void MindControlGhost() { /************************************************************************/ /** NOTE FOR FUTURE DEVELOPER: PROPERLY IMPLEMENT THE GHOST PORTION *****/ /** ONLY AFTER TrinIty FULLY IMPLEMENTS MIND CONTROL ABILITIES *****/ /** THE CURRENT CODE IN THIS FUNCTION IS ONLY THE BEGINNING OF *****/ /** WHAT IS FULLY NECESSARY FOR GOREFIEND TO BE 100% COMPLETE *****/ /************************************************************************/ Unit* ghost = NULL; if (GhostGUID) ghost = ObjectAccessor::GetUnit(*me, GhostGUID); if (ghost && ghost->IsAlive() && ghost->HasAura(SPELL_SHADOW_OF_DEATH)) { /*float x, y, z; ghost->GetPosition(x, y, z); if (Creature* control = me->SummonCreature(CREATURE_GHOST, x, y, z, 0, TEMPSUMMON_TIMED_DESAWN, 30000)) { if (Player* player = ghost->ToPlayer()) player->Possess(control); ghost->DealDamage(ghost, ghost->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); }*/ for (uint8 i = 0; i < 4; ++i) { Creature* Construct = NULL; float X = CalculateRandomLocation(ghost->GetPositionX(), 10); float Y = CalculateRandomLocation(ghost->GetPositionY(), 10); Construct = me->SummonCreature(CREATURE_SHADOWY_CONSTRUCT, X, Y, ghost->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 45000); if (Construct) { Construct->CastSpell(Construct, SPELL_PASSIVE_SHADOWFORM, true); SetThreatList(Construct); // Use same function as Doom Blossom to set Threat List. ENSURE_AI(npc_shadowy_construct::npc_shadowy_constructAI, Construct->AI())->GhostGUID = GhostGUID; Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1); if (!target) // someone's trying to solo. target = me->GetVictim(); if (target) Construct->GetMotionMaster()->MoveChase(target); } } } }
void MindControlGhost() { /************************************************************************/ /** NOTE FOR FUTURE DEVELOPER: PROPERLY IMPLEMENT THE GHOST PORTION *****/ /** ONLY AFTER MaNGOS FULLY IMPLEMENTS MIND CONTROL ABILITIES *****/ /** THE CURRENT CODE IN THIS FUNCTION IS ONLY THE BEGINNING OF *****/ /** WHAT IS FULLY NECESSARY FOR GOREFIEND TO BE 100% COMPLETE *****/ /************************************************************************/ Player* pGhost = NULL; if (m_ghostGuid) pGhost = m_creature->GetMap()->GetPlayer(m_ghostGuid); if (pGhost && pGhost->isAlive() && pGhost->HasAura(SPELL_SHADOW_OF_DEATH, EFFECT_INDEX_0)) { /*float x,y,z; pGhost->GetPosition(x,y,z); Creature* control = m_creature->SummonCreature(CREATURE_GHOST, x, y, z, 0, TEMPSUMMON_TIMED_DESAWN, 30000); if (control) { ((Player*)pGhost)->Possess(control); pGhost->DealDamage(pGhost, pGhost->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); }*/ for(uint8 i = 0; i < 4; ++i) { float fX = CalculateRandomLocation(pGhost->GetPositionX(), 10); float fY = CalculateRandomLocation(pGhost->GetPositionY(), 10); if (Creature* pConstruct = m_creature->SummonCreature(NPC_SHADOWY_CONSTRUCT, fX, fY, pGhost->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 45000)) { pConstruct->CastSpell(pConstruct, SPELL_PASSIVE_SHADOWFORM, true); SetThreatList(pConstruct); // Use same function as Doom Blossom to set Threat List. if (mob_shadowy_constructAI* pConstructAI = dynamic_cast<mob_shadowy_constructAI*>(pConstruct->AI())) pConstructAI->m_ghostGuid = m_ghostGuid; Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1); pConstruct->GetMotionMaster()->MoveChase(pTarget ? pTarget : m_creature->getVictim()); } } } }
