mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
chore(Scripts/Karazhan): rewrite Nightbane with scheduler + some fixes (#16687)
* initial * leftovers * whitespaces * remove instance * bla * Update boss_nightbane.cpp * add skeletonscheduler * woops * I do need to update it, silly * fix * fix with nesting? * debug * fix * step 1 * step 2 of the hackest of fixes * add leftover * fix * add forgotten scheduler validator
This commit is contained in:
@@ -25,6 +25,7 @@ EndScriptData */
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "TaskScheduler.h"
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#include "karazhan.h"
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enum Spells
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@@ -52,6 +53,12 @@ enum Says
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EMOTE_BREATH = 4
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};
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enum Groups
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{
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GROUP_GROUND = 0,
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GROUP_FLYING = 1
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};
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float IntroWay[8][3] =
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{
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{-11053.37f, -1794.48f, 149.00f},
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@@ -62,218 +69,270 @@ float IntroWay[8][3] =
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{-11128.73f, -1929.75f, 125.00f},
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{-11140.00f, -1915.00f, 122.00f},
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{-11163.00f, -1903.00f, 91.473f}
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};
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}; //TODO: move to table
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class boss_nightbane : public CreatureScript
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struct boss_nightbane : public BossAI
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{
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public:
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boss_nightbane() : CreatureScript("boss_nightbane") { }
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CreatureAI* GetAI(Creature* creature) const override
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boss_nightbane(Creature* creature) : BossAI(creature, DATA_NIGHTBANE)
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{
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return GetKarazhanAI<boss_nightbaneAI>(creature);
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_intro = true;
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_skeletonCount = 5;
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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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struct boss_nightbaneAI : public ScriptedAI
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void Reset() override
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{
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boss_nightbaneAI(Creature* creature) : ScriptedAI(creature)
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BossAI::Reset();
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_skeletonscheduler.CancelAll();
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Phase = 1;
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MovePhase = 0;
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me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetSpeed(MOVE_RUN, 2.0f);
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me->SetDisableGravity(_intro);
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me->SetWalk(false);
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me->setActive(true);
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if (instance)
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{
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instance = creature->GetInstanceScript();
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Intro = true;
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if (instance->GetData(DATA_NIGHTBANE) == DONE)
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me->DisappearAndDie();
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else
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instance->SetData(DATA_NIGHTBANE, NOT_STARTED);
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}
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InstanceScript* instance;
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HandleTerraceDoors(true);
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uint32 Phase;
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_flying = false;
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_movement = false;
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bool RainBones;
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bool Skeletons;
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uint32 BellowingRoarTimer;
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uint32 CharredEarthTimer;
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uint32 DistractingAshTimer;
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uint32 SmolderingBreathTimer;
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uint32 TailSweepTimer;
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uint32 RainofBonesTimer;
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uint32 SmokingBlastTimer;
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uint32 FireballBarrageTimer;
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uint32 SearingCindersTimer;
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uint32 FlyCount;
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uint32 FlyTimer;
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bool Intro;
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bool Flying;
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bool Movement;
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uint32 MovePhase;
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void Reset() override
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if (!_intro)
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{
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BellowingRoarTimer = 30000;
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CharredEarthTimer = 15000;
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DistractingAshTimer = 20000;
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SmolderingBreathTimer = 10000;
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TailSweepTimer = 12000;
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RainofBonesTimer = 10000;
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SmokingBlastTimer = 20000;
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FireballBarrageTimer = 13000;
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SearingCindersTimer = 14000;
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//when boss is reset and we're past the intro
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//cannot despawn, but have to move to a location where he normally is
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//me->SetHomePosition(IntroWay[7][0], IntroWay[7][1], IntroWay[7][2], 0);
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Position preSpawnPosis = me->GetHomePosition();
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me->NearTeleportTo(preSpawnPosis);
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instance->SetData(DATA_NIGHTBANE, NOT_STARTED);
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_intro = true;
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Phase = 1;
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FlyCount = 0;
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MovePhase = 0;
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}
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me->SetSpeed(MOVE_RUN, 2.0f);
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me->SetDisableGravity(Intro);
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me->SetWalk(false);
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me->setActive(true);
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ScheduleHealthCheckEvent({25, 50, 70}, [&]{
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TakeOff();
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});
