예제 #1
0
void boss_attumen::boss_attumenAI::UpdateAI(uint32 diff)
{
    if (ResetTimer)
    {
        if (ResetTimer <= diff)
        {
            ResetTimer = 0;
            Unit* pMidnight = ObjectAccessor::GetUnit(*me, Midnight);
            if (pMidnight)
            {
                pMidnight->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                pMidnight->SetVisible(true);
            }
            Midnight.Clear();
            me->SetVisible(false);
            me->KillSelf();
        } else ResetTimer -= diff;
    }

    //Return since we have no target
    if (!UpdateVictim())
        return;

    if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
        return;

    if (CleaveTimer <= diff)
    {
        DoCastVictim(SPELL_SHADOWCLEAVE);
        CleaveTimer = urand(10000, 15000);
    } else CleaveTimer -= diff;

    if (CurseTimer <= diff)
    {
        DoCastVictim(SPELL_INTANGIBLE_PRESENCE);
        CurseTimer = 30000;
    } else CurseTimer -= diff;

    if (RandomYellTimer <= diff)
    {
        Talk(SAY_RANDOM);
        RandomYellTimer = urand(30000, 60000);
    } else RandomYellTimer -= diff;

    if (me->GetUInt32Value(UNIT_FIELD_DISPLAYID) == MOUNTED_DISPLAYID)
    {
        if (ChargeTimer <= diff)
        {
            Unit* target = NULL;
            ThreatContainer::StorageType const &t_list = me->getThreatManager().getThreatList();
            std::vector<Unit*> target_list;
            for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
            {
                target = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid());
                if (target && !target->IsWithinDist(me, ATTACK_DISTANCE, false))
                    target_list.push_back(target);
                target = NULL;
            }
            if (!target_list.empty())
                target = *(target_list.begin() + rand32() % target_list.size());

            DoCast(target, SPELL_BERSERKER_CHARGE);
            ChargeTimer = 20000;
        } else ChargeTimer -= diff;
    }
    else
    {
        if (HealthBelowPct(25))
        {
            Creature* pMidnight = ObjectAccessor::GetCreature(*me, Midnight);
            if (pMidnight && pMidnight->GetTypeId() == TYPEID_UNIT)
            {
                ENSURE_AI(boss_midnight::boss_midnightAI, (pMidnight->AI()))->Mount(me);
                me->SetHealth(pMidnight->GetHealth());
                DoResetThreat();
            }
        }
    }

    DoMeleeAttackIfReady();
}
예제 #2
0
            void UpdateAI(uint32 const diff)
            {
                if (!UpdateVictim() || !CheckInRoom())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INHALE_BLIGHT:
                        {
                            RemoveBlight();
                            if (_inhaleCounter == 3)
                            {
                                Talk(EMOTE_WARN_PUNGENT_BLIGHT);
                                Talk(SAY_PUNGENT_BLIGHT);
                                DoCast(me, SPELL_PUNGENT_BLIGHT);
                                _inhaleCounter = 0;
                                if (Creature* professor = ObjectAccessor::GetCreature(*me, instance->GetData64(DATA_PROFESSOR_PUTRICIDE)))
                                    professor->AI()->DoAction(ACTION_FESTERGUT_GAS);
                                events.RescheduleEvent(EVENT_GAS_SPORE, urand(20000, 25000));
                            }
                            else
                            {
                                DoCast(me, SPELL_INHALE_BLIGHT);
                                // just cast and dont bother with target, conditions will handle it
                                ++_inhaleCounter;
                                if (_inhaleCounter < 3)
                                    me->CastSpell(me, gaseousBlight[_inhaleCounter], true, NULL, NULL, me->GetGUID());
                            }

                            events.ScheduleEvent(EVENT_INHALE_BLIGHT, urand(33500, 35000));
                            break;
                        }
                        case EVENT_VILE_GAS:
                        {
                            std::list<Unit*> targets;
                            uint32 minTargets = RAID_MODE<uint32>(3, 8, 3, 8);
                            SelectTargetList(targets, minTargets, SELECT_TARGET_RANDOM, -5.0f, true);
                            float minDist = 0.0f;
                            if (targets.size() >= minTargets)
                                minDist = -5.0f;

                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, minDist, true))
                                DoCast(target, SPELL_VILE_GAS);
                            events.ScheduleEvent(EVENT_VILE_GAS, urand(28000, 35000));
                            break;
                        }
                        case EVENT_GAS_SPORE:
                            Talk(EMOTE_WARN_GAS_SPORE);
                            Talk(EMOTE_GAS_SPORE);
                            me->CastCustomSpell(SPELL_GAS_SPORE, SPELLVALUE_MAX_TARGETS, RAID_MODE<int32>(2, 3, 2, 3), me);
                            events.ScheduleEvent(EVENT_GAS_SPORE, urand(40000, 45000));
                            events.RescheduleEvent(EVENT_VILE_GAS, urand(28000, 35000));
                            break;
                        case EVENT_GASTRIC_BLOAT:
                            DoCastVictim(SPELL_GASTRIC_BLOAT);
                            events.ScheduleEvent(EVENT_GASTRIC_BLOAT, urand(15000, 17500));
                            break;
                        case EVENT_BERSERK:
                            DoCast(me, SPELL_BERSERK2);
                            Talk(SAY_BERSERK);
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
예제 #3
0
            void UpdateAI(uint32 diff) override
            {
                // I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
                if (!_hasAura)
                {
                    for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
                        if (_auraPairs[i].npcEntry == me->GetEntry())
                            DoCast(me, _auraPairs[i].spellId);

                    _hasAura = true;
                }

                if (!UpdateVictim())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_CHARGE_TARGET:
                            DoCastVictim(SPELL_CHARGE);
                            events.ScheduleEvent(EVENT_CHARGE, urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS));
                            break;
                        case EVENT_CLEAVE:
                            DoCastVictim(SPELL_CLEAVE);
                            events.ScheduleEvent(EVENT_CLEAVE, urand(10 * IN_MILLISECONDS, 16 * IN_MILLISECONDS));
                            break;
                        case EVENT_DEMORALIZING_SHOUT:
                            DoCast(me, SPELL_DEMORALIZING_SHOUT);
                            events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, urand(10 * IN_MILLISECONDS, 15 * IN_MILLISECONDS));
                            break;
                        case EVENT_WHIRLWIND:
                            DoCast(me, SPELL_WHIRLWIND);
                            events.ScheduleEvent(EVENT_WHIRLWIND, urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS));
                            break;
                        case EVENT_ENRAGE:
                            DoCast(me, SPELL_ENRAGE);
                            events.ScheduleEvent(EVENT_ENRAGE, urand(10 * IN_MILLISECONDS, 30 * IN_MILLISECONDS));
                            break;
                        case EVENT_CHECK_RESET:
                        {
                            Position const& _homePosition = me->GetHomePosition();
                            if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
                            {
                                EnterEvadeMode();
                                return;
                            }
                            events.ScheduleEvent(EVENT_CHECK_RESET, 5000);
                            break;
                        }
                    }
                    if (me->HasUnitState(UNIT_STATE_CASTING))
                        return;
                }

                DoMeleeAttackIfReady();
            }
예제 #4
0
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            events.Update(diff);

            if (me->HasUnitState(UNIT_STATE_CASTING))
                return;

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                    case EVENT_SHIMMER:
                        {
                            // Remove old vulnerabilty spell
                            if (CurrentVurln_Spell)
                                me->RemoveAurasDueToSpell(CurrentVurln_Spell);

                            // Cast new random vulnerabilty on self
                            uint32 spell = RAND(SPELL_FIRE_VULNERABILITY, SPELL_FROST_VULNERABILITY, SPELL_SHADOW_VULNERABILITY, SPELL_NATURE_VULNERABILITY, SPELL_ARCANE_VULNERABILITY);
                            DoCast(me, spell);
                            CurrentVurln_Spell = spell;
                            Talk(EMOTE_SHIMMER);
                            events.ScheduleEvent(EVENT_SHIMMER, 45000);
                            break;
                        }
                    case EVENT_BREATH_1:
                            DoCastVictim(Breath1_Spell);
                            events.ScheduleEvent(EVENT_BREATH_1, 60000);
                            break;
                    case EVENT_BREATH_2:
                            DoCastVictim(Breath2_Spell);
                            events.ScheduleEvent(EVENT_BREATH_2, 60000);
                            break;
                    case EVENT_AFFLICTION:
                        {
                            Map::PlayerList const &players = me->GetMap()->GetPlayers();
                            for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
                            {
                                if (Player* player = itr->GetSource()->ToPlayer())
                                {
                                    DoCast(player, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK, SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);

                                        if (player->HasAura(SPELL_BROODAF_BLUE) &&
                                            player->HasAura(SPELL_BROODAF_BLACK) &&
                                            player->HasAura(SPELL_BROODAF_RED) &&
                                            player->HasAura(SPELL_BROODAF_BRONZE) &&
                                            player->HasAura(SPELL_BROODAF_GREEN))
                                        {
                                            DoCast(player, SPELL_CHROMATIC_MUT_1);
                                        }

                                }
                            }
                        }
                        events.ScheduleEvent(EVENT_AFFLICTION, 10000);
                        break;
                    case EVENT_FRENZY:
                        DoCast(me, SPELL_FRENZY);
                        events.ScheduleEvent(EVENT_FRENZY, urand(10000, 15000));
                        break;
                }
            }

            // Enrage if not already enraged and below 20%
            if (!Enraged && HealthBelowPct(20))
            {
                DoCast(me, SPELL_ENRAGE);
                Enraged = true;
            }

            DoMeleeAttackIfReady();
        }
예제 #5
0
            void UpdateAI(uint32 diff)
            {
                if (!_phase)
                    return;

                events.Update(diff);

                if ((_phase != PHASE_BIRTH && !UpdateVictim()) || !CheckInRoom())
                    return;

                if (_canTheHundredClub)
                {
                    if (_checkFrostResistTimer <= diff)
                    {
                        CheckPlayersFrostResist();
                        _checkFrostResistTimer = 5 * IN_MILLISECONDS;
                    }
                    else
                        _checkFrostResistTimer -= diff;
                 }

                if (_phase == PHASE_GROUND)
                {
                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_BERSERK:
                                Talk(EMOTE_ENRAGE);
                                DoCast(me, SPELL_BERSERK);
                                return;
                            case EVENT_CLEAVE:
                                DoCastVictim(SPELL_CLEAVE);
                                events.ScheduleEvent(EVENT_CLEAVE, urand(5, 15) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_TAIL:
                                DoCastAOE(SPELL_TAIL_SWEEP);
                                events.ScheduleEvent(EVENT_TAIL, urand(5, 15) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_DRAIN:
                                DoCastAOE(SPELL_LIFE_DRAIN);
                                events.ScheduleEvent(EVENT_DRAIN, 24 * IN_MILLISECONDS, 0, PHASE_GROUND);
                                return;
                            case EVENT_BLIZZARD:
                            {
                                //DoCastAOE(SPELL_SUMMON_BLIZZARD);
                                if (Creature* summon = DoSummon(NPC_BLIZZARD, me, 0.0f, urand(25, 30) * IN_MILLISECONDS, TEMPSUMMON_TIMED_DESPAWN))
                                    summon->GetMotionMaster()->MoveRandom(40);
                                events.ScheduleEvent(EVENT_BLIZZARD, RAID_MODE(20, 7) * IN_MILLISECONDS, 0, PHASE_GROUND);
                                break;
                            }
                            case EVENT_FLIGHT:
                                if (HealthAbovePct(10))
                                {
                                    _phase = PHASE_FLIGHT;
                                    events.SetPhase(PHASE_FLIGHT);
                                    me->SetReactState(REACT_PASSIVE);
                                    me->AttackStop();
                                    float x, y, z, o;
                                    me->GetHomePosition(x, y, z, o);
                                    me->GetMotionMaster()->MovePoint(1, x, y, z);
                                    return;
                                }
                                break;
                        }
                    }

                    DoMeleeAttackIfReady();
                }
                else
                {
                    if (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_LIFTOFF:
                                Talk(EMOTE_AIR_PHASE);
                                me->SetDisableGravity(true);
                                me->SendMovementFlagUpdate();
                                events.ScheduleEvent(EVENT_ICEBOLT, 1500);
                                _iceboltCount = RAID_MODE(2, 3);
                                return;
                            case EVENT_ICEBOLT:
                            {
                                std::vector<Unit*> targets;
                                std::list<HostileReference*>::const_iterator i = me->getThreatManager().getThreatList().begin();
                                for (; i != me->getThreatManager().getThreatList().end(); ++i)
                                    if ((*i)->getTarget()->GetTypeId() == TYPEID_PLAYER && !(*i)->getTarget()->HasAura(SPELL_ICEBOLT))
                                        targets.push_back((*i)->getTarget());

                                if (targets.empty())
                                    _iceboltCount = 0;
                                else
                                {
                                    std::vector<Unit*>::const_iterator itr = targets.begin();
                                    advance(itr, rand()%targets.size());
                                    _iceblocks.insert(std::make_pair((*itr)->GetGUID(), 0));
                                    DoCast(*itr, SPELL_ICEBOLT);
                                    --_iceboltCount;
                                }

