示例#1
0
    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        if(StormCount)
        {
            Unit* target = Unit::GetUnit(*m_creature, CloudGUID);
            if(!target || !target->isAlive())
            {
                EnterEvadeMode();
                return;
            }
            else if(Unit* Cyclone = Unit::GetUnit(*m_creature, CycloneGUID))
                Cyclone->CastSpell(target, 25160, true); // keep casting or...

            if(StormSequenceTimer < diff) {
                HandleStormSequence(target);
            }else StormSequenceTimer -= diff;
            return;
        }

        if (Enrage_Timer < diff) {
            DoYell(SAY_ONENRAGE, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONENRAGE);
            m_creature->CastSpell(m_creature, SPELL_BERSERK, true);
            Enrage_Timer = 600000;
        }else Enrage_Timer -= diff;

        if (StaticDisruption_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            TargetGUID = target->GetGUID();
            m_creature->CastSpell(target, SPELL_STATIC_DISRUPTION, false);
            m_creature->SetInFront(m_creature->getVictim());
            StaticDisruption_Timer = (10+rand()%8)*1000; // < 20s

            /*if(float dist = m_creature->IsWithinDist3d(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 5.0f) dist = 5.0f;
            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/
        }else StaticDisruption_Timer -= diff;

        if (GustOfWind_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            DoCast(target, SPELL_GUST_OF_WIND);
            GustOfWind_Timer = (20+rand()%10)*1000; //20 to 30 seconds(bosskillers)
        } else GustOfWind_Timer -= diff;

        if (CallLighting_Timer < diff) {
            DoCast(m_creature->getVictim(), SPELL_CALL_LIGHTNING);
            CallLighting_Timer = (12 + rand()%5)*1000; //totaly random timer. can't find any info on this
        } else CallLighting_Timer -= diff;

        if (!isRaining && ElectricalStorm_Timer < 8000 + rand()%5000) {
            SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
            isRaining = true;
        }

        if (ElectricalStorm_Timer < diff) {
            Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true);
            if(!target)
            {
                EnterEvadeMode();
                return;
            }
            target->CastSpell(target, 44007, true);//cloud visual
            m_creature->CastSpell(target, SPELL_ELECTRICAL_STORM, false);//storm cyclon + visual
            float x,y,z;
            target->GetPosition(x,y,z);
            if (target)
            {
                target->SetUnitMovementFlags(MOVEMENTFLAG_LEVITATING);
                target->SendMonsterMove(x,y,m_creature->GetPositionZ()+15,0);
            }
            Unit *Cloud = m_creature->SummonTrigger(x, y, m_creature->GetPositionZ()+16, 0, 15000);
            if(Cloud)
            {
                CloudGUID = Cloud->GetGUID();
                Cloud->SetUnitMovementFlags(MOVEMENTFLAG_LEVITATING);
                Cloud->StopMoving();
                Cloud->SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
                Cloud->setFaction(35);
                Cloud->SetMaxHealth(9999999);
                Cloud->SetHealth(9999999);
                Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            }
            ElectricalStorm_Timer = 60000; //60 seconds(bosskillers)
            StormCount = 1;
            StormSequenceTimer = 0;
        } else ElectricalStorm_Timer -= diff;

        if (SummonEagles_Timer < diff)
        {
            DoYell(SAY_ONSUMMON, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONSUMMON);

            float x, y, z;
            m_creature->GetPosition(x, y, z);

            for (uint8 i = 0; i < 8; i++)
            {
                Unit* bird = Unit::GetUnit(*m_creature,BirdGUIDs[i]);
                if(!bird)//they despawned on die
                {
                    if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    {
                        x = target->GetPositionX() + 10 - rand()%20;
                        y = target->GetPositionY() + 10 - rand()%20;
                        z = target->GetPositionZ() + 6 + rand()%5 + 10;
                        if(z > 95) z = 95 - rand()%5;
                    }
                    Creature *pCreature = m_creature->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                    if (pCreature)
                    {
                        pCreature->AddThreat(m_creature->getVictim(), 1.0f);
                        pCreature->AI()->AttackStart(m_creature->getVictim());
                        BirdGUIDs[i] = pCreature->GetGUID();
                    }
                }
            }
            SummonEagles_Timer = 999999;
        } else SummonEagles_Timer -= diff;

