7 +23,7 @@ enum Yells
{
SAY_AGGRO = 0,
SAY_SUMMON = 1,
SAY_SUMMON_BUBLE = 2,
SAY_SUMMON_BUBBLE = 2,
SAY_SLAY = 3,
SAY_DEATH = 4,
EMOTE_WATERY_GRAVE = 5,
@@ -47,120 +47,95 @@ enum Spells
SPELL_SUMMON_WATER_GLOBULE_4 = 37861
};
enum Misc
const uint32 wateryGraveIds[4] = {SPELL_WATERY_GRAVE_1, SPELL_WATERY_GRAVE_2, SPELL_WATERY_GRAVE_3, SPELL_WATERY_GRAVE_4};
const uint32 waterGlobuleIds[4] = {SPELL_SUMMON_WATER_GLOBULE_1, SPELL_SUMMON_WATER_GLOBULE_2, SPELL_SUMMON_WATER_GLOBULE_3, SPELL_SUMMON_WATER_GLOBULE_4};
struct boss_morogrim_tidewalker : public BossAI
{
// Creatures
NPC_WATER_GLOBULE = 21913,
NPC_TIDEWALKER_LURKER = 21920,
EVENT_SPELL_TIDAL_WAVE = 1,
EVENT_SPELL_WATERY_GRAVE = 2,
EVENT_SPELL_EARTHQUAKE = 3,
EVENT_SUMMON_MURLOCS = 4,
EVENT_KILL_TALK = 5
};
const uint32 wateryGraveId[4] = {SPELL_WATERY_GRAVE_1, SPELL_WATERY_GRAVE_2, SPELL_WATERY_GRAVE_3, SPELL_WATERY_GRAVE_4};
const uint32 waterGlobuleId[4] = {SPELL_SUMMON_WATER_GLOBULE_1, SPELL_SUMMON_WATER_GLOBULE_2, SPELL_SUMMON_WATER_GLOBULE_3, SPELL_SUMMON_WATER_GLOBULE_4};
class boss_morogrim_tidewalker : public CreatureScript
{
public:
boss_morogrim_tidewalker() : CreatureScript("boss_morogrim_tidewalker") { }
CreatureAI* GetAI(Creature* creature) const override
boss_morogrim_tidewalker(Creature* creature) : BossAI(creature, DATA_MOROGRIM_TIDEWALKER)
{
return GetSerpentShrineAI<boss_morogrim_tidewalkerAI>(creature);
scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
}
struct boss_morogrim_tidewalkerAI : public BossAI
void Reset() override
{
boss_morogrim_tidewalkerAI(Creature* creature) : BossAI(creature, DATA_MOROGRIM_TIDEWALKER)
BossAI::Reset();
_recentlySpoken = false;
}
void KilledUnit(Unit*) override
{
if (!_recentlySpoken)
{
Talk(SAY_SLAY);
_recentlySpoken = true;
}
void Reset() override
scheduler.Schedule(6s, [this](TaskContext)
{
BossAI::Reset();
}
_recentlySpoken = false;
});
}
void KilledUnit(Unit*) override
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
summon->SetInCombatWithZone();
}
void JustDied(Unit* killer) override
{
Talk(SAY_DEATH);
BossAI::JustDied(killer);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
Talk(SAY_AGGRO);
scheduler.Schedule(10s, [this](TaskContext context)
{
if (events.GetNextEventTime(EVENT_KILL_TALK) == 0)
DoCastVictim(SPELL_TIDAL_WAVE);
context.Repeat(20s);
}).Schedule(20s, [this](TaskContext context)
{
Talk(SAY_SUMMON_BUBBLE);
if (me->HealthAbovePct(25))
{
Talk(SAY_SLAY);
events.ScheduleEvent(EVENT_KILL_TALK, 6000);
Talk(EMOTE_WATERY_GRAVE);
me->CastCustomSpell(SPELL_WATERY_GRAVE, SPELLVALUE_MAX_TARGETS, 4, me, false);
}
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
summon->SetInCombatWithZone();
}
void JustDied(Unit* killer) override
{
Talk(SAY_DEATH);
BossAI::JustDied(killer);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
Talk(SAY_AGGRO);
events.ScheduleEvent(EVENT_SPELL_TIDAL_WAVE, 10000);
