Merge branch 'azerothcore:master' into Playerbot

This commit is contained in:
ZhengPeiRu21
2023-04-21 22:17:38 -06:00
committed by GitHub
8 changed files with 333 additions and 144 deletions

View File

@@ -1985,19 +1985,26 @@ void Player::RegenerateHealth()
else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
if (!IsStandState())
{
addvalue *= 1.33f;
}
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
{
AddPct(addvalue, (*i)->GetAmount());
}
if (!IsInCombat())
{
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
AddPct(addvalue, (*i)->GetAmount());
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
ApplyPct(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
if (!IsStandState())
addvalue *= 1.5f;
}
}
// always regeneration bonus (including combat)

View File

@@ -1979,7 +1979,7 @@ void Player::UpdateCharmedAI()
if (!target || !IsValidAttackTarget(target))
{
target = SelectNearbyTarget(nullptr, 30);
target = SelectNearbyTarget(nullptr, GetMap()->IsDungeon() ? 100.f : 30.f);
if (!target)
{
if (!HasUnitState(UNIT_STATE_FOLLOW))

View File

@@ -2704,11 +2704,8 @@ void Spell::EffectDistract(SpellEffIndex /*effIndex*/)
if (unitTarget->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING))
return;
unitTarget->SetFacingTo(unitTarget->GetAngle(destTarget));
unitTarget->ClearUnitState(UNIT_STATE_MOVING);
if (unitTarget->GetTypeId() == TYPEID_UNIT)
unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
unitTarget->SetFacingTo(unitTarget->GetAngle(destTarget)); /// @BUG Causes the player to stop moving + interrupts spellcast.
unitTarget->GetMotionMaster()->MoveDistract(damage * IN_MILLISECONDS);
}
void Spell::EffectPickPocket(SpellEffIndex /*effIndex*/)

View File

@@ -713,8 +713,7 @@ void SpellMgr::LoadSpellInfoCorrections()
ApplySpellFix({
5171, // Slice and Dice
6774, // Slice and Dice
1725 // Distract
6774 // Slice and Dice
}, [](SpellInfo* spellInfo)
{
spellInfo->AttributesEx3 |= SPELL_ATTR3_SUPRESS_TARGET_PROCS;