        DoMeleeAttackIfReady();
    }
示例#2
0
            void UpdateAI(uint32 diff) override
            {
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        case EVENT_STATIC_DISRUPTION:
                            {
                            Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1);
                            if (!target)
                                target = me->GetVictim();
                            if (target)
                            {
                                TargetGUID = target->GetGUID();
                                DoCast(target, SPELL_STATIC_DISRUPTION, false);
                                me->SetInFront(me->GetVictim());
                            }
                            /*if (float dist = me->IsWithinDist3d(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 5.0f) dist = 5.0f;
                            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/
                            events.ScheduleEvent(EVENT_STATIC_DISRUPTION, urand(10000, 18000));
                            break;
                            }
                        case EVENT_GUST_OF_WIND:
                            {
                                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1);
                                if (!target)
                                    target = me->GetVictim();
                                if (target)
                                    DoCast(target, SPELL_GUST_OF_WIND);
                                events.ScheduleEvent(EVENT_GUST_OF_WIND, urand(20000, 30000));
                                break;
                            }
                        case EVENT_CALL_LIGHTNING:
                            DoCastVictim(SPELL_CALL_LIGHTNING);
                            events.ScheduleEvent(EVENT_CALL_LIGHTNING, urand(12000, 17000)); // totaly random timer. can't find any info on this
                            break;
                        case EVENT_ELECTRICAL_STORM:
                            {
                                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true);
                                if (!target)
                                {
                                    EnterEvadeMode();
                                    return;
                                }
                                target->CastSpell(target, 44007, true); // cloud visual
                                DoCast(target, SPELL_ELECTRICAL_STORM, false); // storm cyclon + visual
                                float x, y, z;
                                target->GetPosition(x, y, z);
                                /// @todo: fix it in correct way, that causes player to can fly until logout
                                /*
                                if (target)
                                {
                                    target->SetDisableGravity(true);
                                    target->MonsterMoveWithSpeed(x, y, me->GetPositionZ()+15, 0);
                                }
                                */

                                Unit* Cloud = me->SummonTrigger(x, y, me->GetPositionZ()+16, 0, 15000);
                                if (Cloud)
                                    {
                                        CloudGUID = Cloud->GetGUID();
                                        Cloud->SetDisableGravity(true);
                                        Cloud->StopMoving();
                                        Cloud->SetObjectScale(1.0f);
                                        Cloud->setFaction(35);
                                        Cloud->SetMaxHealth(9999999);
                                        Cloud->SetHealth(9999999);
                                        Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                                    }
                                StormCount = 1;
                                events.ScheduleEvent(EVENT_ELECTRICAL_STORM, 60000); // 60 seconds(bosskillers)
                                events.ScheduleEvent(EVENT_RAIN, urand(47000, 52000));
                                break;
                            }
                        case EVENT_RAIN:
                            if (!isRaining)
                            {
                                SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
                                isRaining = true;
                            }
                            else
                                events.ScheduleEvent(EVENT_RAIN, 1000);
                            break;
                        case EVENT_STORM_SEQUENCE:
                            {
                                Unit* target = ObjectAccessor::GetUnit(*me, CloudGUID);
                                if (!target || !target->IsAlive())
                                {
                                    EnterEvadeMode();
                                    return;
                                }
                                else if (Unit* Cyclone = ObjectAccessor::GetUnit(*me, CycloneGUID))
                                    Cyclone->CastSpell(target, SPELL_SAND_STORM, true); // keep casting or...
                                HandleStormSequence(target);
                                break;
                            }
                        case EVENT_SUMMON_EAGLES:
                            Talk(SAY_SUMMON);

                            float x, y, z;
                            me->GetPosition(x, y, z);

