void KilledUnit(Unit* victim) override { if (victim->GetTypeId() != TYPEID_PLAYER) return; Unit* embraceTarget = GetEmbraceTarget(); if (events.IsInPhase(PHASE_SPECIAL) && embraceTarget && victim == embraceTarget) { _embraceTargetGUID = 0; events.SetPhase(PHASE_NORMAL); } Talk(SAY_SLAY); }
void KilledUnit(Unit * victim) { if (victim == me) return; Unit* pEmbraceTarget = GetEmbraceTarget(); if (Phase == FEEDING && pEmbraceTarget && victim == pEmbraceTarget) { Phase = NORMAL; uiPhaseTimer = 0; uiEmbraceTarget = 0; } DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2), me); }
void DamageTaken(Unit* /*doneBy*/, uint32& damage) override { Unit* embraceTarget = GetEmbraceTarget(); if (embraceTarget && embraceTarget->IsAlive()) { _embraceTakenDamage += damage; if (_embraceTakenDamage > DUNGEON_MODE<uint32>(DATA_EMBRACE_DMG, H_DATA_EMBRACE_DMG)) { _embraceTargetGUID.Clear(); me->CastStop(); } } }
void KilledUnit(Unit* victim) { if (victim == me) return; Unit* pEmbraceTarget = GetEmbraceTarget(); if (Phase == FEEDING && pEmbraceTarget && victim == pEmbraceTarget) { Phase = NORMAL; uiPhaseTimer = 0; uiEmbraceTarget = 0; } Talk(SAY_SLAY); }
void DamageTaken(Unit* /*doneBy*/, uint32& damage) override { Unit* embraceTarget = GetEmbraceTarget(); if (events.IsInPhase(PHASE_SPECIAL) && embraceTarget && embraceTarget->IsAlive()) { _embraceTakenDamage += damage; if (_embraceTakenDamage > DUNGEON_MODE<uint32>(DATA_EMBRACE_DMG, H_DATA_EMBRACE_DMG)) { _embraceTargetGUID = 0; events.SetPhase(PHASE_NORMAL); me->CastStop(); } } }
void DamageTaken(Unit* /*done_by*/, uint32 &damage) { Unit* pEmbraceTarget = GetEmbraceTarget(); if (Phase == FEEDING && pEmbraceTarget && pEmbraceTarget->isAlive()) { uiEmbraceTakenDamage += damage; if (uiEmbraceTakenDamage > (uint32) DUNGEON_MODE(DATA_EMBRACE_DMG, H_DATA_EMBRACE_DMG)) { Phase = NORMAL; uiPhaseTimer = 0; uiEmbraceTarget = 0; me->CastStop(); } } }
void UpdateAI(uint32 diff) override { if (_initialCheckTimer) { if (_initialCheckTimer <= diff) { CheckSpheres(); _initialCheckTimer = 0; } else _initialCheckTimer -= diff; } if (me->HasAura(SPELL_VANISH)) { if (me->GetThreatManager().IsThreatListEmpty(true)) { EnterEvadeMode(EVADE_REASON_NO_HOSTILES); return; } } else { if (!UpdateVictim()) return; } events.Update(diff); if (me->HasUnitState(UNIT_STATE_CASTING)) return; while (uint32 eventId = events.ExecuteEvent()) { switch (eventId) { case EVENT_BLOODTHIRST: DoCast(me, SPELL_BLOODTHIRST); events.ScheduleEvent(EVENT_BLOODTHIRST, 10000); break; case EVENT_CONJURE_FLAME_SPHERES: // random target? if (Unit* victim = me->GetVictim()) { _flameSphereTargetGUID = victim->GetGUID(); DoCast(victim, SPELL_CONJURE_FLAME_SPHERE); } events.ScheduleEvent(EVENT_CONJURE_FLAME_SPHERES, 15000); break; case EVENT_VANISH: { if (me->GetThreatManager().GetThreatListSize() > 1) { if (Unit* embraceTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) _embraceTargetGUID = embraceTarget->GetGUID(); Talk(SAY_VANISH); DoCast(me, SPELL_VANISH); events.DelayEvents(500); events.ScheduleEvent(EVENT_START_FEEDING, 2000); } events.ScheduleEvent(EVENT_VANISH, urand(25000, 35000)); break; } case EVENT_START_FEEDING: me->RemoveAurasDueToSpell(SPELL_VANISH); if (Unit* embraceTarget = GetEmbraceTarget()) { DoCast(embraceTarget, SPELL_SHADOWSTEP); DoCast(embraceTarget, SPELL_EMBRACE_OF_THE_VAMPYR); Talk(SAY_FEED); events.ScheduleEvent(EVENT_DONE_FEEDING, 20000); } break; case EVENT_DONE_FEEDING: _embraceTargetGUID.Clear(); break; default: break; } if (me->HasUnitState(UNIT_STATE_CASTING)) return; } DoMeleeAttackIfReady(); }
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, SPELL_EMBRACE_OF_THE_VAMPYR); 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) { DoCast(me, 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) { DoScriptText(RAND(SAY_VANISH_1, SAY_VANISH_2), me); 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; }