View File

@@ -27,6 +27,7 @@ npc_deathstalker_erland
pyrewood_ambush
EndContentData */
#include "PassiveAI.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -325,12 +326,165 @@ public:
};
};
/*######
## AddSC
######*/
/**
*
* @todo: Actual emote and BroadcastTextId need to be sniffed. Probably the entire event to begin with....
* There is a possibility that the unused texts are chosen by random for specific parts of the speech. (making it look like they are preset, when in fact, they are not)
*
*/
enum ApparitionMisc
{
// Crowd
NPC_GNOLL_RUNNER = 1772,
NPC_GNOLL_MYSTIC = 1773,
EMOTE_CHEER = 71,
EMOTE_GNOLL_CHEER = 1,
// Apparition
SAY_APPA_INTRO = 0,
SAY_APPA_OUTRO = 14,
// Variation 1
SAY_APPA_OPTION_1_1 = 1,
SAY_APPA_OPTION_1_2 = 5,
SAY_APPA_OPTION_1_3 = 10,
SAY_APPA_OPTION_1_4 = 13,
// Variation 2
SAY_APPA_OPTION_2_1 = 2,
SAY_APPA_OPTION_2_2 = 5,
SAY_APPA_OPTION_2_3 = 9,
SAY_APPA_OPTION_2_4 = 12,
};
enum ApparitionEvents
{
EVENT_APPA_INTRO = 1,
EVENT_APPA_SAY_1 = 2,
EVENT_APPA_SAY_2 = 3,
EVENT_APPA_SAY_3 = 4,
EVENT_APPA_SAY_4 = 5,
EVENT_APPA_OUTRO = 6,
EVENT_APPA_OUTRO_CROWD = 7,
EVENT_APPA_OUTRO_END = 8,
};
class npc_ravenclaw_apparition : public CreatureScript
{
public:
npc_ravenclaw_apparition() : CreatureScript("npc_ravenclaw_apparition") { }
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ravenclaw_apparitionAI(creature);
}
struct npc_ravenclaw_apparitionAI : public NullCreatureAI
{
npc_ravenclaw_apparitionAI(Creature* creature) : NullCreatureAI(creature), summons(me)
{
HasEnded = false;
TalkRNG = urand(0,1);
events.ScheduleEvent(EVENT_APPA_INTRO, 2000);
summons.DespawnAll();
}
EventMap events;
SummonList summons;
bool HasEnded;
bool TalkRNG;
void SummonCrowd()
{
for (uint8 i = 0; i < urand(3, 5); ++i)
{
float o = i * 10;
me->SummonCreature(urand(NPC_GNOLL_RUNNER,NPC_GNOLL_MYSTIC), me->GetPositionX() + urand(3,5) * cos(o) , me->GetPositionY() + urand(3,5) * sin(o), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 35000);
}
}
void EmoteCrowd()
{
for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
{
if (Creature* c = ObjectAccessor::GetCreature(*me, *itr))
{
if (urand(0,1))
{
c->HandleEmoteCommand(EMOTE_CHEER);
c->AI()->Talk(EMOTE_GNOLL_CHEER);
}
}
}
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
summon->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_PACIFIED);
summon->SetFacingToObject(me);
}
// Should never die, just in case.
void JustDied(Unit* /*killer*/) override
{
summons.DespawnAll();
events.Reset();
}
void UpdateAI(uint32 diff) override
{
if (HasEnded || !me->IsVisible())
return;
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_APPA_INTRO:
Talk(SAY_APPA_INTRO);
SummonCrowd();
events.ScheduleEvent(EVENT_APPA_SAY_1, 3000);
break;
case EVENT_APPA_SAY_1:
Talk(TalkRNG ? SAY_APPA_OPTION_1_1 : SAY_APPA_OPTION_2_1);
events.ScheduleEvent(EVENT_APPA_SAY_2, 5000);
break;
case EVENT_APPA_SAY_2:
Talk(TalkRNG ? SAY_APPA_OPTION_1_2 : SAY_APPA_OPTION_2_2);
events.ScheduleEvent(EVENT_APPA_SAY_3, 5000);
break;
case EVENT_APPA_SAY_3:
Talk(TalkRNG ? SAY_APPA_OPTION_1_3 : SAY_APPA_OPTION_2_3);
events.ScheduleEvent(EVENT_APPA_SAY_4, 5000);
break;
case EVENT_APPA_SAY_4:
Talk(TalkRNG ? SAY_APPA_OPTION_1_4 : SAY_APPA_OPTION_2_4);
events.ScheduleEvent(EVENT_APPA_OUTRO, 5000);
break;
case EVENT_APPA_OUTRO:
Talk(SAY_APPA_OUTRO);
events.ScheduleEvent(EVENT_APPA_OUTRO_CROWD, 3000);
break;
case EVENT_APPA_OUTRO_CROWD:
EmoteCrowd();
events.ScheduleEvent(EVENT_APPA_OUTRO_END, 5000);
break;
case EVENT_APPA_OUTRO_END: // Despawn for Apparition is handled via Areatrigger SAI (5m)
summons.DespawnAll();
me->SetVisible(false);
HasEnded = true;
events.Reset();
break;
}
}
};
};
void AddSC_silverpine_forest()
{
new npc_deathstalker_erland();
new pyrewood_ambush();
new npc_ravenclaw_apparition();
}