                                if (_iceboltCount)
                                    events.ScheduleEvent(EVENT_ICEBOLT, 1 * IN_MILLISECONDS);
                                else
                                    events.ScheduleEvent(EVENT_BREATH, 1 * IN_MILLISECONDS);
                                return;
                            }
                            case EVENT_BREATH:
                            {
                                Talk(EMOTE_BREATH);
                                DoCastAOE(SPELL_FROST_MISSILE);
                                events.ScheduleEvent(EVENT_EXPLOSION, 8 * IN_MILLISECONDS);
                                return;
                            }
                            case EVENT_EXPLOSION:
                                CastExplosion();
                                ClearIceBlock();
                                events.ScheduleEvent(EVENT_LAND, 3 * IN_MILLISECONDS);
                                return;
                            case EVENT_LAND:
                                me->HandleEmoteCommand(EMOTE_ONESHOT_LAND);
                                Talk(EMOTE_GROUND_PHASE);
                                me->SetDisableGravity(false);
                                me->SendMovementFlagUpdate();
                                events.ScheduleEvent(EVENT_GROUND, 1500);
                                return;
                            case EVENT_GROUND:
                                EnterPhaseGround();
                                return;
                            case EVENT_BIRTH:
                                me->SetVisible(true);
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                                me->SetReactState(REACT_AGGRESSIVE);
                                return;
                        }
                    }
                }
            }
예제 #6
0
        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;
            if (uiPhaseTimer <= diff)
            {
                switch (Phase)
                {
                    case CASTING_FLAME_SPHERES:
                    {
                        Creature* pSpheres[3];

                        //DoCast(me, SPELL_FLAME_SPHERE_SUMMON_1);
                        pSpheres[0] = DoSpawnCreature(CREATURE_FLAME_SPHERE, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                        Unit* pSphereTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                        if (pSphereTarget && pSpheres[0])
                        {
                            float angle, x, y;
                            angle = pSpheres[0]->GetAngle(pSphereTarget);
                            x = pSpheres[0]->GetPositionX() + DATA_SPHERE_DISTANCE * cos(angle);
                            y = pSpheres[0]->GetPositionY() + DATA_SPHERE_DISTANCE * sin(angle);
                            pSpheres[0]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[0]->GetPositionZ());
                        }
                        if (IsHeroic())
                        {
                            //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_1);
                            pSpheres[1] = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_1, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                            //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_2);
                            pSpheres[2] = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_2, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10*IN_MILLISECONDS);
                            if (pSphereTarget && pSpheres[1] && pSpheres[2])
                            {
                                float angle, x, y;
                                angle = pSpheres[1]->GetAngle(pSphereTarget) + DATA_SPHERE_ANGLE_OFFSET;
                                x = pSpheres[1]->GetPositionX() + DATA_SPHERE_DISTANCE/2 * cos(angle);
                                y = pSpheres[1]->GetPositionY() + DATA_SPHERE_DISTANCE/2 * sin(angle);
                                pSpheres[1]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[1]->GetPositionZ());
                                angle = pSpheres[2]->GetAngle(pSphereTarget) - DATA_SPHERE_ANGLE_OFFSET;
                                x = pSpheres[2]->GetPositionX() + DATA_SPHERE_DISTANCE/2 * cos(angle);
                                y = pSpheres[2]->GetPositionY() + DATA_SPHERE_DISTANCE/2 * sin(angle);
                                pSpheres[2]->GetMotionMaster()->MovePoint(0, x, y, pSpheres[2]->GetPositionZ());
                            }
                        }

                        Phase = NORMAL;
                        uiPhaseTimer = 0;
                        break;
                    }
                    case JUST_VANISHED:
                        if (Unit* pEmbraceTarget = GetEmbraceTarget())
                        {
                            me->GetMotionMaster()->Clear();
                            me->SetSpeed(MOVE_WALK, 2.0f, true);
                            me->GetMotionMaster()->MoveChase(pEmbraceTarget);
                        }
                        Phase = VANISHED;
                        uiPhaseTimer = 1300;
                        break;
                    case VANISHED:
                        if (Unit* pEmbraceTarget = GetEmbraceTarget())
                            DoCast(pEmbraceTarget, DUNGEON_MODE(SPELL_EMBRACE_OF_THE_VAMPYR, H_SPELL_EMBRACE_OF_THE_VAMPYR));
                        Talk(SAY_FEED);
                        me->GetMotionMaster()->Clear();
                        me->SetSpeed(MOVE_WALK, 1.0f, true);
                        me->GetMotionMaster()->MoveChase(me->getVictim());
                        Phase = FEEDING;
                        uiPhaseTimer = 20*IN_MILLISECONDS;
                        break;
                    case FEEDING:
                        Phase = NORMAL;
                        uiPhaseTimer = 0;
                        uiEmbraceTarget = 0;
                        break;
                    case NORMAL:
                        if (uiBloodthirstTimer <= diff)
                        {
                            DoCast(me, SPELL_BLOODTHIRST);
                            uiBloodthirstTimer = 10*IN_MILLISECONDS;
                        } else uiBloodthirstTimer -= diff;

                        if (uiFlamesphereTimer <= diff)
                        {
                            // because TARGET_UNIT_TARGET_ENEMY we need a target selected to cast
                            DoCastVictim(SPELL_CONJURE_FLAME_SPHERE);
                            Phase = CASTING_FLAME_SPHERES;
                            uiPhaseTimer = 3*IN_MILLISECONDS + diff;
                            uiFlamesphereTimer = 15*IN_MILLISECONDS;
                        } else uiFlamesphereTimer -= diff;

                        if (uiVanishTimer <= diff)
                        {
                            //Count alive players
                            Unit* target = NULL;
                            std::list<HostileReference*> t_list = me->getThreatManager().getThreatList();
                            std::vector<Unit*> target_list;
                            for (std::list<HostileReference*>::const_iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
                            {
                                target = Unit::GetUnit(*me, (*itr)->getUnitGuid());
                                // exclude pets & totems
                                if (target && target->GetTypeId() == TYPEID_PLAYER && target->isAlive())
                                    target_list.push_back(target);
                                target = NULL;
                            }
                            //He only vanishes if there are 3 or more alive players
                            if (target_list.size() > 2)
                            {
                                Talk(SAY_VANISH);
                                DoCast(me, SPELL_VANISH);
                                Phase = JUST_VANISHED;
                                uiPhaseTimer = 500;
                                if (Unit* pEmbraceTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                                    uiEmbraceTarget = pEmbraceTarget->GetGUID();

                            }
                            uiVanishTimer = urand(25*IN_MILLISECONDS, 35*IN_MILLISECONDS);
                        } else uiVanishTimer -= diff;

                        DoMeleeAttackIfReady();
                    break;
                }
            } else uiPhaseTimer -= diff;
        }
예제 #7
0
            void UpdateAI(const uint32 diff)
            {
                if ((!UpdateVictim() && !(events.GetPhaseMask() & PHASE_INTRO_MASK)) || !CheckInRoom())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STAT_CASTING) && !(events.GetPhaseMask() & PHASE_INTRO_MASK))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INTRO_2:
                            Talk(SAY_INTRO_2);
                            break;
                        case EVENT_INTRO_3:
                            Talk(SAY_INTRO_3);
                            break;
                        case EVENT_INTRO_4:
                            Talk(SAY_INTRO_4);
                            break;
                        case EVENT_INTRO_5:
                            Talk(SAY_INTRO_5);
                            break;
                        case EVENT_INTRO_6:
                            Talk(SAY_INTRO_6);
                            break;
                        case EVENT_INTRO_7:
                            Talk(SAY_INTRO_7);
                            break;
                        case EVENT_INTRO_FINISH:
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            break;
                        case EVENT_DEATH_AND_DECAY:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_DEATH_AND_DECAY);
                            events.ScheduleEvent(EVENT_DEATH_AND_DECAY, urand(10000, 12000));
                            break;
                        case EVENT_DOMINATE_MIND_H:
                            Talk(SAY_DOMINATE_MIND);
                            for (uint8 i = 0; i < dominateMindCount; i++)
                                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true, -SPELL_DOMINATE_MIND_H))
                                    DoCast(target, SPELL_DOMINATE_MIND_H);
                            events.ScheduleEvent(EVENT_DOMINATE_MIND_H, urand(40000, 45000));
                            break;
                        case EVENT_P1_SUMMON_WAVE:
                            SummonWaveP1();
                            events.ScheduleEvent(EVENT_P1_SUMMON_WAVE, 60000, 0, PHASE_ONE);
                            break;
                        case EVENT_P1_SHADOW_BOLT:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_SHADOW_BOLT);
                            events.ScheduleEvent(EVENT_P1_SHADOW_BOLT, urand(5000, 8000), 0, PHASE_ONE);
                            break;
                        case EVENT_P1_REANIMATE_CULTIST:
                            ReanimateCultist();
                            break;
                        case EVENT_P1_EMPOWER_CULTIST:
                            EmpowerCultist();
                            events.ScheduleEvent(EVENT_P1_EMPOWER_CULTIST, urand(18000, 25000));
                            break;
                        case EVENT_P2_FROSTBOLT:
                            DoCastVictim(SPELL_FROSTBOLT);
                            events.ScheduleEvent(EVENT_P2_FROSTBOLT, urand(10000, 11000), 0, PHASE_TWO);
                            break;
                        case EVENT_P2_FROSTBOLT_VOLLEY:
                            DoCastAOE(SPELL_FROSTBOLT_VOLLEY);
                            events.ScheduleEvent(EVENT_P2_FROSTBOLT_VOLLEY, urand(13000, 15000), 0, PHASE_TWO);
                            break;
                        case EVENT_P2_TOUCH_OF_INSIGNIFICANCE:
                            DoCastVictim(SPELL_TOUCH_OF_INSIGNIFICANCE);
                            events.ScheduleEvent(EVENT_P2_TOUCH_OF_INSIGNIFICANCE, urand(9000, 13000), 0, PHASE_TWO);
                            break;
                        case EVENT_P2_SUMMON_SHADE:
                            if (Unit* shadeTarget = SelectTarget(SELECT_TARGET_RANDOM, 1))
                            {
                                nextVengefulShadeTarget = shadeTarget->GetGUID();
                                DoCast(shadeTarget, SPELL_SUMMON_SHADE);
                            }
                            events.ScheduleEvent(EVENT_P2_SUMMON_SHADE, urand(18000, 23000), 0, PHASE_TWO);
                            break;
                        case EVENT_P2_SUMMON_WAVE:
                            SummonWaveP2();
                            events.ScheduleEvent(EVENT_P2_SUMMON_WAVE, 60000, 0, PHASE_TWO);
                            break;
                        case EVENT_BERSERK:
                            DoCast(me, SPELL_BERSERK);
                            Talk(SAY_BERSERK);
                            break;
                    }
                }

                // We should not melee attack when barrier is up
                if (me->HasAura(SPELL_MANA_BARRIER))
                    return;

                DoMeleeAttackIfReady();
            }
예제 #8
0
            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_FEL_FIREBALL:
                            DoCastVictim(SPELL_FEL_FIREBALL);
                            events.ScheduleEvent(EVENT_FEL_FIREBALL, urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS));
                            return;
                        case EVENT_FEL_LIGHTNING:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true, -SPELL_LORD_HITTIN))
                                DoCast(target, SPELL_FEL_LIGHTING);
                            events.ScheduleEvent(EVENT_FEL_LIGHTNING, urand(10*IN_MILLISECONDS, 15*IN_MILLISECONDS));
                            return;
                        case EVENT_INCINERATE_FLESH:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true, -SPELL_LORD_HITTIN))
                            {
                                Talk(EMOTE_INCINERATE, target->GetGUID());
                                Talk(SAY_INCINERATE);
                                DoCast(target, SPELL_INCINERATE_FLESH);
                            }
                            events.ScheduleEvent(EVENT_INCINERATE_FLESH, urand(20*IN_MILLISECONDS, 25*IN_MILLISECONDS));
                            return;
                        case EVENT_NETHER_POWER:
                            me->CastCustomSpell(SPELL_NETHER_POWER, SPELLVALUE_AURA_STACK, RAID_MODE<uint32>(5, 10, 5,10), me, true);
                            events.ScheduleEvent(EVENT_NETHER_POWER, 40*IN_MILLISECONDS);
                            return;
                        case EVENT_LEGION_FLAME:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true, -SPELL_LORD_HITTIN))
                            {
                                Talk(EMOTE_LEGION_FLAME, target->GetGUID());
                                DoCast(target, SPELL_LEGION_FLAME);
                            }
                            events.ScheduleEvent(EVENT_LEGION_FLAME, 30*IN_MILLISECONDS);
                            return;
                        case EVENT_SUMMONO_NETHER_PORTAL:
                            Talk(EMOTE_NETHER_PORTAL);
                            Talk(SAY_MISTRESS_OF_PAIN);
                            DoCast(SPELL_NETHER_PORTAL);
                            events.ScheduleEvent(EVENT_SUMMONO_NETHER_PORTAL, 2*MINUTE*IN_MILLISECONDS);
                            return;
                        case EVENT_SUMMON_INFERNAL_ERUPTION:
                            Talk(EMOTE_INFERNAL_ERUPTION);
                            Talk(SAY_INFERNAL_ERUPTION);
                            DoCast(SPELL_INFERNAL_ERUPTION);
                            events.ScheduleEvent(EVENT_SUMMON_INFERNAL_ERUPTION, 2*MINUTE*IN_MILLISECONDS);
                            return;
                    }
                }