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}
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if (instance)
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void HandleTerraceDoors(bool open)
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{
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if (instance)
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{
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instance->HandleGameObject(instance->GetGuidData(DATA_MASTERS_TERRACE_DOOR_1), open);
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instance->HandleGameObject(instance->GetGuidData(DATA_MASTERS_TERRACE_DOOR_2), open);
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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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_JustEngagedWith();
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if (instance)
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instance->SetData(DATA_NIGHTBANE, IN_PROGRESS);
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HandleTerraceDoors(false);
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Talk(YELL_AGGRO);
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ScheduleGround();
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}
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void ScheduleGround() {
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scheduler.Schedule(30s, GROUP_GROUND, [this](TaskContext context)
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{
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DoCastAOE(SPELL_BELLOWING_ROAR);
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context.Repeat(30s, 40s);
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}).Schedule(15s, GROUP_GROUND, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_CHARRED_EARTH, 0, 100.0f, true);
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context.Repeat(20s);
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}).Schedule(10s, GROUP_GROUND, [this](TaskContext context)
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{
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DoCastVictim(SPELL_SMOLDERING_BREATH);
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context.Repeat(20s);
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}).Schedule(12s, GROUP_GROUND, [this](TaskContext context)
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{
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
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{
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if (instance->GetData(DATA_NIGHTBANE) == DONE)
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me->DisappearAndDie();
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else
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instance->SetData(DATA_NIGHTBANE, NOT_STARTED);
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}
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HandleTerraceDoors(true);
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Flying = false;
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Movement = false;
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if (!Intro)
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{
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me->SetHomePosition(IntroWay[7][0], IntroWay[7][1], IntroWay[7][2], 0);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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void HandleTerraceDoors(bool open)
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{
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if (instance)
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{
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instance->HandleGameObject(instance->GetGuidData(DATA_MASTERS_TERRACE_DOOR_1), open);
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instance->HandleGameObject(instance->GetGuidData(DATA_MASTERS_TERRACE_DOOR_2), open);
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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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if (instance)
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instance->SetData(DATA_NIGHTBANE, IN_PROGRESS);
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HandleTerraceDoors(false);
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Talk(YELL_AGGRO);
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}
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void AttackStart(Unit* who) override
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{
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if (!Intro && !Flying)
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ScriptedAI::AttackStart(who);
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}
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void JustDied(Unit* /*killer*/) override
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{
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if (instance)
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instance->SetData(DATA_NIGHTBANE, DONE);
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HandleTerraceDoors(true);
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (!Intro && !Flying)
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ScriptedAI::MoveInLineOfSight(who);
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}
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void MovementInform(uint32 type, uint32 id) override
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{
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if (type != POINT_MOTION_TYPE)
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return;
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if (Intro)
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{
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if (id >= 8)
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if (!me->HasInArc(M_PI, target))
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{
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Intro = false;
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me->SetHomePosition(IntroWay[7][0], IntroWay[7][1], IntroWay[7][2], 0);
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return;
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DoCast(target, SPELL_TAIL_SWEEP);
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}
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}
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context.Repeat(15s);
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}).Schedule(14s, GROUP_GROUND, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_SEARING_CINDERS);
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context.Repeat(10s);
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});
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}
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void ScheduleFly() {
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_skeletonSpawnCounter = 0;
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scheduler.Schedule(2s, GROUP_FLYING, [this](TaskContext)
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{
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DoCastVictim(SPELL_RAIN_OF_BONES);
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_skeletonscheduler.Schedule(50ms, [this](TaskContext context)
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{
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//spawns skeletons every second until skeletonCount is reached
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if(_skeletonSpawnCounter < _skeletonCount)
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{
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DoCastVictim(SPELL_SUMMON_SKELETON, true);
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_skeletonSpawnCounter++;
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context.Repeat(2s);
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}
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});
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}).Schedule(20s, GROUP_FLYING, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_DISTRACTING_ASH);
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context.Repeat(2s); //timer wrong?
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}).Schedule(25s, GROUP_FLYING, [this](TaskContext context)
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{
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//5 seconds added due to double trigger?
