void DoSpawnNextCrystal()
    {
        if (!m_pInstance)
            return;

        Creature* pOssirianTrigger = nullptr;
        if (m_uiCrystalPosition == 0)
        {
            // Respawn static spawned crystal trigger
            pOssirianTrigger = m_pInstance->GetSingleCreatureFromStorage(NPC_OSSIRIAN_TRIGGER);
            if (pOssirianTrigger && !pOssirianTrigger->isAlive())
                pOssirianTrigger->Respawn();
        }
        else
        {
            // Summon a new crystal trigger at some position depending on m_uiCrystalPosition
            // Note: the summon points seem to be very random; requires additional research
            float fX, fY, fZ;
            m_creature->GetRandomPoint(aCrystalSpawnPos[0], aCrystalSpawnPos[1], aCrystalSpawnPos[2], 100.0f, fX, fY, fZ);
            m_creature->SummonCreature(NPC_OSSIRIAN_TRIGGER, fX, fY, fZ, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
        }
        if (!pOssirianTrigger)
            return;

        // Respawn GO near crystal trigger
        if (GameObject* pCrystal = GetClosestGameObjectWithEntry(pOssirianTrigger, GO_OSSIRIAN_CRYSTAL, 10.0f))
            m_pInstance->DoRespawnGameObject(pCrystal->GetObjectGuid(), 5 * MINUTE);

        // Increase position
        ++m_uiCrystalPosition %= MAX_CRYSTAL_POSITIONS;
    }
Example #2
0
    void DoSpawnNextCrystal()
    {
        if (!m_pInstance)
            return;

        Creature* pOssirianTrigger = NULL;
        if (m_uiCrystalPosition == 0)
        {
            // Respawn static spawned crystal trigger
            pOssirianTrigger = m_pInstance->GetSingleCreatureFromStorage(NPC_OSSIRIAN_TRIGGER);
            if (pOssirianTrigger && !pOssirianTrigger->isAlive())
                pOssirianTrigger->Respawn();
        }
        else
        {
            // Summon a new crystal trigger at some position depending on m_uiCrystalPosition
        }
        if (!pOssirianTrigger)
            return;

        // Respawn GO near crystal trigger
        if (GameObject* pCrystal = GetClosestGameObjectWithEntry(pOssirianTrigger, GO_OSSIRIAN_CRYSTAL, 10.0f))
            m_pInstance->DoRespawnGameObject(pCrystal->GetObjectGuid(), 5*MINUTE);

        // Increase position
        ++m_uiCrystalPosition %= MAX_CRYSTAL_POSITIONS;
    }
Example #3
0
 void JustDidDialogueStep(int32 iEntry) override
 {
     // Start the event when the dialogue is finished
     if (iEntry == SAY_ANDOROV_ATTACK_START)
     {
         if (m_pInstance)
             m_pInstance->SetData(TYPE_RAJAXX, IN_PROGRESS);
     }
 }
Example #4
0
    void MoveInLineOfSight(Unit* pWho) override
    {
        // don't attack anything during the Ayamiss encounter
        if (m_pInstance)
        {
            if (m_pInstance->GetData(TYPE_AYAMISS) == IN_PROGRESS)
                return;
        }

        ScriptedAI::MoveInLineOfSight(pWho);
    }
Example #5
0
    void JustDied(Unit* pKiller) override
    {
        if (pKiller->GetEntry() != NPC_RAJAXX)
            return;

        // Yell when killed by Rajaxx
        if (m_pInstance)
        {
            if (Creature* pRajaxx = m_pInstance->GetSingleCreatureFromStorage(NPC_RAJAXX))
                DoScriptText(SAY_KILLS_ANDOROV, pRajaxx);
        }
    }
Example #6
0
    void UpdateAI(const uint32 /*uiDiff*/) override
    {
        if (m_pInstance)
        {
            if (m_pInstance->GetData(TYPE_AYAMISS) == IN_PROGRESS)
                return;
        }

        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        DoMeleeAttackIfReady();
    }
Example #7
0
    // Wrapper to start initialize Kaldorei followers
    void DoInitializeFollowers()
    {
        if (!m_pInstance)
            return;

        GuidList m_lKaldoreiGuids;
        m_pInstance->GetKaldoreiGuidList(m_lKaldoreiGuids);

        for (GuidList::const_iterator itr = m_lKaldoreiGuids.begin(); itr != m_lKaldoreiGuids.end(); ++itr)
        {
            if (Creature* pKaldorei = m_creature->GetMap()->GetCreature(*itr))
                pKaldorei->GetMotionMaster()->MoveFollow(m_creature, pKaldorei->GetDistance(m_creature), pKaldorei->GetAngle(m_creature));
        }
    }