                DoMeleeAttackIfReady();
            }
            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim() && !(events.GetPhaseMask() & (1 << PHASE_INTRO)))
                    return;

                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INTRO_1:
                            //DoScriptText(SAY_GORKUN_INTRO_2, pGorkunOrVictus);
                            break;
                        case EVENT_INTRO_2:
                            DoScriptText(SAY_TYRANNUS_INTRO_3, me);
                            break;
                        case EVENT_INTRO_3:
                            me->ExitVehicle();
                            me->GetMotionMaster()->MovePoint(0, miscPos);
                            break;
                        case EVENT_COMBAT_START:
                            if (Creature* rimefang = me->GetCreature(*me, instance->GetData64(DATA_RIMEFANG)))
                                rimefang->AI()->DoAction(ACTION_START_RIMEFANG);    //set rimefang also infight
                            events.SetPhase(PHASE_COMBAT);
                            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                            me->SetReactState(REACT_AGGRESSIVE);
                            DoCast(me, SPELL_FULL_HEAL);
                            DoZoneInCombat();
                            events.ScheduleEvent(EVENT_OVERLORD_BRAND, urand(5000, 7000));
                            events.ScheduleEvent(EVENT_FORCEFUL_SMASH, urand(14000, 16000));
                            events.ScheduleEvent(EVENT_MARK_OF_RIMEFANG, urand(25000, 27000));
                            break;
                        case EVENT_OVERLORD_BRAND:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true))
                                DoCast(target, SPELL_OVERLORD_BRAND);
                            events.ScheduleEvent(EVENT_OVERLORD_BRAND, urand(11000, 12000));
                            break;
                        case EVENT_FORCEFUL_SMASH:
                            DoCastVictim(SPELL_FORCEFUL_SMASH);
                            events.ScheduleEvent(EVENT_UNHOLY_POWER, 1000);
                            break;
                        case EVENT_UNHOLY_POWER:
                            DoScriptText(SAY_DARK_MIGHT_1, me);
                            DoScriptText(SAY_DARK_MIGHT_2, me);
                            DoCast(me, SPELL_UNHOLY_POWER);
                            events.ScheduleEvent(EVENT_FORCEFUL_SMASH, urand(40000, 48000));
                            break;
                        case EVENT_MARK_OF_RIMEFANG:
                            DoScriptText(SAY_MARK_RIMEFANG_1, me);
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true))
                            {
                                DoScriptText(SAY_MARK_RIMEFANG_2, me, target);
                                DoCast(target, SPELL_MARK_OF_RIMEFANG);
                            }
                            events.ScheduleEvent(EVENT_MARK_OF_RIMEFANG, urand(24000, 26000));
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
예제 #10
0
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
            {
                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_PATH_2:
                            me->GetMotionMaster()->MovePath(NEFARIUS_PATH_2, false);
                            events.ScheduleEvent(EVENT_CHAOS_1, 7000);
                            break;
                        case EVENT_CHAOS_1:
                            if (Creature* gyth = me->FindNearestCreature(NPC_GYTH, 75.0f, true))
                            {
                                me->SetFacingToObject(gyth);
                                Talk(SAY_CHAOS_SPELL);
                            }
                            events.ScheduleEvent(EVENT_CHAOS_2, 2000);
                            break;
                        case EVENT_CHAOS_2:
                            DoCast(SPELL_CHROMATIC_CHAOS);
                            me->SetFacingTo(1.570796f);
                            break;
                        case EVENT_SUCCESS_1:
                            if (Unit* player = me->SelectNearestPlayer(60.0f))
                            {
                                me->SetFacingToObject(player);
                                Talk(SAY_SUCCESS);
                                if (GameObject* portcullis1 = me->FindNearestGameObject(GO_PORTCULLIS_ACTIVE, 65.0f))
                                    portcullis1->SetGoState(GO_STATE_ACTIVE);
                                if (GameObject* portcullis2 = me->FindNearestGameObject(GO_PORTCULLIS_TOBOSSROOMS, 80.0f))
                                    portcullis2->SetGoState(GO_STATE_ACTIVE);
                            }
                            events.ScheduleEvent(EVENT_SUCCESS_2, 4000);
                            break;
                        case EVENT_SUCCESS_2:
                            DoCast(me, SPELL_VAELASTRASZZ_SPAWN);
                            me->DespawnOrUnsummon(1000);
                            break;
                        case EVENT_PATH_3:
                            me->GetMotionMaster()->MovePath(NEFARIUS_PATH_3, false);
                            break;
                        default:
                            break;
                    }
                }
                return;
            }

            // Only do this if we haven't spawned nefarian yet
            if (UpdateVictim() && SpawnedAdds <= 42)
            {
                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SHADOW_BOLT:
                            switch (urand(0, 1))
                            {
                                case 0:
                                    DoCastVictim(SPELL_SHADOWBOLT_VOLLEY);
                                    break;
                                case 1:
                                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                        DoCast(target, SPELL_SHADOWBOLT);
                                    break;
                            }
                            DoResetThreat();
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, urand(3000, 10000));
                            break;
                        case EVENT_FEAR:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                DoCast(target, SPELL_FEAR);
                            events.ScheduleEvent(EVENT_FEAR, urand(10000, 20000));
                            break;
                        case EVENT_MIND_CONTROL:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 40, true))
                                DoCast(target, SPELL_SHADOW_COMMAND);
                            events.ScheduleEvent(EVENT_MIND_CONTROL, urand(30000, 35000));
                            break;
                        case EVENT_SPAWN_ADD:
                            for (uint8 i=0; i<2; ++i)
                            {
                                uint32 CreatureID;
                                if (urand(0, 2) == 0)
                                    CreatureID = NPC_CHROMATIC_DRAKANOID;
                                else
                                    CreatureID = Entry[urand(0, 4)];
                                if (Creature* dragon = me->SummonCreature(CreatureID, DrakeSpawnLoc[i]))
                                {
                                    dragon->setFaction(103);
                                    dragon->AI()->AttackStart(me->GetVictim());
                                }

                                if (++SpawnedAdds >= 42)
                                {
                                    if (Creature* nefarian = me->SummonCreature(NPC_NEFARIAN, NefarianLoc[0]))
                                    {
                                        nefarian->setActive(true);
                                        nefarian->SetCanFly(true);
                                        nefarian->SetDisableGravity(true);
                                        nefarian->CastSpell((Unit*)NULL, SPELL_SHADOWFLAME_INITIAL);
                                        nefarian->GetMotionMaster()->MovePoint(1, NefarianLoc[1]);
                                    }
                                    events.CancelEvent(EVENT_MIND_CONTROL);
                                    events.CancelEvent(EVENT_FEAR);
                                    events.CancelEvent(EVENT_SHADOW_BOLT);
                                    me->SetVisible(false);
                                    return;
                                }
                            }
                            events.ScheduleEvent(EVENT_SPAWN_ADD, 4000);
                            break;
                    }

                    if (me->HasUnitState(UNIT_STATE_CASTING))
                        return;
                }
            }
        }
예제 #11
0
        void UpdateAI(uint32 diff) override
        {
            if (canDespawn && DespawnTimer <= diff)
            {
                instance->SetBossState(DATA_NEFARIAN, FAIL);

                std::list<Creature*> constructList;
                me->GetCreatureListWithEntryInGrid(constructList, NPC_BONE_CONSTRUCT, 500.0f);
                for (std::list<Creature*>::const_iterator itr = constructList.begin(); itr != constructList.end(); ++itr)
                    (*itr)->DespawnOrUnsummon();

            } else DespawnTimer -= diff;

            if (!UpdateVictim())
                return;

            if (canDespawn)
                canDespawn = false;

            events.Update(diff);

            if (me->HasUnitState(UNIT_STATE_CASTING))
                return;

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                    case EVENT_SHADOWFLAME:
                        DoCastVictim(SPELL_SHADOWFLAME);
                        events.ScheduleEvent(EVENT_SHADOWFLAME, 12000);
                        break;
                    case EVENT_FEAR:
                        DoCastVictim(SPELL_BELLOWINGROAR);
                        events.ScheduleEvent(EVENT_FEAR, urand(25000, 35000));
                        break;
                    case EVENT_VEILOFSHADOW:
                        DoCastVictim(SPELL_VEILOFSHADOW);
                        events.ScheduleEvent(EVENT_VEILOFSHADOW, urand(25000, 35000));
                        break;
                    case EVENT_CLEAVE:
                        DoCastVictim(SPELL_CLEAVE);
                        events.ScheduleEvent(EVENT_CLEAVE, 7000);
                        break;
                    case EVENT_TAILLASH:
                        // Cast NYI since we need a better check for behind target
                        DoCastVictim(SPELL_TAILLASH);
                        events.ScheduleEvent(EVENT_TAILLASH, 10000);
                        break;
                    case EVENT_CLASSCALL:
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
                            switch (target->getClass())
                        {
                            case CLASS_MAGE:
                                Talk(SAY_MAGE);
                                DoCast(me, SPELL_MAGE);
                                break;
                            case CLASS_WARRIOR:
                                Talk(SAY_WARRIOR);
                                DoCast(me, SPELL_WARRIOR);
                                break;
                            case CLASS_DRUID:
                                Talk(SAY_DRUID);
                                DoCast(target, SPELL_DRUID);
                                break;
                            case CLASS_PRIEST:
                                Talk(SAY_PRIEST);
                                DoCast(me, SPELL_PRIEST);
                                break;
                            case CLASS_PALADIN:
                                Talk(SAY_PALADIN);
                                DoCast(me, SPELL_PALADIN);
                                break;
                            case CLASS_SHAMAN:
                                Talk(SAY_SHAMAN);
                                DoCast(me, SPELL_SHAMAN);
                                break;
                            case CLASS_WARLOCK:
                                Talk(SAY_WARLOCK);
                                DoCast(me, SPELL_WARLOCK);
                                break;
                            case CLASS_HUNTER:
                                Talk(SAY_HUNTER);
                                DoCast(me, SPELL_HUNTER);
                                break;
                            case CLASS_ROGUE:
                                Talk(SAY_ROGUE);
                                DoCast(me, SPELL_ROGUE);
                                break;
                            case CLASS_DEATH_KNIGHT:
                                Talk(SAY_DEATH_KNIGHT);
                                DoCast(me, SPELL_DEATH_KNIGHT);
                                break;
                            default:
                                break;
                        }
                        events.ScheduleEvent(EVENT_CLASSCALL, urand(30000, 35000));
                        break;
                }

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;
            }

            // Phase3 begins when health below 20 pct
            if (!Phase3 && HealthBelowPct(20))
            {
                std::list<Creature*> constructList;
                me->GetCreatureListWithEntryInGrid(constructList, NPC_BONE_CONSTRUCT, 500.0f);
                for (std::list<Creature*>::const_iterator itr = constructList.begin(); itr != constructList.end(); ++itr)
                    if ((*itr) && !(*itr)->IsAlive())
                    {
                        (*itr)->Respawn();
                        (*itr)->SetInCombatWithZone();
                        (*itr)->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                        (*itr)->SetReactState(REACT_AGGRESSIVE);
                        (*itr)->SetStandState(UNIT_STAND_STATE_STAND);
                    }