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//trigger for timer in original + in rain of bones
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//timers need some investigation
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DoCastVictim(SPELL_SMOKING_BLAST);
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context.Repeat(1500ms); //timer wrong?
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}).Schedule(13s, GROUP_FLYING, [this](TaskContext context)
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{
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DoCastOnFarAwayPlayers(SPELL_FIREBALL_BARRAGE, false, 80.0f);
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context.Repeat(20s);
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});
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}
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void AttackStart(Unit* who) override
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{
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if (!_intro && !_flying)
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ScriptedAI::AttackStart(who);
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}
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void JustDied(Unit* /*killer*/) override
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{
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if (instance)
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instance->SetData(DATA_NIGHTBANE, DONE);
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HandleTerraceDoors(true);
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (!_intro && !_flying)
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ScriptedAI::MoveInLineOfSight(who);
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}
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void MovementInform(uint32 type, uint32 id) override
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{
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if (type != POINT_MOTION_TYPE)
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return;
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if (_intro)
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{
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if (id >= 8)
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{
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_intro = false;
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//me->SetHomePosition(IntroWay[7][0], IntroWay[7][1], IntroWay[7][2], 0);
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//doesn't need home position because we have to "despawn" boss on reset
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetInCombatWithZone();
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return;
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}
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MovePhase = id + 1;
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return;
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}
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if (_flying)
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{
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if (id == 0)
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{
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Talk(EMOTE_BREATH);
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_flying = false;
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Phase = 2;
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return;
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}
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if (id < 8)
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MovePhase = id + 1;
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else
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{
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Phase = 1;
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_flying = false;
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_movement = true;
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return;
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}
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}
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}
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if (Flying)
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void JustSummoned(Creature* summon) override
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{
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summon->AI()->AttackStart(me->GetVictim());
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summons.Summon(summon);
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}
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void DoCastOnFarAwayPlayers(uint32 spellid, bool triggered, float tresholddistance)
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{
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//resembles DoCastToAllHostilePlayers a bit/lot
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ThreatContainer::StorageType targets = me->GetThreatMgr().GetThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = targets.begin(); itr != targets.end(); ++itr)
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{
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if (Unit* unit = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
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{
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if (id == 0)
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if (unit->IsPlayer() && !unit->IsWithinDist(me, tresholddistance, false))
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{
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Talk(EMOTE_BREATH);
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Flying = false;
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Phase = 2;
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return;
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}
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if (id < 8)
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MovePhase = id + 1;
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else
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{
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Phase = 1;
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Flying = false;
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Movement = true;