void UpdateAI(const uint32 diff) { if (Intro && !Done) { if (AggroTimer <= diff) { me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); DoScriptText(SAY_AGGRO, me); me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_NONE); Done = true; if (AggroTargetGUID) { Unit* pUnit = Unit::GetUnit((*me), AggroTargetGUID); if (pUnit) AttackStart(pUnit); DoZoneInCombat(); } else { EnterEvadeMode(); return; } } else AggroTimer -= diff; } if (!UpdateVictim() || !Done) return; if (SummonShadowsTimer <= diff) { //MindControlGhost(); for (uint8 i = 0; i < 2; ++i) { Creature* Shadow = NULL; float X = CalculateRandomLocation(me->GetPositionX(), 10); Shadow = me->SummonCreature(CREATURE_SHADOWY_CONSTRUCT, X, me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0); if (Shadow) { Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1); if (!pTarget) pTarget = me->getVictim(); if (pTarget) Shadow->AI()->AttackStart(pTarget); } } SummonShadowsTimer = 60000; } else SummonShadowsTimer -= diff; if (SummonDoomBlossomTimer <= diff) { if (Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0)) { float X = CalculateRandomLocation(pTarget->GetPositionX(), 20); float Y = CalculateRandomLocation(pTarget->GetPositionY(), 20); float Z = pTarget->GetPositionZ(); Z = me->GetMap()->GetHeight(X, Y, Z); Creature* DoomBlossom = me->SummonCreature(CREATURE_DOOM_BLOSSOM, X, Y, Z, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 20000); if (DoomBlossom) { DoomBlossom->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); DoomBlossom->setFaction(me->getFaction()); DoomBlossom->AddThreat(pTarget, 1.0f); CAST_AI(mob_doom_blossom::mob_doom_blossomAI, DoomBlossom->AI())->SetTeronGUID(me->GetGUID()); pTarget->CombatStart(DoomBlossom); SetThreatList(DoomBlossom); SummonDoomBlossomTimer = 35000; } } } else SummonDoomBlossomTimer -= diff; if (IncinerateTimer <= diff) { Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1); if (!pTarget) pTarget = me->getVictim(); if (pTarget) { DoScriptText(RAND(SAY_SPECIAL1, SAY_SPECIAL2), me); DoCast(pTarget, SPELL_INCINERATE); IncinerateTimer = 20000 + rand()%31 * 1000; } } else IncinerateTimer -= diff; if (CrushingShadowsTimer <= diff) { Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0); if (pTarget && pTarget->isAlive()) DoCast(pTarget, SPELL_CRUSHING_SHADOWS); CrushingShadowsTimer = 10000 + rand()%16 * 1000; } else CrushingShadowsTimer -= diff; /*** NOTE FOR FUTURE DEV: UNCOMMENT BELOW ONLY IF MIND CONTROL IS FULLY IMPLEMENTED **/ /*if (ShadowOfDeathTimer <= diff) { Unit *pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1); if (!pTarget) pTarget = me->getVictim(); if (pTarget && pTarget->isAlive() && pTarget->GetTypeId() == TYPEID_PLAYER) { DoCast(pTarget, SPELL_SHADOW_OF_DEATH); GhostGUID = pTarget->GetGUID(); ShadowOfDeathTimer = 30000; SummonShadowsTimer = 53000; // Make it VERY close but slightly less so that we can check if the aura is still on the player } } else ShadowOfDeathTimer -= diff;*/ if (RandomYellTimer <= diff) { DoScriptText(RAND(SAY_SPELL1, SAY_SPELL2), me); RandomYellTimer = 50000 + rand()%51 * 1000; } else RandomYellTimer -= diff; if (!me->HasAura(SPELL_BERSERK)) { if (EnrageTimer <= diff) { DoCast(me, SPELL_BERSERK); DoScriptText(SAY_ENRAGE, me); } else EnrageTimer -= diff; } DoMeleeAttackIfReady(); }