View File

@@ -276,14 +276,32 @@ public:
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
if (gateOpened)
if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
{
summons.DoZoneInCombat();
}
else if (Unit* target = me->SelectNearestTarget(50.0f))
{
AttackStart(target);
DoZoneInCombat();
if (gateOpened)
{
summon->AI()->AttackStart(target);
summon->CallForHelp(40.0f);
}
else
{
if (summon->GetEntry() == NPC_LIVING_TRAINEE ||
summon->GetEntry() == NPC_LIVING_KNIGHT ||
summon->GetEntry() == NPC_LIVING_RIDER )
{
if (IN_LIVE_SIDE(target))
{
summon->AI()->AttackStart(target);
}
}
else
{
if (!IN_LIVE_SIDE(target))
{
summon->AI()->AttackStart(target);
}
}
}
}
}
@@ -489,7 +507,6 @@ public:
me->RemoveUnitFlag(UNIT_FLAG_DISABLE_MOVE);
me->SetImmuneToPC(false);
me->RemoveAllAuras();
summons.DoZoneInCombat();
events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
events.ScheduleEvent(EVENT_TELEPORT, 20s);
@@ -504,7 +521,6 @@ public:
{
go->SetGoState(GO_STATE_ACTIVE);
}
summons.DoZoneInCombat();
gateOpened = true;
Talk(EMOTE_GATE_OPENED);
}
@@ -571,20 +587,6 @@ public:
}
}
void DamageTaken(Unit* attacker, uint32& damage, DamageEffectType, SpellSchoolMask) override
{
if (!attacker || !IsOnSameSide(attacker))
{
damage = 0;
}
if (!me->IsInCombat())
{
me->CallForHelp(25.0f);
AttackStart(attacker);
}
}
void JustDied(Unit*) override
{
switch (me->GetEntry())
@@ -634,9 +636,9 @@ public:
case EVENT_SHADOW_MARK:
if (Unit* victim = me->GetVictim())
{
if (!victim->HasAura(SPELL_SHADOW_MARK))
if (victim->IsWithinDist(me, 10))
{
me->CastSpell(me->GetVictim(), SPELL_SHADOW_MARK, false);
me->CastSpell(victim, SPELL_SHADOW_MARK, false);
}
}
events.Repeat(5s, 7s);