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return;
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me->CastSpell(unit, spellid, triggered);
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}
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}
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}
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}
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void JustSummoned(Creature* summoned) override
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void TakeOff()
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{
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Talk(YELL_FLY_PHASE);
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scheduler.CancelGroup(GROUP_GROUND);
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me->InterruptSpell(CURRENT_GENERIC_SPELL);
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me->HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF);
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me->SetDisableGravity(true);
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MovePoint(0, IntroWay[2][0], IntroWay[2][1], IntroWay[2][2]);
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_flying = true;
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ScheduleFly();
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//handle landing again
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scheduler.Schedule(45s, 60s, [this](TaskContext)
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{
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summoned->AI()->AttackStart(me->GetVictim());
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}
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Talk(YELL_LAND_PHASE);
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void TakeOff()
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{
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Talk(YELL_FLY_PHASE);
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me->InterruptSpell(CURRENT_GENERIC_SPELL);
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me->HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF);
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me->SetDisableGravity(true);
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MovePoint(0, IntroWay[2][0], IntroWay[2][1], IntroWay[2][2]);
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me->GetMotionMaster()->MovePoint(3, IntroWay[3][0], IntroWay[3][1], IntroWay[3][2]);
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Flying = true;
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FlyTimer = urand(45000, 60000); //timer wrong between 45 and 60 seconds
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++FlyCount;
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RainofBonesTimer = 5000; //timer wrong (maybe)
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RainBones = false;
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Skeletons = false;
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}
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void UpdateAI(uint32 diff) override
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{
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if (Intro)
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_flying = true;
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scheduler.CancelGroup(GROUP_FLYING);
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scheduler.Schedule(2s, [this](TaskContext)
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{
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if (MovePhase)
|
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{
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if (MovePhase >= 7)
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{
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me->SetDisableGravity(false);
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me->HandleEmoteCommand(EMOTE_ONESHOT_LAND);
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me->GetMotionMaster()->MovePoint(8, IntroWay[7][0], IntroWay[7][1], IntroWay[7][2]);
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}
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else
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{
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me->GetMotionMaster()->MovePoint(MovePhase, IntroWay[MovePhase][0], IntroWay[MovePhase][1], IntroWay[MovePhase][2]);
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}
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MovePhase = 0;
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}
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return;
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}
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ScheduleGround();
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});
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});
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}
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if (Flying && MovePhase)
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void UpdateAI(uint32 diff) override
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{
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if (_intro)
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{
|
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if (MovePhase)
|
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{
|
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if (MovePhase >= 7)
|
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{
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@@ -282,158 +341,70 @@ public:
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me->GetMotionMaster()->MovePoint(8, IntroWay[7][0], IntroWay[7][1], IntroWay[7][2]);
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}
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else
|
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{
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me->GetMotionMaster()->MovePoint(MovePhase, IntroWay[MovePhase][0], IntroWay[MovePhase][1], IntroWay[MovePhase][2]);
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}
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MovePhase = 0;
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}
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if (!UpdateVictim())