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) { if (events.IsInPhase(PHASE_NORMAL)) { case EVENT_BLOODTHIRST: DoCast(me, SPELL_BLOODTHIRST); events.ScheduleEvent(EVENT_BLOODTHIRST, 10000); break; case EVENT_FLAME_SPHERE: DoCastVictim(SPELL_CONJURE_FLAME_SPHERE); events.SetPhase(PHASE_SPECIAL); events.ScheduleEvent(EVENT_CASTING_FLAME_SPHERES, 3000); events.ScheduleEvent(EVENT_FLAME_SPHERE, 15000); break; case EVENT_VANISH: { Map::PlayerList const& players = me->GetMap()->GetPlayers(); uint32 targets = 0; for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i) { Player* player = i->GetSource(); if (player && player->IsAlive()) ++targets; } if (targets > 2) { Talk(SAY_VANISH); DoCast(me, SPELL_VANISH); events.SetPhase(PHASE_SPECIAL); events.ScheduleEvent(EVENT_JUST_VANISHED, 500); if (Unit* embraceTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true)) _embraceTargetGUID = embraceTarget->GetGUID(); } events.ScheduleEvent(EVENT_VANISH, urand(25000, 35000)); break; } } case EVENT_CASTING_FLAME_SPHERES: { events.SetPhase(PHASE_NORMAL); Unit* sphereTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true); if (!sphereTarget) break; float angle, x, y; //DoCast(me, SPELL_FLAME_SPHERE_SUMMON_1); if (Creature* sphere = DoSpawnCreature(CREATURE_FLAME_SPHERE, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10 * IN_MILLISECONDS)) { angle = sphere->GetAngle(sphereTarget); x = sphere->GetPositionX() + DATA_SPHERE_DISTANCE * std::cos(angle); y = sphere->GetPositionY() + DATA_SPHERE_DISTANCE * std::sin(angle); sphere->GetMotionMaster()->MovePoint(0, x, y, sphere->GetPositionZ()); } if (IsHeroic()) { //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_1); if (Creature* sphere = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_1, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10 * IN_MILLISECONDS)) { angle = sphere->GetAngle(sphereTarget) + DATA_SPHERE_ANGLE_OFFSET; x = sphere->GetPositionX() + DATA_SPHERE_DISTANCE/2 * std::cos(angle); y = sphere->GetPositionY() + DATA_SPHERE_DISTANCE/2 * std::sin(angle); sphere->GetMotionMaster()->MovePoint(0, x, y, sphere->GetPositionZ()); } //DoCast(me, H_SPELL_FLAME_SPHERE_SUMMON_2); if (Creature* sphere = DoSpawnCreature(H_CREATURE_FLAME_SPHERE_2, 0, 0, 5, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 10 * IN_MILLISECONDS)) { angle = sphere->GetAngle(sphereTarget) - DATA_SPHERE_ANGLE_OFFSET; x = sphere->GetPositionX() + DATA_SPHERE_DISTANCE/2 * std::cos(angle); y = sphere->GetPositionY() + DATA_SPHERE_DISTANCE/2 * std::sin(angle); sphere->GetMotionMaster()->MovePoint(0, x, y, sphere->GetPositionZ()); } } break; } case EVENT_JUST_VANISHED: if (Unit* embraceTarget = GetEmbraceTarget()) { me->GetMotionMaster()->Clear(); me->SetSpeed(MOVE_WALK, 2.0f, true); me->GetMotionMaster()->MoveChase(embraceTarget); } events.ScheduleEvent(EVENT_VANISHED, 1300); break; case EVENT_VANISHED: if (Unit* embraceTarget = GetEmbraceTarget()) DoCast(embraceTarget, SPELL_EMBRACE_OF_THE_VAMPYR); Talk(SAY_FEED); me->GetMotionMaster()->Clear(); me->SetSpeed(MOVE_WALK, 1.0f, true); me->GetMotionMaster()->MoveChase(me->GetVictim()); events.ScheduleEvent(EVENT_FEEDING, 20000); break; case EVENT_FEEDING: _embraceTargetGUID = 0; events.SetPhase(PHASE_NORMAL); break; default: break; } } 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_BLOODTHIRST: DoCast(me, SPELL_BLOODTHIRST); events.ScheduleEvent(EVENT_BLOODTHIRST, 10000); break; case EVENT_CONJURE_FLAME_SPHERES: // random target? if (Unit* victim = me->GetVictim()) { _flameSphereTargetGUID = victim->GetGUID(); DoCast(victim, SPELL_CONJURE_FLAME_SPHERE); } events.ScheduleEvent(EVENT_CONJURE_FLAME_SPHERES, 15000); break; case EVENT_VANISH: { Map::PlayerList const& players = me->GetMap()->GetPlayers(); uint32 targets = 0; for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i) { Player* player = i->GetSource(); if (player && player->IsAlive()) ++targets; } if (targets > 2) { Talk(SAY_VANISH); DoCast(me, SPELL_VANISH); me->SetInCombatState(true); // Prevents the boss from resetting events.DelayEvents(500); events.ScheduleEvent(EVENT_JUST_VANISHED, 500); if (Unit* embraceTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100.0f, true)) _embraceTargetGUID = embraceTarget->GetGUID(); } events.ScheduleEvent(EVENT_VANISH, urand(25000, 35000)); break; } case EVENT_JUST_VANISHED: if (Unit* embraceTarget = GetEmbraceTarget()) { me->GetMotionMaster()->Clear(); me->SetSpeed(MOVE_WALK, 2.0f, true); me->GetMotionMaster()->MoveChase(embraceTarget); } events.ScheduleEvent(EVENT_VANISHED, 1300); break; case EVENT_VANISHED: if (Unit* embraceTarget = GetEmbraceTarget()) DoCast(embraceTarget, SPELL_EMBRACE_OF_THE_VAMPYR); Talk(SAY_FEED); me->GetMotionMaster()->Clear(); me->SetSpeed(MOVE_WALK, 1.0f, true); me->GetMotionMaster()->MoveChase(me->GetVictim()); events.ScheduleEvent(EVENT_FEEDING, 20000); break; case EVENT_FEEDING: _embraceTargetGUID.Clear(); break; default: break; } } DoMeleeAttackIfReady(); }