                Phase3 = true;
                Talk(SAY_RAISE_SKELETONS);
            }

            DoMeleeAttackIfReady();
        }
예제 #12
0
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
            {
                if (phase == PHASE_FLIGHT && !me->IsInEvadeMode())
                    EnterEvadeMode();
                return;
            }

            events.Update(diff);

            if (me->IsNonMeleeSpellCast(false))
                return;

            if (phase == PHASE_GROUND)
            {
                switch (events.ExecuteEvent())
                {
                    case EVENT_BERSERK:
                        Talk(YELL_BERSERK);
                        DoCast(me, SPELL_BERSERK, true);
                        events.ScheduleEvent(EVENT_BERSERK, 10000);
                        break;
                    case EVENT_CLEAVE:
                        DoCastVictim(SPELL_CLEAVE, false);
                        events.ScheduleEvent(EVENT_CLEAVE, urand(5000, 10000));
                        break;
                    case EVENT_CORROSION:
                        DoCastVictim(SPELL_CORROSION, false);
                        events.ScheduleEvent(EVENT_CORROSION, urand(20000, 30000));
                        break;
                    case EVENT_GAS_NOVA:
                        DoCast(me, SPELL_GAS_NOVA, false);
                        events.ScheduleEvent(EVENT_GAS_NOVA, urand(20000, 25000));
                        break;
                    case EVENT_ENCAPSULATE:
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 150, true))
                            DoCast(target, SPELL_ENCAPSULATE_CHANNEL, false);
                        events.ScheduleEvent(EVENT_ENCAPSULATE, urand(25000, 30000));
                        break;
                    case EVENT_FLIGHT:
                        EnterPhase(PHASE_FLIGHT);
                        break;
                    default:
                        DoMeleeAttackIfReady();
                        break;
                }
            }

            if (phase == PHASE_FLIGHT)
            {
                switch (events.ExecuteEvent())
                {
                    case EVENT_BERSERK:
                        Talk(YELL_BERSERK);
                        DoCast(me, SPELL_BERSERK, true);
                        break;
                    case EVENT_FLIGHT_SEQUENCE:
                        HandleFlightSequence();
                        break;
                    case EVENT_SUMMON_FOG:
                        {
                            float x, y, z;
                            me->GetPosition(x, y, z);
                            me->UpdateGroundPositionZ(x, y, z);
                            if (Creature* Fog = me->SummonCreature(NPC_VAPOR_TRAIL, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN, 10000))
                            {
                                Fog->RemoveAurasDueToSpell(SPELL_TRAIL_TRIGGER);
                                Fog->CastSpell(Fog, SPELL_FOG_TRIGGER, true);
                                me->CastSpell(Fog, SPELL_FOG_FORCE, true);
                            }
                        }
                        events.ScheduleEvent(EVENT_SUMMON_FOG, 1000);
                        break;
                }
            }
        }
        void UpdateAI(const uint32 uiDiff)
        {
            if (!UpdateVictim())
                return;

            switch (m_uiStage)
            {
                case 0:
                    if (m_uiFreezeSlashTimer <= uiDiff)
                    {
                        DoCastVictim(SPELL_FREEZE_SLASH);
                        m_uiFreezeSlashTimer = 15*IN_MILLISECONDS;
                    } else m_uiFreezeSlashTimer -= uiDiff;

                    if (m_uiPenetratingColdTimer <= uiDiff)
                    {
                        me->CastCustomSpell(RAID_MODE(SPELL_PENETRATING_COLD_10_N, SPELL_PENETRATING_COLD_25_N, SPELL_PENETRATING_COLD_10_H, SPELL_PENETRATING_COLD_25_H) , SPELLVALUE_MAX_TARGETS, RAID_MODE(2, 5));
                        m_uiPenetratingColdTimer = 20*IN_MILLISECONDS;
                    } else m_uiPenetratingColdTimer -= uiDiff;

                    if (m_uiSummonNerubianTimer <= uiDiff && (IsHeroic() || !m_bReachedPhase3))
                    {
                        me->CastCustomSpell(SPELL_SUMMON_BURROWER, SPELLVALUE_MAX_TARGETS, RAID_MODE(1, 2, 2, 4));
                        m_uiSummonNerubianTimer = 45*IN_MILLISECONDS;
                    } else m_uiSummonNerubianTimer -= uiDiff;

                    if (IsHeroic() && m_uiNerubianShadowStrikeTimer <= uiDiff)
                    {
                        Summons.DoAction(NPC_BURROWER, ACTION_SHADOW_STRIKE);
                        m_uiNerubianShadowStrikeTimer = 30*IN_MILLISECONDS;
                    } else m_uiNerubianShadowStrikeTimer -= uiDiff;

                    if (m_uiSubmergeTimer <= uiDiff && !m_bReachedPhase3 && !me->HasAura(SPELL_BERSERK))
                    {
                        m_uiStage = 1;
                        m_uiSubmergeTimer = 60*IN_MILLISECONDS;
                    } else m_uiSubmergeTimer -= uiDiff;
                    break;
                case 1:
                    DoCast(me, SPELL_SUBMERGE_ANUBARAK);
                    DoCast(me, SPELL_CLEAR_ALL_DEBUFFS);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
                    DoScriptText(SAY_BURROWER, me);
                    m_uiScarabSummoned = 0;
                    m_uiSummonScarabTimer = 4*IN_MILLISECONDS;
                    m_uiStage = 2;
                    break;
                case 2:
                    if (m_uiPursuingSpikeTimer <= uiDiff)
                    {
                        DoCast(SPELL_SPIKE_CALL);
                        // Just to make sure it won't happen again in this phase
                        m_uiPursuingSpikeTimer = 90*IN_MILLISECONDS;
                    } else m_uiPursuingSpikeTimer -= uiDiff;

                    if (m_uiSummonScarabTimer <= uiDiff)
                    {
                        /* WORKAROUND
                         * - The correct implementation is more likely the comment below but it needs spell knowledge
                         */
                        std::list<uint64>::iterator i = m_vBurrowGUID.begin();
                        uint32 at = urand(0, m_vBurrowGUID.size()-1);
                        for (uint32 k = 0; k < at; k++)
                            ++i;
                        if (Creature *pBurrow = Unit::GetCreature(*me, *i))
                            pBurrow->CastSpell(pBurrow, 66340, false);
                        m_uiScarabSummoned++;
                        m_uiSummonScarabTimer = 4*IN_MILLISECONDS;
                        if (m_uiScarabSummoned == 4) m_uiSummonScarabTimer = RAID_MODE(4, 20)*IN_MILLISECONDS;

                        /*It seems that this spell have something more that needs to be taken into account
                        //Need more sniff info
                        DoCast(SPELL_SUMMON_BEATLES);
                        // Just to make sure it won't happen again in this phase
                        m_uiSummonScarabTimer = 90*IN_MILLISECONDS;*/
                    } else m_uiSummonScarabTimer -= uiDiff;

                    if (m_uiSubmergeTimer <= uiDiff)
                    {
                        m_uiStage = 3;
                        m_uiSubmergeTimer = 80*IN_MILLISECONDS;
                    } else m_uiSubmergeTimer -= uiDiff;
                    break;
                case 3:
                    m_uiStage = 0;
                    DoCast(SPELL_SPIKE_TELE);
                    Summons.DespawnEntry(NPC_SPIKE);
                    me->RemoveAurasDueToSpell(SPELL_SUBMERGE_ANUBARAK);
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
                    DoCast(me, SPELL_EMERGE_ANUBARAK);
                    me->GetMotionMaster()->MoveChase(me->getVictim());
                    m_uiSummonNerubianTimer = 10*IN_MILLISECONDS;
                    m_uiNerubianShadowStrikeTimer = 30*IN_MILLISECONDS;
                    m_uiSummonScarabTimer = 2*IN_MILLISECONDS;
                    break;
            }

            if (!IsHeroic())
            {
                if (m_uiSummonFrostSphereTimer <= uiDiff)
                {
                    uint8 startAt = urand(0, 5);
                    uint8 i = startAt;
                    do
                    {
                        if (Unit *pSphere = Unit::GetCreature(*me, m_aSphereGUID[i]))
                        {
                            if (!pSphere->HasAura(SPELL_FROST_SPHERE))
                            {
                                if (Creature *pSummon = me->SummonCreature(NPC_FROST_SPHERE, SphereSpawn[i]))
                                    m_aSphereGUID[i] = pSummon->GetGUID();
                                break;
                            }
                        }
                        i = (i+1)%6;
                    } while (i != startAt);
                    m_uiSummonFrostSphereTimer = urand(20, 30)*IN_MILLISECONDS;
                } else m_uiSummonFrostSphereTimer -= uiDiff;
            }

            if (HealthBelowPct(30) && m_uiStage == 0 && !m_bReachedPhase3)
            {
                m_bReachedPhase3 = true;
                DoCastAOE(RAID_MODE(SPELL_LEECHING_SWARM_10_N, SPELL_LEECHING_SWARM_25_N, SPELL_LEECHING_SWARM_10_H, SPELL_LEECHING_SWARM_25_H));
                DoScriptText(EMOTE_LEECHING_SWARM, me);
                DoScriptText(SAY_LEECHING_SWARM, me);
            }

            if (m_uiBerserkTimer <= uiDiff && !me->HasAura(SPELL_BERSERK))
            {
                DoCast(me, SPELL_BERSERK);
            } else m_uiBerserkTimer -= uiDiff;

            DoMeleeAttackIfReady();
        }
예제 #14
0
        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            switch (uiPhase)
            {
            case PHASE_UNDERGROUND:
                if (uiImpaleTimer <= diff)
                {
                    switch(uiImpalePhase)
                    {
                    case IMPALE_PHASE_TARGET:
                        if (Unit *target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                        {
                            if (Creature *pImpaleTarget = DoSummonImpaleTarget(target))
                                pImpaleTarget->CastSpell(pImpaleTarget, SPELL_IMPALE_SHAKEGROUND, true);
                            uiImpaleTimer = 3*IN_MILLISECONDS;
                            uiImpalePhase = IMPALE_PHASE_ATTACK;
                        }
                        break;
                    case IMPALE_PHASE_ATTACK:
                        if (Creature* pImpaleTarget = Unit::GetCreature(*me, uiImpaleTarget))
                        {
                            pImpaleTarget->CastSpell(pImpaleTarget, SPELL_IMPALE_SPIKE, false);
                            pImpaleTarget->RemoveAurasDueToSpell(SPELL_IMPALE_SHAKEGROUND);
                        }
                        uiImpalePhase = IMPALE_PHASE_DMG;
                        uiImpaleTimer = 1*IN_MILLISECONDS;
                        break;
                    case IMPALE_PHASE_DMG:
                        if (Creature* pImpaleTarget = Unit::GetCreature(*me, uiImpaleTarget))
                            me->CastSpell(pImpaleTarget, DUNGEON_MODE(SPELL_IMPALE_DMG, SPELL_IMPALE_DMG_H), true);
                        uiImpalePhase = IMPALE_PHASE_TARGET;
                        uiImpaleTimer = 9*IN_MILLISECONDS;
                        break;
                    }
                } else uiImpaleTimer -= diff;

                if (!bGuardianSummoned)
                {
                    for (uint8 i = 0; i < 2; ++i)
                    {
                        if (Creature *Guardian = me->SummonCreature(CREATURE_GUARDIAN, SpawnPointGuardian[i], TEMPSUMMON_CORPSE_DESPAWN, 0))
                        {
                            Guardian->AddThreat(me->getVictim(), 0.0f);
                            DoZoneInCombat(Guardian);
                        }
                    }
                    bGuardianSummoned = true;
                }

                if (!bVenomancerSummoned)
                {
                    if (uiVenomancerTimer <= diff)
                    {
                        if (uiUndergroundPhase > 1)
                        {
                            for (uint8 i = 0; i < 2; ++i)
                            {
                                if (Creature *Venomancer = me->SummonCreature(CREATURE_VENOMANCER, SpawnPoint[i], TEMPSUMMON_CORPSE_DESPAWN, 0))
                                {
                                    Venomancer->AddThreat(me->getVictim(), 0.0f);
                                    DoZoneInCombat(Venomancer);
                                }
                            }
                            bVenomancerSummoned = true;
                        }
                    } else uiVenomancerTimer -= diff;
                }

                if (!bDatterSummoned)
                {
                    if (uiDatterTimer <= diff)
                    {
                        if (uiUndergroundPhase > 2)
                        {
                            for (uint8 i = 0; i < 2; ++i)
                            {
                                if (Creature *Datter = me->SummonCreature(CREATURE_DATTER, SpawnPoint[i], TEMPSUMMON_CORPSE_DESPAWN, 0))
                                {
                                    Datter->AddThreat(me->getVictim(), 0.0f);
                                    DoZoneInCombat(Datter);
                                }
                            }
                            bDatterSummoned = true;
                        }
                    } else uiDatterTimer -= diff;
                }

                if (uiUndergroundTimer <= diff)
                {
                    me->RemoveAura(SPELL_SUBMERGE);
                    me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                    uiPhase = PHASE_MELEE;
                } else uiUndergroundTimer -= diff;
                break;

            case PHASE_MELEE:
                if (((uiUndergroundPhase == 0 && HealthBelowPct(75))
                    || (uiUndergroundPhase == 1 && HealthBelowPct(50))
                    || (uiUndergroundPhase == 2 && HealthBelowPct(25)))
                    && !me->HasUnitState(UNIT_STAT_CASTING))
                {
                    bGuardianSummoned = false;
                    bVenomancerSummoned = false;
                    bDatterSummoned = false;

                    uiUndergroundTimer = 40*IN_MILLISECONDS;
                    uiVenomancerTimer = 25*IN_MILLISECONDS;
                    uiDatterTimer = 32*IN_MILLISECONDS;

                    uiImpalePhase = 0;
                    uiImpaleTimer = 9*IN_MILLISECONDS;