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return;
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if (Flying)
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return;
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|
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// Phase 1 "GROUND FIGHT"
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if (Phase == 1)
|
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{
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if (Movement)
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{
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DoStartMovement(me->GetVictim());
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Movement = false;
|
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}
|
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if (BellowingRoarTimer <= diff)
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{
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DoCastVictim(SPELL_BELLOWING_ROAR);
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BellowingRoarTimer = urand(30000, 40000);
|
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}
|
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else
|
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BellowingRoarTimer -= diff;
|
||||
|
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if (SmolderingBreathTimer <= diff)
|
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{
|
||||
DoCastVictim(SPELL_SMOLDERING_BREATH);
|
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SmolderingBreathTimer = 20000;
|
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}
|
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else
|
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SmolderingBreathTimer -= diff;
|
||||
|
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if (CharredEarthTimer <= diff)
|
||||
{
|
||||
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
|
||||
DoCast(target, SPELL_CHARRED_EARTH);
|
||||
CharredEarthTimer = 20000;
|
||||
}
|
||||
else
|
||||
CharredEarthTimer -= diff;
|
||||
|
||||
if (TailSweepTimer <= diff)
|
||||
{
|
||||
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
|
||||
if (!me->HasInArc(M_PI, target))
|
||||
DoCast(target, SPELL_TAIL_SWEEP);
|
||||
TailSweepTimer = 15000;
|
||||
}
|
||||
else
|
||||
TailSweepTimer -= diff;
|
||||
|
||||
if (SearingCindersTimer <= diff)
|
||||
{
|
||||
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
|
||||
DoCast(target, SPELL_SEARING_CINDERS);
|
||||
SearingCindersTimer = 10000;
|
||||
}
|
||||
else
|
||||
SearingCindersTimer -= diff;
|
||||
|
||||
uint32 Prozent = uint32(me->GetHealthPct());
|
||||
|
||||
if (Prozent < 75 && FlyCount == 0) // first take off 75%
|
||||
TakeOff();
|
||||
|
||||
if (Prozent < 50 && FlyCount == 1) // secound take off 50%
|
||||
TakeOff();
|
||||
|
||||
if (Prozent < 25 && FlyCount == 2) // third take off 25%
|
||||
TakeOff();
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
//Phase 2 "FLYING FIGHT"
|
||||
if (Phase == 2)
|
||||
{
|
||||
if (!RainBones)
|
||||
{
|
||||
if (!Skeletons)
|
||||
{
|
||||
for (uint8 i = 0; i <= 3; ++i)
|
||||
{
|
||||
DoCastVictim(SPELL_SUMMON_SKELETON);
|
||||
Skeletons = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (RainofBonesTimer < diff && !RainBones) // only once at the beginning of phase 2
|
||||
{
|
||||
DoCastVictim(SPELL_RAIN_OF_BONES);
|
||||
RainBones = true;
|
||||
SmokingBlastTimer = 20000;
|
||||
}
|
||||
else
|
||||
RainofBonesTimer -= diff;
|
||||
|
||||
if (DistractingAshTimer <= diff)
|
||||
{
|
||||
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100, true))
|
||||
DoCast(target, SPELL_DISTRACTING_ASH);
|
||||
DistractingAshTimer = 2000; //timer wrong
|
||||
}
|
||||
else
|
||||
DistractingAshTimer -= diff;
|
||||
}
|
||||
|
||||
if (RainBones)
|
||||
{
|
||||
if (SmokingBlastTimer <= diff)
|
||||
{
|
||||
DoCastVictim(SPELL_SMOKING_BLAST);
|
||||
SmokingBlastTimer = 1500; //timer wrong
|
||||
}
|
||||
else
|
||||
SmokingBlastTimer -= diff;
|
||||
}
|
||||
|
||||
if (FireballBarrageTimer <= diff)
|
||||
{
|
||||
if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0))
|
||||
DoCast(target, SPELL_FIREBALL_BARRAGE);
|
||||
FireballBarrageTimer = 20000;
|
||||
}
|
||||
else
|
||||
FireballBarrageTimer -= diff;
|
||||
|
||||
if (FlyTimer <= diff) //landing
|
||||
{
|
||||
Talk(YELL_LAND_PHASE);
|
||||
|
||||
me->GetMotionMaster()->Clear(false);
|
||||
me->GetMotionMaster()->MovePoint(3, IntroWay[3][0], IntroWay[3][1], IntroWay[3][2]);
|
||||
|
||||
Flying = true;
|
||||
}
|
||||
else
|
||||
FlyTimer -= diff;
|
||||
}
|
||||
return;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
if (_flying && MovePhase)
|
||||
{
|
||||
if (MovePhase >= 7)
|
||||
{
|
||||
me->SetDisableGravity(false);
|
||||
me->HandleEmoteCommand(EMOTE_ONESHOT_LAND);
|
||||
me->GetMotionMaster()->MovePoint(8, IntroWay[7][0], IntroWay[7][1], IntroWay[7][2]);
|
||||
}
|
||||
else
|
||||
me->GetMotionMaster()->MovePoint(MovePhase, IntroWay[MovePhase][0], IntroWay[MovePhase][1], IntroWay[MovePhase][2]);
|
||||
|
||||
MovePhase = 0;
|
||||
}
|
||||
|
||||
if (!UpdateVictim())
|
||||
return;
|
||||
|
||||
if (_flying)
|
||||
return;
|
||||
|
||||
scheduler.Update(diff);
|
||||
_skeletonscheduler.Update(diff);
|
||||
|
||||
// Phase 1 "GROUND FIGHT"
|
||||
if (Phase == 1)
|
||||
{
|
||||
if (_movement)
|
||||
{
|
||||
DoStartMovement(me->GetVictim());
|
||||
_movement = false;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
uint32 Phase;
|
||||
|
||||
TaskScheduler _skeletonscheduler;
|
||||
|
||||
bool _intro;
|
||||
bool _flying;
|
||||
bool _movement;
|
||||
|
||||
uint32 MovePhase;
|
||||
uint8 _skeletonCount;
|
||||
uint8 _skeletonSpawnCounter;
|
||||
};
|
||||
class go_blackened_urn : public GameObjectScript
|
||||
{
|
||||
public:
|
||||
go_blackened_urn() : GameObjectScript("go_blackened_urn") { }
|
||||
|
||||
//if we summon an entity instead of using a sort of invisible entity, we could unsummon boss on reset
|
||||
//right now that doesn't work because of how the urn works
|
||||
bool OnGossipHello(Player* player, GameObject* go) override
|
||||
{
|
||||
if (InstanceScript* pInstance = go->GetInstanceScript())
|
||||
@@ -449,6 +420,6 @@ public:
|
||||
|
||||
void AddSC_boss_nightbane()
|
||||
{
|
||||
new boss_nightbane();
|
||||
RegisterKarazhanCreatureAI(boss_nightbane);
|
||||
new go_blackened_urn();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user