View File

@@ -25,6 +25,7 @@ enum BlackheartTheInciter
SPELL_INCITE_CHAOS_B = 33684, //debuff applied to each member of party
SPELL_CHARGE = 33709,
SPELL_WAR_STOMP = 33707,
SPELL_LAUGHTER = 33722,
SAY_INTRO = 0,
SAY_AGGRO = 1,
@@ -35,130 +36,118 @@ enum BlackheartTheInciter
EVENT_SPELL_INCITE = 1,
EVENT_INCITE_WAIT = 2,
EVENT_SPELL_CHARGE = 3,
EVENT_SPELL_WAR_STOMP = 4
EVENT_SPELL_KNOCKBACK = 4,
EVENT_SPELL_WAR_STOMP = 5,
NPC_INCITE_TRIGGER = 19300
};
class boss_blackheart_the_inciter : public CreatureScript
struct boss_blackheart_the_inciter : public BossAI
{
public:
boss_blackheart_the_inciter() : CreatureScript("boss_blackheart_the_inciter") { }
boss_blackheart_the_inciter(Creature* creature) : BossAI(creature, DATA_BLACKHEARTTHEINCITEREVENT) { }
CreatureAI* GetAI(Creature* creature) const override
bool InciteChaos;
void Reset() override
{
return GetShadowLabyrinthAI<boss_blackheart_the_inciterAI>(creature);
_Reset();
me->SetImmuneToPC(false);
InciteChaos = false;
}
struct boss_blackheart_the_inciterAI : public ScriptedAI
void KilledUnit(Unit* victim) override
{
boss_blackheart_the_inciterAI(Creature* creature) : ScriptedAI(creature)
if (victim->IsPlayer() && urand(0, 1))
{
instance = creature->GetInstanceScript();
Talk(SAY_SLAY);
}
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
_JustDied();
}
void JustEngagedWith(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
me->CallForHelp(100.0f);
events.ScheduleEvent(EVENT_SPELL_INCITE, 24000);
events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
events.ScheduleEvent(EVENT_SPELL_CHARGE, urand(30000, 50000));
events.ScheduleEvent(EVENT_SPELL_WAR_STOMP, urand(16950, 26350));
_JustEngagedWith();
}
void EnterEvadeMode(EvadeReason why) override
{
if (InciteChaos && SelectTargetFromPlayerList(100.0f))
return;
CreatureAI::EnterEvadeMode(why);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() && !InciteChaos)
{
return;
}
InstanceScript* instance;
EventMap events;
bool InciteChaos;
void Reset() override
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_INCITE_WAIT:
me->SetImmuneToPC(false);
InciteChaos = false;
events.Reset();
if (instance)
{
instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, NOT_STARTED);
}
}
void KilledUnit(Unit* victim) override
break;
case EVENT_SPELL_INCITE:
{
if (victim->GetTypeId() == TYPEID_PLAYER && urand(0, 1))
DoCastAOE(SPELL_INCITE_CHAOS);
DoCastSelf(SPELL_LAUGHTER, true);
uint32 inciteTriggerID = NPC_INCITE_TRIGGER;
std::list<HostileReference*> t_list = me->GetThreatMgr().GetThreatList();
for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
{
Talk(SAY_SLAY);
}
}
Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
if (instance)
{
instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, DONE);
}
}
void JustEngagedWith(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
me->CallForHelp(100.0f);
events.ScheduleEvent(EVENT_SPELL_INCITE, 24000);
events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
events.ScheduleEvent(EVENT_SPELL_CHARGE, urand(30000, 50000));
events.ScheduleEvent(EVENT_SPELL_WAR_STOMP, urand(16950, 26350));
if (instance)
{
instance->SetData(DATA_BLACKHEARTTHEINCITEREVENT, IN_PROGRESS);
}
}
void EnterEvadeMode(EvadeReason why) override
{
if (InciteChaos && SelectTargetFromPlayerList(100.0f))
return;
CreatureAI::EnterEvadeMode(why);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
switch (events.ExecuteEvent())
{
case EVENT_INCITE_WAIT:
InciteChaos = false;
break;
case EVENT_SPELL_INCITE:
if (target && target->IsPlayer())
{
if (Creature* inciteTrigger = me->SummonCreature(inciteTriggerID++, *target, TEMPSUMMON_TIMED_DESPAWN, 15 * IN_MILLISECONDS))
{
DoCastAOE(SPELL_INCITE_CHAOS);
std::list<HostileReference*> t_list = me->GetThreatMgr().GetThreatList();
for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
{
Unit* target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
if (target && target->GetTypeId() == TYPEID_PLAYER)
{
me->CastSpell(target, SPELL_INCITE_CHAOS_B, true);
}
}
DoResetThreatList();
InciteChaos = true;
events.DelayEvents(15000);
events.RepeatEvent(urand(50000, 70000));
events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
break;
inciteTrigger->CastSpell(target, SPELL_INCITE_CHAOS_B, true);
}
case EVENT_SPELL_CHARGE:
DoCastRandomTarget(SPELL_CHARGE);
events.RepeatEvent(urand(30000, 50000));
break;
case EVENT_SPELL_WAR_STOMP:
DoCastAOE(SPELL_WAR_STOMP);
events.RepeatEvent(urand(16950, 26350));
break;
}
}
if (InciteChaos)
return;
DoMeleeAttackIfReady();
DoResetThreatList();
me->SetImmuneToPC(true);
InciteChaos = true;
events.DelayEvents(15000);
events.RepeatEvent(urand(50000, 70000));
events.ScheduleEvent(EVENT_INCITE_WAIT, 15000);
break;
}
};
case EVENT_SPELL_CHARGE:
DoCastRandomTarget(SPELL_CHARGE);
events.RepeatEvent(urand(30000, 50000));
break;
case EVENT_SPELL_WAR_STOMP:
DoCastAOE(SPELL_WAR_STOMP);
events.RepeatEvent(urand(16950, 26350));
break;
}
if (InciteChaos)
return;
DoMeleeAttackIfReady();
}
};
void AddSC_boss_blackheart_the_inciter()
{
new boss_blackheart_the_inciter();
RegisterShadowLabyrinthCreatureAI(boss_blackheart_the_inciter);
}