                    DoCast(me, SPELL_SUBMERGE, false);
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);

                    uiPhase = PHASE_UNDERGROUND;
                    ++uiUndergroundPhase;
                }

                if (bChanneling == true)
                {
                    for (uint8 i = 0; i < 8; ++i)
                    DoCast(me->getVictim(), SPELL_SUMMON_CARRION_BEETLES, true);
                    bChanneling = false;
                }
                else if (uiCarrionBeetlesTimer <= diff)
                {
                    bChanneling = true;
                    DoCastVictim(SPELL_CARRION_BEETLES);
                    uiCarrionBeetlesTimer = 25*IN_MILLISECONDS;
                } else uiCarrionBeetlesTimer -= diff;

                if (uiLeechingSwarmTimer <= diff)
                {
                    DoCast(me, SPELL_LEECHING_SWARM, true);
                    uiLeechingSwarmTimer = 19*IN_MILLISECONDS;
                } else uiLeechingSwarmTimer -= diff;

                if (uiPoundTimer <= diff)
                {
                    if (Unit *target = me->getVictim())
                    {
                        if (Creature *pImpaleTarget = DoSummonImpaleTarget(target))
                            me->CastSpell(pImpaleTarget, DUNGEON_MODE(SPELL_POUND, SPELL_POUND_H), false);
                    }
                    uiPoundTimer = 16500;
                } else uiPoundTimer -= diff;

                DoMeleeAttackIfReady();
                break;
            }
        }
예제 #15
0
        void UpdateAI(const uint32 diff)
        {
            if (!beam)
            {
                SummonBeams();
                beam=true;
            }

            if (!UpdateVictim())
                return;

            if (CorruptedForm)
            {
                if (MarkOfCorruptionTimer <= diff)
                {
                    if (MarkOfCorruption_Count <= 5)
                    {
                        uint32 mark_spell = 0;

                        switch (MarkOfCorruption_Count)
                        {
                            case 0:
								mark_spell = SPELL_MARK_OF_CORRUPTION1;
								break;
                            case 1:
								mark_spell = SPELL_MARK_OF_CORRUPTION2;
								break;
                            case 2:
								mark_spell = SPELL_MARK_OF_CORRUPTION3;
								break;
                            case 3:
								mark_spell = SPELL_MARK_OF_CORRUPTION4;
								break;
                            case 4:
								mark_spell = SPELL_MARK_OF_CORRUPTION5;
								break;
                            case 5:
								mark_spell = SPELL_MARK_OF_CORRUPTION6;
								break;
                        }

                        DoCastVictim(mark_spell);

                        if (MarkOfCorruption_Count < 5)
                            ++MarkOfCorruption_Count;
                    }

                    MarkOfCorruptionTimer = 15000;
                }
				else MarkOfCorruptionTimer -= diff;

                if (VileSludgeTimer <= diff)
                {
                    if (Unit* target = SelectTarget(TARGET_RANDOM, 0))
					{
                        DoCast(target, SPELL_VILE_SLUDGE);
						VileSludgeTimer = 15000;
					}
                }
				else VileSludgeTimer -= diff;

                if (PosCheckTimer <= diff)
                {
                    if (me->IsWithinDist2d(HYDROSS_X, HYDROSS_Y, SWITCH_RADIUS))
                    {
                        // switch to clean form
                        me->SetDisplayId(MODEL_CLEAN);
                        CorruptedForm = false;
                        MarkOfHydross_Count = 0;

                        DoSendQuantumText(SAY_SWITCH_TO_CLEAN, me);
                        DoResetThreat();
                        SummonBeams();

                        // spawn 4 adds
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF1, SPAWN_Y_DIFF1, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF2, SPAWN_Y_DIFF2, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF3, SPAWN_Y_DIFF3, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_PURE_SPAWN, SPAWN_X_DIFF4, SPAWN_Y_DIFF4, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);

                        me->SetMeleeDamageSchool(SPELL_SCHOOL_FROST);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, true);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, false);
                    }

                    PosCheckTimer = 2500;
                }
				else PosCheckTimer -=diff;
            }
            // clean form
            else
            {
                if (MarkOfHydrossTimer <= diff)
                {
                    if (MarkOfHydross_Count <= 5)
                    {
                        uint32 mark_spell = 0;

                        switch (MarkOfHydross_Count)
                        {
                            case 0:
								mark_spell = SPELL_MARK_OF_HYDROSS1;
								break;
                            case 1:
								mark_spell = SPELL_MARK_OF_HYDROSS2;
								break;
                            case 2:
								mark_spell = SPELL_MARK_OF_HYDROSS3;
								break;
                            case 3:
								mark_spell = SPELL_MARK_OF_HYDROSS4;
								break;
                            case 4:
								mark_spell = SPELL_MARK_OF_HYDROSS5;
								break;
                            case 5:
								mark_spell = SPELL_MARK_OF_HYDROSS6;
								break;
                        }

                        DoCastVictim(mark_spell);

                        if (MarkOfHydross_Count < 5)
                            ++MarkOfHydross_Count;
                    }

                    MarkOfHydrossTimer = 15000;
                }
				else MarkOfHydrossTimer -= diff;

                if (WaterTombTimer <= diff)
                {
					if (Unit* target = SelectTarget(TARGET_RANDOM, 0, 100, true))
					{
						DoCast(target, SPELL_WATER_TOMB);
						WaterTombTimer = 7000;
					}
                }
				else WaterTombTimer -= diff;

                if (PosCheckTimer <= diff)
                {
                    if (!me->IsWithinDist2d(HYDROSS_X, HYDROSS_Y, SWITCH_RADIUS))
                    {
                        me->SetDisplayId(MODEL_CORRUPT);
                        MarkOfCorruption_Count = 0;
                        CorruptedForm = true;

                        DoSendQuantumText(SAY_SWITCH_TO_CORRUPT, me);
                        DoResetThreat();
                        DeSummonBeams();

                        // spawn 4 adds
                        DoSpawnCreature(NPC_TAINTED_SPAWN, SPAWN_X_DIFF1, SPAWN_Y_DIFF1, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_TAINTED_SPAWN, SPAWN_X_DIFF2, SPAWN_Y_DIFF2, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_TAINTED_SPAWN, SPAWN_X_DIFF3, SPAWN_Y_DIFF3, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                        DoSpawnCreature(NPC_TAINTED_SPAWN, SPAWN_X_DIFF4, SPAWN_Y_DIFF4, 3, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);

                        me->SetMeleeDamageSchool(SPELL_SCHOOL_NATURE);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_NATURE, true);
                        me->ApplySpellImmune(0, IMMUNITY_SCHOOL, SPELL_SCHOOL_MASK_FROST, false);
                    }

                    PosCheckTimer = 2500;
                }
				else PosCheckTimer -=diff;
            }

            if (EnrageTimer <= diff)
            {
                DoCast(me, SPELL_ENRAGE);
                EnrageTimer = 60000;
            }
			else EnrageTimer -= diff;

            DoMeleeAttackIfReady();
        }
            void UpdateAI(uint32 diff) override
            {
                events.Update(diff);

                if (!UpdateVictim())
                {
                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case INTRO_1:
                                me->GetMotionMaster()->MovePath(KIRTONOS_PATH, false);
                                break;
                            case INTRO_2:
                                me->GetMotionMaster()->MovePoint(0, PosMove[0]);
                                events.ScheduleEvent(INTRO_3, 1000);
                                break;
                            case INTRO_3:
                                if (GameObject* gate = ObjectAccessor::GetGameObject(*me, instance->GetGuidData(GO_GATE_KIRTONOS)))
                                    gate->SetGoState(GO_STATE_READY);
                                me->SetFacingTo(0.01745329f);
                                events.ScheduleEvent(INTRO_4, 3000);
                                break;
                            case INTRO_4:
                                if (GameObject* brazier = ObjectAccessor::GetGameObject(*me, instance->GetGuidData(GO_BRAZIER_OF_THE_HERALD)))
                                    brazier->SetGoState(GO_STATE_READY);
                                me->SetWalk(true);
                                me->SetDisableGravity(false);
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                me->SetCanFly(false);
                                events.ScheduleEvent(INTRO_5, 1000);
                                break;
                            case INTRO_5:
                                me->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                                me->SetReactState(REACT_AGGRESSIVE);
                                events.ScheduleEvent(INTRO_6, 5000);
                                break;
                            case INTRO_6:
                                me->GetMotionMaster()->MovePoint(0, PosMove[1]);
                                break;
                            default:
                                break;
                        }
                    }

                    return;
                }

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SWOOP:
                            DoCast(me, SPELL_SWOOP);
                            events.ScheduleEvent(EVENT_SWOOP, 15s);
                            break;
                        case EVENT_WING_FLAP:
                            DoCast(me, SPELL_WING_FLAP);
                            events.ScheduleEvent(EVENT_WING_FLAP, 13s);
                            break;
                        case EVENT_PIERCE_ARMOR:
                            DoCastVictim(SPELL_PIERCE_ARMOR, true);
                            events.ScheduleEvent(EVENT_PIERCE_ARMOR, 12s);
                            break;
                        case EVENT_DISARM:
                            DoCastVictim(SPELL_DISARM, true);
                            events.ScheduleEvent(EVENT_DISARM, 11s);
                            break;
                        case EVENT_SHADOW_BOLT:
                            DoCastVictim(SPELL_SHADOW_BOLT, true);
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, 42s);
                            break;
                        case EVENT_CURSE_OF_TONGUES:
                            DoCastVictim(SPELL_CURSE_OF_TONGUES, true);
                            events.ScheduleEvent(EVENT_CURSE_OF_TONGUES, 35s);
                            break;
                        case EVENT_DOMINATE_MIND:
                            DoCastVictim(SPELL_DOMINATE_MIND, true);
                            events.ScheduleEvent(EVENT_DOMINATE_MIND, 44s, 48s);
                            break;
                        case EVENT_KIRTONOS_TRANSFORM:
                            if (me->HasAura(SPELL_KIRTONOS_TRANSFORM))
                            {
                                me->RemoveAura(SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(0));
                                me->SetCanFly(false);
                            }
                            else
                            {
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->SetCanFly(true);
                            }
                            events.ScheduleEvent(EVENT_KIRTONOS_TRANSFORM, 16s, 18s);
                            break;
                        default:
                            break;
                    }

                    if (me->HasUnitState(UNIT_STATE_CASTING))
                        return;
                }

                DoMeleeAttackIfReady();
            }
            void UpdateAI(uint32 const diff)
            {
                if (_introEvent)
                {
                    if (_introTimer <= diff)
                    {
                        switch (_introEvent)
                        {
                            case INTRO_1:
                                if (_currentPoint < POINT_KIRTONOS_LAND)
                                    me->GetMotionMaster()->MovePoint(_currentPoint, kirtonosIntroWaypoint[_currentPoint]);
                                else
                                {
                                    _introTimer = 1000;
                                    _introEvent = INTRO_2;
                                }
                                break;
                            case INTRO_2:
                                me->SetWalk(true);
                                me->GetMotionMaster()->MovePoint(0, 299.4884f, 92.76137f, 105.6335f);
                                _introTimer = 1000;
                                _introEvent = INTRO_3;
                                break;
                            case INTRO_3:
                                if (GameObject* gate = me->GetMap()->GetGameObject(instance->GetData64(GO_GATE_KIRTONOS)))
                                    gate->SetGoState(GO_STATE_READY);
                                me->SetFacingTo(0.01745329f);
                                _introTimer = 3000;
                                _introEvent = INTRO_4;
                                break;
                            case INTRO_4:
                                if (GameObject* brazier = me->GetMap()->GetGameObject(instance->GetData64(GO_BRAZIER_OF_THE_HERALD)))
                                    brazier->SetGoState(GO_STATE_READY);
                                me->SetDisableGravity(false);
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                _introTimer = 1000;
                                _introEvent = INTRO_5;
                                break;
                            case INTRO_5:
                                me->HandleEmoteCommand(EMOTE_ONESHOT_ROAR);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                                me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE|UNIT_FLAG_NOT_SELECTABLE);
                                me->SetReactState(REACT_AGGRESSIVE);
                                _introTimer = 5000;
                                _introEvent = INTRO_6;
                            case INTRO_6:
                                me->GetMotionMaster()->MovePoint(0, 314.8673f, 90.3021f, 101.6459f);
                                _introTimer = 0;
                                _introEvent = 0;
                            break;
                        }
                    }
                    else
                    _introTimer -= diff;
                }