events.ScheduleEvent(EVENT_SPELL_WATERY_GRAVE, 28000);
events.ScheduleEvent(EVENT_SPELL_EARTHQUAKE, 40000);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
else
{
case EVENT_SPELL_TIDAL_WAVE:
me->CastSpell(me->GetVictim(), SPELL_TIDAL_WAVE, false);
events.ScheduleEvent(EVENT_SPELL_TIDAL_WAVE, 20000);
break;
case EVENT_SPELL_WATERY_GRAVE:
Talk(SAY_SUMMON_BUBLE);
if (me->HealthAbovePct(25))
{
Talk(EMOTE_WATERY_GRAVE);
me->CastCustomSpell(SPELL_WATERY_GRAVE, SPELLVALUE_MAX_TARGETS, 4, me, false);
}
else
{
Talk(EMOTE_WATERY_GLOBULES);
for (uint8 i = 0; i < 4; ++i)
me->CastSpell(me, waterGlobuleId[i], true);
}
events.ScheduleEvent(EVENT_SPELL_WATERY_GRAVE, 25000);
break;
case EVENT_SPELL_EARTHQUAKE:
Talk(EMOTE_EARTHQUAKE);
me->CastSpell(me, SPELL_EARTHQUAKE, false);
events.ScheduleEvent(EVENT_SPELL_EARTHQUAKE, urand(45000, 60000));
events.ScheduleEvent(EVENT_SUMMON_MURLOCS, 8000);
break;
case EVENT_SUMMON_MURLOCS:
Talk(SAY_SUMMON);
for (uint32 i = SPELL_SUMMON_MURLOC1; i < SPELL_SUMMON_MURLOC1 + 11; ++i)
me->CastSpell(me, i, true);
break;
Talk(EMOTE_WATERY_GLOBULES);
for (uint8 waterGlobuleId : waterGlobuleIds)
{
DoCastSelf(waterGlobuleId, true);
}
}
context.Repeat(25s);
}).Schedule(40s, [this](TaskContext context)
{
Talk(EMOTE_EARTHQUAKE);
DoMeleeAttackIfReady();
}
};
DoCastSelf(SPELL_EARTHQUAKE);
scheduler.Schedule(8s, [this](TaskContext)
{
Talk(SAY_SUMMON);
for (uint32 murlocSpellId = SPELL_SUMMON_MURLOC1; murlocSpellId < SPELL_SUMMON_MURLOC1 + 11; ++murlocSpellId)
{
DoCastSelf(murlocSpellId, true);
}
});
context.Repeat(45s, 60s);
});
}
private:
bool _recentlySpoken;
};
class spell_morogrim_tidewalker_watery_grave : public SpellScriptLoader
@@ -174,7 +149,7 @@ public:
bool Load() override
{
targetNumber = 0;
_targetNumber = 0;
return true;
}
@@ -182,8 +157,8 @@ public:
{
PreventHitDefaultEffect(effIndex);
if (Unit* target = GetHitUnit())
if (targetNumber < 4)
GetCaster()->CastSpell(target, wateryGraveId[targetNumber++], true);
if (_targetNumber < 4)
GetCaster()->CastSpell(target, wateryGraveIds[_targetNumber++], true);
}
void Register() override
@@ -192,7 +167,7 @@ public:
}
private:
uint8 targetNumber;
uint8 _targetNumber;
};
SpellScript* GetSpellScript() const override
@@ -225,6 +200,7 @@ public:
return;
// Xinef: acquire new target
// TODO: sniffs to see how this actually happens
if (Unit* target = GetHitUnit())
GetCaster()->AddThreat(target, 1000000.0f);
}
@@ -244,7 +220,7 @@ public:
void AddSC_boss_morogrim_tidewalker()
{
new boss_morogrim_tidewalker();
RegisterSerpentShrineAI(boss_morogrim_tidewalker);
new spell_morogrim_tidewalker_watery_grave();
new spell_morogrim_tidewalker_water_globule_new_target();
}

View File

@@ -89,4 +89,6 @@ inline AI* GetSerpentShrineAI(T* obj)
return GetInstanceAI<AI>(obj, SerpentShrineScriptName);
}
#define RegisterSerpentShrineAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetSerpentShrineAI)
#endif