                            for (uint8 i = 0; i < 8; ++i)
                            {
                                Unit* bird = ObjectAccessor::GetUnit(*me, BirdGUIDs[i]);
                                if (!bird) //they despawned on die
                                {
                                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                                    {
                                        x = target->GetPositionX() + irand(-10, 10);
                                        y = target->GetPositionY() + irand(-10, 10);
                                        z = target->GetPositionZ() + urand(16, 20);
                                        if (z > 95)
                                            z = 95.0f - urand(0, 5);
                                    }
                                    Creature* creature = me->SummonCreature(NPC_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                                    if (creature)
                                    {
                                        creature->AddThreat(me->GetVictim(), 1.0f);
                                        creature->AI()->AttackStart(me->GetVictim());
                                        BirdGUIDs[i] = creature->GetGUID();
                                    }
                                }
                            }
                            break;
                        case EVENT_ENRAGE:
                             Talk(SAY_ENRAGE);
                             DoCast(me, SPELL_BERSERK, true);
                            events.ScheduleEvent(EVENT_ENRAGE, 600000);
                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }
示例#3
0
    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        if (StormCount)
        {
            Unit* pTarget = Unit::GetUnit(*me, CloudGUID);
            if (!pTarget || !pTarget->IsAlive())
            {
                EnterEvadeMode();
                return;
            }
            else if (Unit* Cyclone = Unit::GetUnit(*me, CycloneGUID))
                Cyclone->CastSpell(pTarget, 25160, true); // keep casting or...

            if (StormSequenceTimer <= diff)
                HandleStormSequence(pTarget);
            else
                StormSequenceTimer -= diff;

            return;
        }

        if (Enrage_Timer <= diff)
        {
            me->MonsterYell(SAY_ONENRAGE, LANG_UNIVERSAL, 0);
            DoPlaySoundToSet(me, SOUND_ONENRAGE);
            DoCast(me, SPELL_BERSERK, true);
            Enrage_Timer = (diff - Enrage_Timer) + 600000;
        }
        else
            Enrage_Timer -= diff;

        if (StaticDisruption_Timer <= diff)
        {
            Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if (!pTarget) pTarget = me->GetVictim();
            TargetGUID = pTarget->GetGUID();
            DoCast(pTarget, SPELL_STATIC_DISRUPTION, false);
            me->SetInFront(me->GetVictim());
            StaticDisruption_Timer = (diff - StaticDisruption_Timer) + (10 + rand() % 8) * 1000; // < 20s

            /*if (float dist = me->IsWithinDist3d(pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 5.0f) dist = 5.0f;
            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);*/
        }
        else
            StaticDisruption_Timer -= diff;

        if (GustOfWind_Timer <= diff)
        {
            Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if (!pTarget) pTarget = me->GetVictim();
            DoCast(pTarget, SPELL_GUST_OF_WIND);
            GustOfWind_Timer = (diff - GustOfWind_Timer) + (20 + rand() % 10) * 1000; //20 to 30 seconds(bosskillers)
        }
        else
            GustOfWind_Timer -= diff;

        if (CallLighting_Timer <= diff)
        {
            DoCastVictim( SPELL_CALL_LIGHTNING);
            CallLighting_Timer = (diff - CallLighting_Timer) + (12 + rand() % 5) * 1000; //totaly random timer. can't find any info on this
        }
        else
            CallLighting_Timer -= diff;

        if (!isRaining && ElectricalStorm_Timer < 8000 + urand(0, 5000))
        {
            SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
            isRaining = true;
        }

        if (ElectricalStorm_Timer <= diff)
        {
            Unit* pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true);
            if (!pTarget)
            {
                EnterEvadeMode();
                return;
            }
            pTarget->CastSpell(pTarget, SPELL_ELECTRICAL_STORM_VISUAL, true);//cloud visual
            DoCast(pTarget, SPELL_ELECTRICAL_STORM, false);//storm cyclon + visual