                if (!UpdateVictim())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SWOOP:
                            DoCast(me, SPELL_SWOOP);
                            events.ScheduleEvent(EVENT_SWOOP, 15000);
                            break;
                        case EVENT_WING_FLAP:
                            DoCast(me, SPELL_WING_FLAP);
                            events.ScheduleEvent(EVENT_WING_FLAP, 13000);
                            break;
                        case EVENT_PIERCE_ARMOR:
                            DoCastVictim(SPELL_PIERCE_ARMOR, true);
                            events.ScheduleEvent(EVENT_PIERCE_ARMOR, 12000);
                            break;
                        case EVENT_DISARM:
                            DoCastVictim(SPELL_DISARM, true);
                            events.ScheduleEvent(EVENT_DISARM, 11000);
                            break;
                        case EVENT_SHADOW_BOLT:
                            DoCastVictim(SPELL_SHADOW_BOLT, true);
                            events.ScheduleEvent(EVENT_SHADOW_BOLT, 42000);
                            break;
                        case EVENT_CURSE_OF_TONGUES:
                            DoCastVictim(SPELL_CURSE_OF_TONGUES, true);
                            events.ScheduleEvent(EVENT_CURSE_OF_TONGUES, 35000);
                            break;
                        case EVENT_DOMINATE_MIND:
                            DoCastVictim(SPELL_DOMINATE_MIND, true);
                            events.ScheduleEvent(EVENT_DOMINATE_MIND, urand(44000, 48000));
                            break;
                        case EVENT_KIRTONOS_TRANSFORM:
                            if (me->HasAura(SPELL_KIRTONOS_TRANSFORM))
                            {
                                me->RemoveAura(SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(0));
                            }
                            else
                            {
                                DoCast(me, SPELL_KIRTONOS_TRANSFORM);
                                me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_KIRTONOS_STAFF));
                            }
                            events.ScheduleEvent(EVENT_KIRTONOS_TRANSFORM, urand(16000, 18000));
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
예제 #18
0
        void UpdateAI(uint32 const diff)
        {
            if (!UpdateVictim())
                return;

            if (_stormboltTimer <= diff)
            {
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1);
                if (target)
                {
                    DoCast(target, SPELL_STORM_BOLT);
                    _stormboltTimer = urand(7, 9) *IN_MILLISECONDS;
                }
            }
            else
                _stormboltTimer -= diff;

            if (_avatarTimer <= diff)
            {
                DoCast(me, SPELL_AVATAR);
                _avatarTimer = 45 *IN_MILLISECONDS;
            }
            else
                _avatarTimer -= diff;

            if (_knockawayTimer <= diff)
            {
                DoResetThreat();									// Threat Reset
                DoCastVictim(SPELL_KNOCK_AWAY);
                _knockawayTimer = 15 *IN_MILLISECONDS;
            }
            else
                _knockawayTimer -= diff;

            if (_chargeTimer <= diff)
            {
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 25.0f);
                if (target)
                {
                    DoCast(target, SPELL_CHARGE);
                    _chargeTimer = 15 *IN_MILLISECONDS;
                }
            }
            else
                _chargeTimer -= diff;

            if (_summonTimer <= diff)
            {
                for (uint8 i = 0; i < 6; ++i)
                    me->SummonCreature(ENTRY_IRONFORGE_GUARD, IronforgeGuard[i], TEMPSUMMON_CORPSE_DESPAWN , 0);
                    _summonTimer = urand(20, 40) *IN_MILLISECONDS;
            }
            else
                _summonTimer -= diff;

            if (_layonhandsTimer <= diff)
            {
                DoCast(me, SPELL_LAY_ON_HANDS);
                _layonhandsTimer = 5 *MINUTE;
            }
            else
                _layonhandsTimer -=diff;

            DoMeleeAttackIfReady();
        }
            void UpdateAI(uint32 diff) override
            {
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_INTRO_MOVE:
                            me->GetMotionMaster()->MoveJump(GroundPos, me->GetSpeed(MOVE_FLIGHT), 1.918408f, POINT_INTRO_MOVE);
                            break;
                        case EVENT_CURSE_OF_BLOOD:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
                                DoCast(target, SPELL_CURSE_OF_BLOOD);
                            events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(13000, 15000));
                            break;
                        case EVENT_FORCE_GRIP:
                            DoCastVictim(SPELL_FORCE_GRIP);
                            events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, urand(13000, 15000));
                            break;
                        case EVENT_SUMMON_GRAVITY_WELL:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
                                DoCast(target, SPELL_SUMMON_GRAVITY_WELL);
                            events.ScheduleEvent(EVENT_SUMMON_GRAVITY_WELL, urand(13000, 15000));
                            break;
                        case EVENT_ENERGY_SHIELD:
                            events.Reset();
                            DoCast(me, SPELL_EARTH_FURY_ENERGY_SHIELD);
                            events.ScheduleEvent(EVENT_EARTH_FURY, 0);
                            break;
                        case EVENT_EARTH_FURY:
                            countSeismicShard = 3;
                            me->SetReactState(REACT_PASSIVE);
                            me->SetFacingTo(5.862942f);
                            events.ScheduleEvent(EVENT_EARTH_FURY_FLY_UP, 1600);
                            break;
                        case EVENT_EARTH_FURY_FLY_UP:
                            Talk(SAY_PHASE_TWO);
                            me->GetMotionMaster()->MovePoint(POINT_FLY_UP, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ() + 5);
                            break;
                        case EVENT_EARTH_FURY_FLY_ABOVE_PLATFORM:
                            me->GetMotionMaster()->MovePoint(POINT_ABOVE_PLATFORM, AbovePlatformPos);
                            break;
                        case EVENT_EARTH_FURY_PREPARE_SHARD:
                            DoCast(me, SPELL_SEISMIC_SHARD_PREPARE);
                            events.ScheduleEvent(EVENT_EARTH_FURY_LAUNCH_SHARD, 1800);
                            break;
                        case EVENT_EARTH_FURY_LAUNCH_SHARD:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true))
                            {
                                me->SetFacingToObject(target);
                                DoCast(target, SPELL_SEISMIC_SHARD_TARGETING);
                                DoCast(me, SPELL_SEISMIC_SHARD_LAUNCH);
                                countSeismicShard -= 1;
                            }
                            events.ScheduleEvent(countSeismicShard > 0 ? EVENT_EARTH_FURY_PREPARE_SHARD : EVENT_EARTH_FURY_FLY_DOWN, 4800);
                            break;
                        case EVENT_EARTH_FURY_FLY_DOWN:
                        {
                            me->RemoveAurasDueToSpell(SPELL_EARTH_FURY_CASTING_VISUAL);
                            me->RemoveAurasDueToSpell(SPELL_EARTH_FURY_ENERGY_SHIELD);
                            Position pos = me->GetPosition();
                            pos.m_positionZ = me->GetMap()->GetHeight(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
                            me->GetMotionMaster()->MovePoint(POINT_GROUND, pos);
                            break;
                        }
                        case EVENT_SUMMON_WAVE_SOUTH:
                            if (Creature* worldtrigger = me->FindNearestCreature(NPC_WORLDTRIGGER, 150.0f))
                                worldtrigger->CastSpell(worldtrigger, SPELL_SUMMON_WAVE_SOUTH);
                            events.ScheduleEvent(EVENT_SUMMON_WAVE_SOUTH, 12000);
                            break;
                        case EVENT_SUMMON_WAVE_WEST:
                            if (Creature* worldtrigger = me->FindNearestCreature(NPC_WORLDTRIGGER, 150.0f))
                                worldtrigger->CastSpell(worldtrigger, SPELL_SUMMON_WAVE_WEST);
                            events.ScheduleEvent(EVENT_SUMMON_WAVE_WEST, 20000);
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
예제 #20
0
            void UpdateAI(uint32 diff) override
            {
                if (instance->GetBossState(BOSS_MAJORDOMO_EXECUTUS) != DONE)
                {
                    if (!UpdateVictim())
                        return;

                    events.Update(diff);

                    if (!me->FindNearestCreature(NPC_FLAMEWAKER_HEALER, 100.0f) && !me->FindNearestCreature(NPC_FLAMEWAKER_ELITE, 100.0f))
                    {
                        instance->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, me->GetEntry(), me);
                        me->setFaction(35);
                        EnterEvadeMode();
                        Talk(SAY_DEFEAT);
                        _JustDied();
                        events.ScheduleEvent(EVENT_OUTRO_1, 32000);
                        return;
                    }

                    if (me->HasUnitState(UNIT_STATE_CASTING))
                        return;

                    if (HealthBelowPct(50))
                        DoCast(me, SPELL_AEGIS_OF_RAGNAROS, true);

                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_MAGIC_REFLECTION:
                                DoCast(me, SPELL_MAGIC_REFLECTION);
                                events.ScheduleEvent(EVENT_MAGIC_REFLECTION, 30000);
                                break;
                            case EVENT_DAMAGE_REFLECTION:
                                DoCast(me, SPELL_DAMAGE_REFLECTION);
                                events.ScheduleEvent(EVENT_DAMAGE_REFLECTION, 30000);
                                break;
                            case EVENT_BLAST_WAVE:
                                DoCastVictim(SPELL_BLAST_WAVE);
                                events.ScheduleEvent(EVENT_BLAST_WAVE, 10000);
                                break;
                            case EVENT_TELEPORT:
                                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1))
                                    DoCast(target, SPELL_TELEPORT);
                                events.ScheduleEvent(EVENT_TELEPORT, 20000);
                                break;
                            default:
                                break;
                        }
                    }

                    DoMeleeAttackIfReady();
                }
                else
                {
                    events.Update(diff);

                    while (uint32 eventId = events.ExecuteEvent())
                    {
                        switch (eventId)
                        {
                            case EVENT_OUTRO_1:
                                me->NearTeleportTo(RagnarosTelePos.GetPositionX(), RagnarosTelePos.GetPositionY(), RagnarosTelePos.GetPositionZ(), RagnarosTelePos.GetOrientation());
                                me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
                                break;
                            case EVENT_OUTRO_2:
                                instance->instance->SummonCreature(NPC_RAGNAROS, RagnarosSummonPos);
                                break;
                            case EVENT_OUTRO_3:
                                Talk(SAY_ARRIVAL2_MAJ);
                                break;
                            default:
                                break;
                        }
                    }
                }
            }
예제 #21
0
파일: chapter1.cpp 프로젝트: Drasgon/WoD
        void UpdateAI(uint32 diff)
        {
            switch (phase)
            {
            case PHASE_CHAINED:
                if (!anchorGUID)
                {
                    if (Creature* anchor = me->FindNearestCreature(29521, 30))
                    {
                        anchor->AI()->SetGUID(me->GetGUID());
                        anchor->CastSpell(me, SPELL_SOUL_PRISON_CHAIN, true);
                        anchorGUID = anchor->GetGUID();
                    }
                    else
                        TC_LOG_ERROR(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: unable to find anchor!");

                    float dist = 99.0f;
                    GameObject* prison = NULL;

                    for (uint8 i = 0; i < 12; ++i)
                    {
                        if (GameObject* temp_prison = me->FindNearestGameObject(acherus_soul_prison[i], 30))
                        {
                            if (me->IsWithinDist(temp_prison, dist, false))
                            {
                                dist = me->GetDistance2d(temp_prison);
                                prison = temp_prison;
                            }
                        }
                    }

                    if (prison)
                        prison->ResetDoorOrButton();
                    else
                        TC_LOG_ERROR(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: unable to find prison!");
                }
                break;
            case PHASE_TO_EQUIP:
                if (wait_timer)
                {
                    if (wait_timer > diff)
                        wait_timer -= diff;
                    else
                    {
                        me->GetMotionMaster()->MovePoint(1, anchorX, anchorY, me->GetPositionZ());
                        //TC_LOG_DEBUG(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: move to %f %f %f", anchorX, anchorY, me->GetPositionZ());
                        phase = PHASE_EQUIPING;
                        wait_timer = 0;
                    }
                }
                break;
            case PHASE_TO_ATTACK:
                if (wait_timer)
                {
                    if (wait_timer > diff)
                        wait_timer -= diff;
                    else
                    {
                        me->setFaction(14);
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
                        phase = PHASE_ATTACKING;

                        if (Player* target = Unit::GetPlayer(*me, playerGUID))
                            me->AI()->AttackStart(target);
                        wait_timer = 0;
                    }
                }
                break;
            case PHASE_ATTACKING:
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                    case EVENT_ICY_TOUCH:
                        DoCastVictim(SPELL_ICY_TOUCH);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_ICY_TOUCH, 5000, GCD_CAST);
                        break;
                    case EVENT_PLAGUE_STRIKE:
                        DoCastVictim(SPELL_PLAGUE_STRIKE);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 5000, GCD_CAST);
                        break;
                    case EVENT_BLOOD_STRIKE:
                        DoCastVictim(SPELL_BLOOD_STRIKE);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_BLOOD_STRIKE, 5000, GCD_CAST);
                        break;
                    case EVENT_DEATH_COIL:
                        DoCastVictim(SPELL_DEATH_COIL);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_DEATH_COIL, 5000, GCD_CAST);
                        break;
                    }
                }

                DoMeleeAttackIfReady();
                break;
            default:
                break;
            }
        }
예제 #22
0
        void UpdateAI(const uint32 diff)
        {
            // Return since we have no target
            if (!UpdateVictim())
                return;

            events.Update(diff);

            if (me->HasUnitState(UNIT_STAT_CASTING))
                return;