void UpdateAI(const uint32 uiDiff) { if (m_bIntro) { if (m_uiAggroTimer < uiDiff) { m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE); DoScriptText(SAY_AGGRO, m_creature); m_creature->HandleEmote(EMOTE_STATE_NONE); m_bIntro = false; if (m_aggroTargetGuid) { if (Player* pPlayer = m_creature->GetMap()->GetPlayer(m_aggroTargetGuid)) AttackStart(pPlayer); m_creature->SetInCombatWithZone(); } else EnterEvadeMode(); } else m_uiAggroTimer -= uiDiff; } if (!m_creature->SelectHostileTarget() || !m_creature->getVictim() || m_bIntro) return; if (m_uiSummonShadowsTimer < uiDiff) { //MindControlGhost(); for(uint8 i = 0; i < 2; ++i) { float fX = CalculateRandomLocation(m_creature->GetPositionX(), 10); if (Creature* pShadow = m_creature->SummonCreature(NPC_SHADOWY_CONSTRUCT, fX, m_creature->GetPositionY(), m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 0)) { Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1); pShadow->AI()->AttackStart(pTarget ? pTarget : m_creature->getVictim()); } } m_uiSummonShadowsTimer = 60000; } else m_uiSummonShadowsTimer -= uiDiff; if (m_uiSummonDoomBlossomTimer < uiDiff) { if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0)) { float fX = CalculateRandomLocation(pTarget->GetPositionX(), 20); float fY = CalculateRandomLocation(pTarget->GetPositionY(), 20); if (Creature* pDoomBlossom = m_creature->SummonCreature(NPC_DOOM_BLOSSOM, fX, fY, pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 20000)) { pDoomBlossom->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); pDoomBlossom->setFaction(m_creature->getFaction()); pDoomBlossom->AddThreat(pTarget); if (mob_doom_blossomAI* pDoomBlossomAI = dynamic_cast<mob_doom_blossomAI*>(pDoomBlossom->AI())) pDoomBlossomAI->SetTeronGUID(m_creature->GetObjectGuid()); SetThreatList(pDoomBlossom); } m_uiSummonDoomBlossomTimer = 35000; } } else m_uiSummonDoomBlossomTimer -= uiDiff; if (m_uiIncinerateTimer < uiDiff) { DoScriptText(urand(0, 1) ? SAY_SPECIAL1 : SAY_SPECIAL2, m_creature); Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1); DoCastSpellIfCan(pTarget ? pTarget : m_creature->getVictim(), SPELL_INCINERATE); m_uiIncinerateTimer = urand(20000, 50000); } else m_uiIncinerateTimer -= uiDiff; if (m_uiCrushingShadowsTimer < uiDiff) { Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0); if (pTarget && pTarget->isAlive()) DoCastSpellIfCan(pTarget, SPELL_CRUSHING_SHADOWS); m_uiCrushingShadowsTimer = urand(10000, 26000); } else m_uiCrushingShadowsTimer -= uiDiff; /*** NOTE FOR FUTURE DEV: UNCOMMENT BELOW ONLY IF MIND CONTROL IS FULLY IMPLEMENTED **/ /*if (m_uiShadowOfDeathTimer < uiDiff) { Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1); if (!pTarget) pTarget = m_creature->getVictim(); if (pTarget && pTarget->isAlive() && pTarget->GetTypeId() == TYPEID_PLAYER) { DoCastSpellIfCan(pTarget, SPELL_SHADOW_OF_DEATH); m_ghostGuid = pTarget->GetObjectGuid(); m_uiShadowOfDeathTimer = 30000; m_uiSummonShadowsTimer = 53000; // Make it VERY close but slightly less so that we can check if the aura is still on the pPlayer } }else m_uiShadowOfDeathTimer -= uiDiff;*/ if (m_uiRandomYellTimer < uiDiff) { DoScriptText(urand(0, 1) ? SAY_SPELL1 : SAY_SPELL2, m_creature); m_uiRandomYellTimer = urand(50000, 100000); } else m_uiRandomYellTimer -= uiDiff; if (!m_creature->HasAura(SPELL_BERSERK, EFFECT_INDEX_0)) { if (m_uiEnrageTimer < uiDiff) { DoCastSpellIfCan(m_creature, SPELL_BERSERK); DoScriptText(SAY_ENRAGE, m_creature); } else m_uiEnrageTimer -= uiDiff; } DoMeleeAttackIfReady(); }