            float x, y, z;
            pTarget->GetPosition(x, y, z);
            pTarget->SetLevitate(true);
            Movement::MoveSplineInit init(*me);
            init.MoveTo(x, y, me->GetPositionZ() + 15.0f, true);
            init.Launch();
            Unit* Cloud = me->SummonTrigger(x, y, me->GetPositionZ() + 16, 0, 15000);
            if (Cloud)
            {
                CloudGUID = Cloud->GetGUID();
                Cloud->SetLevitate(true);
                Cloud->StopMoving();
                Cloud->SetObjectScale(1.0f);
                Cloud->setFaction(35);
                Cloud->SetMaxHealth(9999999);
                Cloud->SetHealth(9999999);
                Cloud->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            }
            ElectricalStorm_Timer = (diff - ElectricalStorm_Timer) + 60000; //60 seconds (bosskillers)
            StormCount = 1;
            StormSequenceTimer = 0;
        }
        else
            ElectricalStorm_Timer -= diff;

        if (SummonEagles_Timer <= diff)
        {
            if (urand(0, 1))
            {
                me->MonsterYell(SAY_ONSUMMON2, LANG_UNIVERSAL, 0);
                DoPlaySoundToSet(me, SOUND_ONSUMMON1);
            }
            else
            {
                me->MonsterYell(SAY_ONSUMMON2, LANG_UNIVERSAL, 0);
                DoPlaySoundToSet(me, SOUND_ONSUMMON2);
            }

            float x, y, z;
            me->GetPosition(x, y, z);

            for (uint8 i = 0; i < 8; ++i)
            {
                if (!Unit::GetUnit(*me, BirdGUIDs[i])) // they despawn on death
                {
                    if (Unit* pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0))
                    {
                        x = pTarget->GetPositionX() + irand(-10, 10);
                        y = pTarget->GetPositionY() + irand(-10, 10);
                        z = pTarget->GetPositionZ() + urand(16, 20);
                        if (z > 95)
                            z = 95 - urand(0, 5);
                    }

                    if (Creature* pCreature = me->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0))
                    {
                        pCreature->AddThreat(me->GetVictim(), 1.0f);
                        pCreature->AI()->AttackStart(me->GetVictim());
                        BirdGUIDs[i] = pCreature->GetGUID();
                    }
                }
            }
            SummonEagles_Timer = (diff - SummonEagles_Timer) + 999999;
        }
        else
            SummonEagles_Timer -= diff;

        DoMeleeAttackIfReady();
    }
示例#4
0
文件: boss_akilzon.cpp 项目: wk23/tst
    void UpdateAI(const uint32 diff)
    {
        if (!m_creature->SelectHostilTarget() && !m_creature->getVictim())
            return;

        if(StormCount)
        {
            Unit* target = Unit::GetUnit(*m_creature, CloudGUID);
            if(!target || !target->isAlive())
            {
                EnterEvadeMode();
                return;
            }
            else if(Unit* Cyclone = Unit::GetUnit(*m_creature, CycloneGUID))
                Cyclone->CastSpell(target, 25160, true); // keep casting or...

            if(StormSequenceTimer < diff) {
                HandleStormSequence(target);
            }else StormSequenceTimer -= diff;
            return;
        }

        if (Enrage_Timer < diff) {
            DoYell(SAY_ONENRAGE, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONENRAGE);
            m_creature->CastSpell(m_creature, SPELL_BERSERK, true);
            Enrage_Timer = 600000;
        }else Enrage_Timer -= diff;

        if (StaticDisruption_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            TargetGUID = target->GetGUID();
            m_creature->CastSpell(target, SPELL_STATIC_DISRUPTION, false);
            m_creature->SetInFront(m_creature->getVictim());
            StaticDisruption_Timer = (10+rand()%8)*1000; // < 20s

            float dist = m_creature->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
            if (dist < 5.0f) dist = 5.0f;
            SDisruptAOEVisual_Timer = 1000 + floor(dist / 30 * 1000.0f);
        }else StaticDisruption_Timer -= diff;