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                case EVENT_PHANTOM_BLAST:
                    DoCastVictim(SPELL_PHANTOM_BLAST);
                    events.ScheduleEvent(EVENT_PHANTOM_BLAST, 5000);
                    break;
                case EVENT_MIRRORED_SOUL:
                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0, true))
                    {
                        mirroredSoulTarget = target->GetGUID();
                        DoCast(target, SPELL_MIRRORED_SOUL);
                        DoScriptText(EMOTE_MIRRORED_SOUL, me);
                    }
                    events.ScheduleEvent(EVENT_MIRRORED_SOUL, urand(15000, 30000));
                    break;
                case EVENT_WELL_OF_SOULS:
                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        DoCast(target, SPELL_WELL_OF_SOULS);
                    events.ScheduleEvent(EVENT_WELL_OF_SOULS, 20000);
                    break;
                case EVENT_UNLEASHED_SOULS:
                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                        DoCast(target, SPELL_UNLEASHED_SOULS);
                    me->SetDisplayId(DISPLAY_SORROW);
                    DoScriptText(RAND(SAY_FACE_ANGER_UNLEASH_SOUL, SAY_FACE_SORROW_UNLEASH_SOUL, SAY_FACE_DESIRE_UNLEASH_SOUL), me);
                    DoScriptText(EMOTE_UNLEASH_SOUL, me);
                    events.ScheduleEvent(EVENT_UNLEASHED_SOULS, 30000);
                    events.ScheduleEvent(EVENT_FACE_ANGER, 5000);
                    break;
                case EVENT_FACE_ANGER:
                    me->SetDisplayId(DISPLAY_ANGER);
                    break;

                case EVENT_WAILING_SOULS:
                    me->SetDisplayId(DISPLAY_DESIRE);
                    DoScriptText(RAND(SAY_FACE_ANGER_WAILING_SOUL, SAY_FACE_DESIRE_WAILING_SOUL), me);
                    DoScriptText(EMOTE_WAILING_SOUL, me);
                    DoCast(me, SPELL_WAILING_SOULS_STARTING);
                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                    {
                        me->SetOrientation(me->GetAngle(target));
                        me->SendMovementFlagUpdate();
                        DoCast(me, SPELL_WAILING_SOULS_BEAM);
                    }

                    beamAngle = me->GetOrientation();

                    beamAngleDiff = M_PI/30.0f; // PI/2 in 15 sec = PI/30 per tick
                    if (RAND(true, false))
                        beamAngleDiff = -beamAngleDiff;

                    me->InterruptNonMeleeSpells(false);
                    me->SetReactState(REACT_PASSIVE);

                    //Remove any target
                    me->SetTarget(0);

                    me->GetMotionMaster()->Clear();
                    me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);

                    wailingSoulTick = 15;
                    events.DelayEvents(18000); // no other events during wailing souls
                    events.ScheduleEvent(EVENT_WAILING_SOULS_TICK, 3000); // first one after 3 secs.
                    break;

                case EVENT_WAILING_SOULS_TICK:
                    beamAngle += beamAngleDiff;
                    me->SetOrientation(beamAngle);
                    me->SendMovementFlagUpdate();
                    me->StopMoving();

                    DoCast(me, SPELL_WAILING_SOULS);

                    if (--wailingSoulTick)
                        events.ScheduleEvent(EVENT_WAILING_SOULS_TICK, 1000);
                    else
                    {
                        me->SetReactState(REACT_AGGRESSIVE);
                        me->SetDisplayId(DISPLAY_ANGER);
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
                        me->GetMotionMaster()->MoveChase(me->getVictim());
                        events.ScheduleEvent(EVENT_WAILING_SOULS, urand(60000, 70000));
                    }
                    break;
                }
            }

            DoMeleeAttackIfReady();
        }
예제 #23
0
            void UpdateAI(uint32 diff) override
            {
                if (IsIntroEvent)
                {
                    if (instance->GetBossState(DATA_NETHEKURSE) == IN_PROGRESS)
                    {
                        if (IntroEvent_Timer <= diff)
                            DoTauntPeons();
                        else
                            IntroEvent_Timer -= diff;
                    }
                }

                if (!UpdateVictim())
                    return;

                if (!IsMainEvent)
                    return;

                if (Phase)
                {
                    if (!SpinOnce)
                    {
                        DoCastVictim(SPELL_DARK_SPIN);
                        SpinOnce = true;
                    }

                    if (Cleave_Timer <= diff)
                    {
                        DoCastVictim(SPELL_SHADOW_CLEAVE);
                        Cleave_Timer = 6000 + rand32() % 2500;
                    }
                    else
                        Cleave_Timer -= diff;
                }
                else
                {
                    if (ShadowFissure_Timer <= diff)
                    {
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                            DoCast(target, SPELL_SHADOW_FISSURE);
                        ShadowFissure_Timer = urand(7500, 15000);
                    }
                    else
                        ShadowFissure_Timer -= diff;

                    if (DeathCoil_Timer <= diff)
                    {
                        if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                            DoCast(target, SPELL_DEATH_COIL);
                        DeathCoil_Timer = urand(15000, 20000);
                    }
                    else
                        DeathCoil_Timer -= diff;

                    if (!HealthAbovePct(20))
                        Phase = true;

                    DoMeleeAttackIfReady();
                }
            }
		void UpdateAI(const uint32 diff)
		{
			if (!UpdateVictim() || me->HasUnitState(UNIT_STAT_CASTING))
				return;

			if(chainsOfWoe != NULL)
				if(chainsOfWoe->isAlive())
				{
					/* Buggy!

					Map::PlayerList const &PlayerList = me->GetMap()->GetPlayers();

					if (!PlayerList.isEmpty())
					{
						for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
							if (!i->getSource()->HasAura(SPELL_CHAINS_OF_WOE_AURA))
								me->CastSpell(i->getSource(),SPELL_CHAINS_OF_WOE_AURA,true);
					}*/
				}else
					{
						chainsOfWoe->DespawnOrUnsummon();
						chainsOfWoe = NULL;
					}

				if(castSkullCracker)
				{
					me->MonsterYell("Stand still! Rom'ogg crack your skulls!", LANG_UNIVERSAL, NULL);

					castSkullCracker = false;
					DoCastAOE(SPELL_THE_SKULLCRACKER);

					return;
				}

				events.Update(diff);

				while (uint32 eventId = events.ExecuteEvent())
				{
					switch (eventId)
					{
					case EVENT_QUAKE:
						DoCastAOE(SPELL_QUAKE);

						if(me->GetMap()->IsHeroic())
						{ // Summon Angered Earth
							Position myPos;
							me->GetPosition(&myPos);

							for(uint8 i=1; i<=5; i++)
								me->SummonCreature(NPC_ANGERED_EARTH,myPos,TEMPSUMMON_CORPSE_DESPAWN);
						}

						events.ScheduleEvent(EVENT_QUAKE, 25000);
						break;
					case EVENT_CHAINS_OF_WOE:

						DoCastAOE(SPELL_CHAINS_OF_WOE);

						castSkullCracker = true;
						events.ScheduleEvent(EVENT_CHAINS_OF_WOE, 20000);
						break;
					case EVENT_WOUNDING_STRIKE:
						DoCastVictim(SPELL_WOUNDING_STRIKE);
						events.ScheduleEvent(EVENT_WOUNDING_STRIKE, 15000);
						break;
					}
				}

				DoMeleeAttackIfReady();
		}
예제 #25
0
    void UpdateAI(const uint32 uiDiff)
    {
        if (!m_pInstance || !UpdateVictim())
            return;

        if (m_pInstance->GetData(DATA_HEALTH_TWIN_SHARED) != 0)
            me->SetHealth(m_pInstance->GetData(DATA_HEALTH_TWIN_SHARED));
        else
            me->SetHealth(1);

        switch (m_uiStage)
        {
            case 0:
                break;
            case 1: // Vortex
                if (m_uiSpecialAbilityTimer <= uiDiff)
                {
                    if (Creature* pSister = GetSister())
                        pSister->AI()->DoAction(ACTION_VORTEX);
                    DoScriptText(m_uiVortexEmote, me);
                    DoScriptText(m_uiVortexSay, me);
                    DoCastAOE(m_uiVortexSpellId);
                    m_uiStage = 0;
                    m_uiSpecialAbilityTimer = MINUTE*IN_MILLISECONDS;
                }
                else
                    m_uiSpecialAbilityTimer -= uiDiff;
                break;
            case 2: // Shield+Pact
                if (m_uiSpecialAbilityTimer <= uiDiff)
                {
                    if (Creature* pSister = GetSister())
                        pSister->AI()->DoAction(ACTION_PACT);
                    DoScriptText(EMOTE_SHIELD, me);
                    DoScriptText(SAY_SHIELD, me);
                    DoCast(me, m_uiShieldSpellId);
                    DoCast(me, m_uiTwinPactSpellId);
                    m_uiStage = 0;
                    m_uiSpecialAbilityTimer = MINUTE*IN_MILLISECONDS;
                }
                else
                    m_uiSpecialAbilityTimer -= uiDiff;
                break;
            default:
                break;
        }

        if (m_uiSpikeTimer <= uiDiff)
        {
            DoCastVictim(m_uiSpikeSpellId);
            m_uiSpikeTimer = 20*IN_MILLISECONDS;
        }
        else
            m_uiSpikeTimer -= uiDiff;

        if (IsHeroic() && m_uiTouchTimer <= uiDiff)
        {
            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 200, true, m_uiOtherEssenceSpellId))
                me->CastCustomSpell(m_uiTouchSpellId, SPELLVALUE_MAX_TARGETS, 1, target, false);
            m_uiTouchTimer = urand(10, 15)*IN_MILLISECONDS;
        }
        else
            m_uiTouchTimer -= uiDiff;

        if (m_uiColorballsTimer <= uiDiff)
        {
            if (m_uiWaveCount >= 2)
            {
                SummonColorballs(12);
                m_uiWaveCount = 0;
            }
            else
            {
                SummonColorballs(2);
                m_uiWaveCount++;
            }
            m_uiColorballsTimer = 15*IN_MILLISECONDS;
        }
        else
            m_uiColorballsTimer -= uiDiff;

        if (!m_bIsBerserk && m_uiBerserkTimer <= uiDiff)
        {
            DoCast(me, SPELL_BERSERK);
            DoScriptText(SAY_BERSERK, me);
            m_bIsBerserk = true;
        }
        else
            m_uiBerserkTimer -= uiDiff;

        DoMeleeAttackIfReady();
    }
        void UpdateAI(uint32 diff)
        {
            if (!UpdateVictim() && !events.IsInPhase(PHASE_EVENT))
                return;

            events.Update(diff);

            if (me->HasUnitState(UNIT_STATE_CASTING))
                return;

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                    // PHASE ONE
                    case EVENT_CLEAVE:
                        DoCastVictim(SPELL_CLEAVE);
                        events.ScheduleEvent(EVENT_CLEAVE, urand(6, 12)*IN_MILLISECONDS, 0, PHASE_HUMAN);
                        break;
                    case EVENT_STAGGERING_ROAR:
                        DoCast(me, SPELL_STAGGERING_ROAR);
                        events.ScheduleEvent(EVENT_STAGGERING_ROAR, urand(18, 22)*IN_MILLISECONDS, 0, PHASE_HUMAN);
                        break;
                    case EVENT_ENRAGE:
                        DoCast(me, SPELL_ENRAGE);
                        events.ScheduleEvent(EVENT_ENRAGE, urand(7, 14)*IN_MILLISECONDS, 0, PHASE_HUMAN);
                        break;
                    case EVENT_SMASH:
                        DoCastAOE(SPELL_SMASH);
                        events.ScheduleEvent(EVENT_SMASH, urand(12, 16)*IN_MILLISECONDS, 0, PHASE_HUMAN);
                        break;
                    case EVENT_JUST_TRANSFORMED:
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
                        me->SetInCombatWithZone();
                        me->GetMotionMaster()->MoveChase(me->GetVictim());
                        ScheduleSecondPhase();
                        return;
                    case EVENT_SUMMON_BANSHEE:
                        DoCast(me, SPELL_SUMMON_BANSHEE);
                        return;
                    // PHASE TWO
                    case EVENT_DARK_SMASH:
                        DoCastVictim(SPELL_DARK_SMASH);
                        events.ScheduleEvent(EVENT_DARK_SMASH, urand(12, 16)*IN_MILLISECONDS, 0, PHASE_UNDEAD);
                        break;
                    case EVENT_DREADFUL_ROAR:
                        DoCast(me, SPELL_DREADFUL_ROAR);
                        events.ScheduleEvent(EVENT_DREADFUL_ROAR, urand(18, 22)*IN_MILLISECONDS, 0, PHASE_UNDEAD);
                        break;
                    case EVENT_WOE_STRIKE:
                        DoCastVictim(SPELL_WOE_STRIKE);
                        events.ScheduleEvent(EVENT_WOE_STRIKE, urand(10, 14)*IN_MILLISECONDS, 0, PHASE_UNDEAD);
                        break;
                    case EVENT_SHADOW_AXE:
                        if (Unit* target = SelectTarget(SELECT_TARGET_TOPAGGRO, 1))
                        {
                            DoCast(target, SPELL_SHADOW_AXE_SUMMON);
                        }
                        events.ScheduleEvent(EVENT_SHADOW_AXE, 30*IN_MILLISECONDS, 0, PHASE_UNDEAD);
                        break;
                }
            }

