fix(Scripts/TheEye): Update Astromancer timings and add phase (#18655)

* Update Astromancer timings

* Reworked order and timings

* Whitespace removal

* Remove more whitespace

* Update boss_astromancer.cpp

* cleanup .schedule
This commit is contained in:
Balleny
2024-04-22 13:22:38 +02:00
committed by GitHub
parent 51ec925351
commit f380e8f625

View File

@@ -38,6 +38,7 @@ enum Spells
SPELL_PSYCHIC_SCREAM = 34322,
SPELL_VOID_BOLT = 39329,
SPELL_TRUE_BEAM = 33365,
SPELL_TELEPORT_START_POSITION = 33244,
};
enum Misc
@@ -55,6 +56,9 @@ enum Misc
#define CENTER_Z 17.9608f
#define CENTER_O 1.06421f
#define PORTAL_Z 17.005f
#define START_POSITION_X 432.74f
#define START_POSITION_Y -373.645f
#define START_POSITION_Z 18.0138f
struct boss_high_astromancer_solarian : public BossAI
{
@@ -146,11 +150,30 @@ struct boss_high_astromancer_solarian : public BossAI
}).Schedule(52100ms, [this](TaskContext context)
{
me->SetReactState(REACT_PASSIVE);
Talk(SAY_SUMMON);
me->RemoveAllAuras();
me->SetModelVisible(false);
scheduler.DelayAll(21s);
scheduler.Schedule(6s, [this](TaskContext)
scheduler.DelayAll(22s);
// blink to room center in this line using SPELL_TELEPORT_START_POSITION and START_POSITION_X, START_POSITION_Y, START_POSITION_Z
scheduler.Schedule(1s, [this](TaskContext)
{
for (uint8 i = 0; i < 3; ++i)
{
float o = rand_norm() * 2 * M_PI;
if (i == 0)
{
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 25000);
}
else
{
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 25000);
}
}
}).Schedule(2s, [this](TaskContext)
{
Talk(SAY_SUMMON);
}).Schedule(3s, [this](TaskContext)
{
me->RemoveAllAuras();
me->SetModelVisible(false);
}).Schedule(7s, [this](TaskContext)
{
summons.DoForAllSummons([&](WorldObject* summon)
{
@@ -171,7 +194,7 @@ struct boss_high_astromancer_solarian : public BossAI
}
}
});
}).Schedule(20s, [this](TaskContext)
}).Schedule(23s, [this](TaskContext)
{
me->SetReactState(REACT_AGGRESSIVE);
summons.DoForAllSummons([&](WorldObject* summon)
@@ -194,20 +217,7 @@ struct boss_high_astromancer_solarian : public BossAI
}
});
});
for (uint8 i = 0; i < 3; ++i)
{
float o = rand_norm() * 2 * M_PI;
if (i == 0)
{
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
}
else
{
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
}
}
context.Repeat(67500ms, 71200ms);
context.Repeat(87500ms, 91200ms);
});
}
@@ -280,4 +290,3 @@ void AddSC_boss_high_astromancer_solarian()
RegisterSpellScript(spell_astromancer_wrath_of_the_astromancer);
RegisterSpellScript(spell_astromancer_solarian_transform);
}