        if (SDisruptAOEVisual_Timer < diff) {
            Unit* SDVictim = Unit::GetUnit((*m_creature), TargetGUID);
            if(SDVictim && SDVictim->isAlive())
                SDVictim->CastSpell(SDVictim, SPELL_STATIC_VISUAL, true);
            SDisruptAOEVisual_Timer = 99999;
            TargetGUID = 0;
        }else SDisruptAOEVisual_Timer -= diff;

        if (GustOfWind_Timer < diff) {
            Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 1);
            if(!target) target = m_creature->getVictim();
            DoCast(target, SPELL_GUST_OF_WIND);
            GustOfWind_Timer = (20+rand()%10)*1000; //20 to 30 seconds(bosskillers)
        } else GustOfWind_Timer -= diff;

        if (CallLighting_Timer < diff) {
            DoCast(m_creature->getVictim(), SPELL_CALL_LIGHTNING);
            CallLighting_Timer = (12 + rand()%5)*1000; //totaly random timer. can't find any info on this
        } else CallLighting_Timer -= diff;

        if (!isRaining && ElectricalStorm_Timer < 8000 + rand()%5000) {
            SetWeather(WEATHER_STATE_HEAVY_RAIN, 0.9999f);
            isRaining = true;
        }

        if (ElectricalStorm_Timer < diff) {
            Unit* target = SelectRandomPlayer(50);
            if(!target) target = m_creature->getVictim();
            float x, y, z;
            target->GetPosition(x, y, z);
            Creature *Cloud = m_creature->SummonCreature(MOB_TEMP_TRIGGER, x, y, m_creature->GetPositionZ() + 10, 0, TEMPSUMMON_TIMED_DESPAWN, 15000);
            if(Cloud)
            {
                CloudGUID = Cloud->GetGUID();
                Cloud->AddMonsterMoveFlag(MONSTER_MOVE_LEVITATING);
                Cloud->StopMoving();
                Cloud->SetFloatValue(OBJECT_FIELD_SCALE_X, 3.0f);
                Cloud->setFaction(35);
                Cloud->SetMaxHealth(9999999);
                Cloud->SetHealth(9999999);
                Cloud->CastSpell(Cloud, 45213, true); // cloud visual
                m_creature->StopMoving();
                Cloud->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                m_creature->CastSpell(Cloud, 43501, false); // siphon soul
            }
            Unit *Cyclone = m_creature->SummonCreature(MOB_TEMP_TRIGGER, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN, 15000);
            if(Cyclone)
            {
                Cyclone->CastSpell(Cyclone, 25160, true); // wind visual
                CycloneGUID = Cyclone->GetGUID();
            }
            ElectricalStorm_Timer = 60000; //60 seconds(bosskillers)
            StormCount = 1;
            StormSequenceTimer = 0;
        } else ElectricalStorm_Timer -= diff;

        if (SummonEagles_Timer < diff) 
        {
            DoYell(SAY_ONSUMMON, LANG_UNIVERSAL, NULL);
            DoPlaySoundToSet(m_creature, SOUND_ONSUMMON);

            float x, y, z;
            m_creature->GetPosition(x, y, z);
            for (uint8 i = 0; i < 6 + rand()%3; i++) 
            {
                if(Unit* target = SelectUnit(SELECT_TARGET_RANDOM, 0))
                {
                    x = target->GetPositionX() + 10 - rand()%20;
                    y = target->GetPositionY() + 10 - rand()%20;
                    z = target->GetPositionZ() + 6 + rand()%5 + 10;
                    if(z > 95) z = 95 - rand()%5;
                }

                Creature *pCreature = m_creature->SummonCreature(MOB_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0);
                if (pCreature)
                {
                    pCreature->AddThreat(m_creature->getVictim(), 1.0f);
                    pCreature->AI()->AttackStart(m_creature->getVictim());
                }
            }
            SummonEagles_Timer = 999999;
        } else SummonEagles_Timer -= diff;

        DoMeleeAttackIfReady();
    }