            DoMeleeAttackIfReady();
        }
            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim() || !CheckInRoom())
                    return;

                events.Update(diff);

                if (me->HasUnitState(UNIT_STAT_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_BERSERK:
                            DoScriptText(EMOTE_GENERIC_BERSERK_RAID, me);
                            Talk(SAY_BERSERK);
                            DoCast(me, SPELL_BERSERK);
                            break;
                        case EVENT_VAMPIRIC_BITE:
                            if (Player* target = SelectRandomTarget(false))
                            {
                                DoCast(target, SPELL_VAMPIRIC_BITE);
                                Talk(SAY_VAMPIRIC_BITE);
                                vampires.insert(target->GetGUID());
                            }
                            break;
                        case EVENT_BLOOD_MIRROR:
                        {
                            // victim can be NULL when this is processed in the same update tick as EVENT_AIR_PHASE
                            if (me->getVictim())
                            {
                                Player* newOfftank = SelectRandomTarget(true);
                                if (offtank != newOfftank)
                                {
                                    offtank = newOfftank;
                                    if (offtank)
                                    {
                                        offtank->CastSpell(me->getVictim(), SPELL_BLOOD_MIRROR_DAMAGE, true);
                                        me->getVictim()->CastSpell(offtank, SPELL_BLOOD_MIRROR_DUMMY, true);
                                        DoCastVictim(SPELL_BLOOD_MIRROR_VISUAL);
                                        if (Item* shadowsEdge = offtank->GetWeaponForAttack(BASE_ATTACK, true))
                                            if (!offtank->HasAura(SPELL_THIRST_QUENCHED) && shadowsEdge->GetEntry() == ITEM_SHADOW_S_EDGE && !offtank->HasAura(SPELL_GUSHING_WOUND))
                                                offtank->CastSpell(offtank, SPELL_GUSHING_WOUND, true);

                                    }
                                }
                            }
                            events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500, EVENT_GROUP_CANCELLABLE);
                            break;
                        }
                        case EVENT_DELIRIOUS_SLASH:
                            if (offtank && !me->HasByteFlag(UNIT_FIELD_BYTES_1, 3, 0x03))
                                DoCast(offtank, SPELL_DELIRIOUS_SLASH);
                            events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, urand(20000, 24000), EVENT_GROUP_NORMAL);
                            break;
                        case EVENT_PACT_OF_THE_DARKFALLEN:
                        {
                            std::list<Player*> targets;
                            SelectRandomTarget(false, &targets);
                            uint32 targetCount = 2;
                            // do not combine these checks! we want it incremented TWICE when both conditions are met
                            if (IsHeroic())
                                ++targetCount;
                            if (Is25ManRaid())
                                ++targetCount;
                            Trinity::RandomResizeList<Player*>(targets, targetCount);
                            if (targets.size() > 1)
                            {
                                Talk(SAY_PACT_OF_THE_DARKFALLEN);
                                for (std::list<Player*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
                                    DoCast(*itr, SPELL_PACT_OF_THE_DARKFALLEN);
                            }
                            events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 30500, EVENT_GROUP_NORMAL);
                            break;
                        }
                        case EVENT_SWARMING_SHADOWS:
                            if (Player* target = SelectRandomTarget(false))
                            {
                                Talk(EMOTE_SWARMING_SHADOWS, target->GetGUID());
                                Talk(SAY_SWARMING_SHADOWS);
                                DoCast(target, SPELL_SWARMING_SHADOWS);
                            }
                            events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 30500, EVENT_GROUP_NORMAL);
                            break;
                        case EVENT_TWILIGHT_BLOODBOLT:
                        {
                            std::list<Player*> targets;
                            SelectRandomTarget(false, &targets);
                            Trinity::RandomResizeList<Player*>(targets, uint32(Is25ManRaid() ? 4 : 2));
                            for (std::list<Player*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
                                DoCast(*itr, SPELL_TWILIGHT_BLOODBOLT);
                            DoCast(me, SPELL_TWILIGHT_BLOODBOLT_TARGET);
                            events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, urand(10000, 15000), EVENT_GROUP_NORMAL);
                            break;
                        }
                        case EVENT_AIR_PHASE:
                            DoStopAttack();
                            me->SetReactState(REACT_PASSIVE);
                            events.DelayEvents(7000, EVENT_GROUP_NORMAL);
                            events.CancelEventsByGCD(EVENT_GROUP_CANCELLABLE);
                            me->GetMotionMaster()->MovePoint(POINT_CENTER, centerPos);
                            break;
                        case EVENT_AIR_START_FLYING:
                            me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
                            me->SetByteFlag(UNIT_FIELD_BYTES_1, 3, 0x01);
                            me->SetFlying(true);
                            me->SendMovementFlagUpdate();
                            me->GetMotionMaster()->MovePoint(POINT_AIR, airPos);
                            break;
                        case EVENT_AIR_FLY_DOWN:
                            me->GetMotionMaster()->MovePoint(POINT_GROUND, centerPos);
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
예제 #28
0
    void UpdateAI(const uint32 diff)
    {
        if (Invisible && Invisible_Timer <= diff)
        {
            //Become visible again
            me->SetFaction(14);
            me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            me->SetDisplayId(11073);     //Jandice Model
            Invisible = false;
        }
        else if (Invisible)
        {
            Invisible_Timer -= diff;
            //Do nothing while invisible
            return;
        }

        //Return since we have no target
        if (!UpdateVictim())
            return;

        //CurseOfBlood_Timer
        if (CurseOfBlood_Timer <= diff)
        {
            //Cast
            DoCastVictim( SPELL_CURSEOFBLOOD);

            //45 seconds
            CurseOfBlood_Timer = 30000;
        }
        else CurseOfBlood_Timer -= diff;

        //Illusion_Timer
        if (!Invisible && Illusion_Timer <= diff)
        {

            //Inturrupt any spell casting
            me->InterruptNonMeleeSpells(false);
            me->SetFaction(35);
            me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            me->SetDisplayId(11686);  // Invisible Model
            DoModifyThreatPercent(me->GetVictim(), -99);

            //Summon 10 Illusions attacking random gamers
            Unit* pTarget = NULL;
            for (uint8 i = 0; i < 10; ++i)
            {
                pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (pTarget)
                    SummonIllusions(pTarget);
            }
            Invisible = true;
            Invisible_Timer = 3000;

            //25 seconds until we should cast this agian
            Illusion_Timer = 25000;
        }
        else Illusion_Timer -= diff;

        //            //Illusion_Timer
        //            if (Illusion_Timer <= diff)
        //            {
        //                  //Cast
        //                DoCastVictim( SPELL_ILLUSION);
        //
        //                  //3 Illusion will be summoned
        //                  if (Illusioncounter < 3)
        //                  {
        //                    Illusion_Timer = 500;
        //                    ++Illusioncounter;
        //                  }
        //                  else {
        //                      //15 seconds until we should cast this again
        //                      Illusion_Timer = 15000;
        //                      Illusioncounter = 0;
        //                  }
        //
        //            } else Illusion_Timer -= diff;

        DoMeleeAttackIfReady();
    }
예제 #29
0
            void UpdateAI(uint32 diff) override
            {
                if (waitTimer && inMove)
                {
                    if (waitTimer <= diff)
                    {
                        (*me).GetMotionMaster()->MovementExpired();
                        (*me).GetMotionMaster()->MovePoint(MovePhase, NalorakkWay[MovePhase][0], NalorakkWay[MovePhase][1], NalorakkWay[MovePhase][2]);
                        waitTimer = 0;
                    } else waitTimer -= diff;
                }

                if (!UpdateVictim())
                    return;

                if (Berserk_Timer <= diff)
                {
                    DoCast(me, SPELL_BERSERK, true);
                    me->Yell(YELL_BERSERK, LANG_UNIVERSAL);
                    DoPlaySoundToSet(me, SOUND_YELL_BERSERK);
                    Berserk_Timer = 600000;
                } else Berserk_Timer -= diff;

                if (ShapeShift_Timer <= diff)
                {
                    if (inBearForm)
                    {
                        // me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, 5122);
                        me->Yell(YELL_SHIFTEDTOTROLL, LANG_UNIVERSAL);
                        DoPlaySoundToSet(me, SOUND_YELL_TOTROLL);
                        me->RemoveAurasDueToSpell(SPELL_BEARFORM);
                        Surge_Timer = urand(15000, 20000);
                        BrutalSwipe_Timer = urand(7000, 12000);
                        Mangle_Timer = urand(10000, 15000);
                        ShapeShift_Timer = urand(45000, 50000);
                        inBearForm = false;
                    }
                    else
                    {
                        // me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, 0);
                        me->Yell(YELL_SHIFTEDTOBEAR, LANG_UNIVERSAL);
                        DoPlaySoundToSet(me, SOUND_YELL_TOBEAR);
                        DoCast(me, SPELL_BEARFORM, true);
                        LaceratingSlash_Timer = 2000; // dur 18s
                        RendFlesh_Timer = 3000;  // dur 5s
                        DeafeningRoar_Timer = urand(5000, 10000);  // dur 2s
                        ShapeShift_Timer = urand(20000, 25000); // dur 30s
                        inBearForm = true;
                    }
                } else ShapeShift_Timer -= diff;

                if (!inBearForm)
                {
                    if (BrutalSwipe_Timer <= diff)
                    {
                        DoCastVictim(SPELL_BRUTALSWIPE);
                        BrutalSwipe_Timer = urand(7000, 12000);
                    } else BrutalSwipe_Timer -= diff;

                    if (Mangle_Timer <= diff)
                    {
                        if (me->GetVictim() && !me->EnsureVictim()->HasAura(SPELL_MANGLEEFFECT))
                        {
                            DoCastVictim(SPELL_MANGLE);
                            Mangle_Timer = 1000;
                        }
                        else Mangle_Timer = urand(10000, 15000);
                    } else Mangle_Timer -= diff;

                    if (Surge_Timer <= diff)
                    {
                        me->Yell(YELL_SURGE, LANG_UNIVERSAL);
                        DoPlaySoundToSet(me, SOUND_YELL_SURGE);
                        Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 45, true);
                        if (target)
                            DoCast(target, SPELL_SURGE);
                        Surge_Timer = urand(15000, 20000);
                    } else Surge_Timer -= diff;
                }
                else
                {
                    if (LaceratingSlash_Timer <= diff)
                    {
                        DoCastVictim(SPELL_LACERATINGSLASH);
                        LaceratingSlash_Timer = urand(18000, 23000);
                    } else LaceratingSlash_Timer -= diff;

                    if (RendFlesh_Timer <= diff)
                    {
                        DoCastVictim(SPELL_RENDFLESH);
                        RendFlesh_Timer = urand(5000, 10000);
                    } else RendFlesh_Timer -= diff;

                    if (DeafeningRoar_Timer <= diff)
                    {
                        DoCastVictim(SPELL_DEAFENINGROAR);
                        DeafeningRoar_Timer = urand(15000, 20000);
                    } else DeafeningRoar_Timer -= diff;
                }

                DoMeleeAttackIfReady();
            }
예제 #30
0
        void UpdateAI(uint32 diff)
        {

            if (!SummonedRend && HealthBelowPct(5))
            {
                DoCast(me, SPELL_SUMMON_REND);
                me->RemoveAura(SPELL_REND_MOUNTS);
                SummonedRend = true;
            }

            if (!UpdateVictim())
            {
                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_SUMMONED_1:
                            me->AddAura(SPELL_REND_MOUNTS, me);
                            if (GameObject* portcullis = me->FindNearestGameObject(GO_DR_PORTCULLIS, 40.0f))
                                portcullis->UseDoorOrButton();
                            if (Creature* victor = me->FindNearestCreature(NPC_LORD_VICTOR_NEFARIUS, 75.0f, true))
                                victor->AI()->SetData(1, 1);
                            events.ScheduleEvent(EVENT_SUMMONED_2, 2000);
                            break;
                        case EVENT_SUMMONED_2:
                            me->GetMotionMaster()->MovePath(GYTH_PATH_1, false);
                            break;
                        default:
                            break;
                    }
                }
                return;
            }

            events.Update(diff);

            while (uint32 eventId = events.ExecuteEvent())
            {
                switch (eventId)
                {
                    case EVENT_CORROSIVE_ACID:
                        DoCast(me, SPELL_CORROSIVE_ACID);
                        events.ScheduleEvent(EVENT_CORROSIVE_ACID, urand(10000, 16000));
                        break;
                    case EVENT_FREEZE:
                        DoCast(me, SPELL_FREEZE);
                        events.ScheduleEvent(EVENT_FREEZE, urand(10000, 16000));
                        break;
                    case EVENT_FLAME_BREATH:
                        DoCast(me, SPELL_FLAMEBREATH);
                        events.ScheduleEvent(EVENT_FLAME_BREATH, urand(10000, 16000));
                        break;
                    case EVENT_KNOCK_AWAY:
                        DoCastVictim(SPELL_KNOCK_AWAY);
                        events.ScheduleEvent(EVENT_KNOCK_AWAY, urand(14000, 20000));
                        break;
                    default:
                        break;
                }
            }
            DoMeleeAttackIfReady();
        }