TrinityCore
boss_ionar.cpp
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1/*
2 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
3 *
4 * This program is free software; you can redistribute it and/or modify it
5 * under the terms of the GNU General Public License as published by the
6 * Free Software Foundation; either version 2 of the License, or (at your
7 * option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful, but WITHOUT
10 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
11 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
12 * more details.
13 *
14 * You should have received a copy of the GNU General Public License along
15 * with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18/*
19 * Comment: Timer check pending
20 */
21
22#include "ScriptMgr.h"
23#include "halls_of_lightning.h"
24#include "InstanceScript.h"
25#include "MotionMaster.h"
26#include "ObjectAccessor.h"
27#include "ScriptedCreature.h"
28#include "SpellInfo.h"
29
31{
34
38
39 // Spark of Ionar
41};
42
43#define SPELL_SPARK_VISUAL_TRIGGER DUNGEON_MODE<uint32>(52667,59833)
44
46{
50 SAY_DEATH = 3
51};
52
54{
55 NPC_SPARK_OF_IONAR = 28926
56};
57
58enum Misc
59{
62};
63
64static constexpr float DATA_MAX_SPARK_DISTANCE = 90; // Distance to boss - prevent runs through the whole instance
65
66/*######
67## Boss Ionar
68######*/
69
70struct boss_ionar : public BossAI
71{
72 boss_ionar(Creature* creature) : BossAI(creature, DATA_IONAR)
73 {
74 Initialize();
75 }
76
78 {
79 bIsSplitPhase = true;
80 bHasDispersed = false;
81
83
86
87 uiDisperseHealth = 45 + urand(0, 10);
88 }
89
90 void Reset() override
91 {
93
94 Initialize();
95
97 me->SetUninteractible(false);
99
100 if (!me->IsVisible())
101 me->SetVisible(true);
102
104 }
105
106 void JustEngagedWith(Unit* who) override
107 {
110 }
111
112 void JustDied(Unit* killer) override
113 {
114 BossAI::JustDied(killer);
116 }
117
118 void KilledUnit(Unit* who) override
119 {
120 if (who->GetTypeId() == TYPEID_PLAYER)
121 Talk(SAY_SLAY);
122 }
123
124 void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
125 {
126 if (spellInfo->Id == SPELL_DISPERSE)
127 {
128 for (uint8 i = 0; i < DATA_MAX_SPARKS; ++i)
130
131 me->AttackStop();
132 me->SetVisible(false);
134 me->SetUninteractible(true);
136
139 }
140 }
141
142 //make sparks come back
144 {
145 //should never be empty here, but check
146 if (summons.empty())
147 return;
148
149 Position pos = me->GetPosition();
150
151 for (ObjectGuid guid : summons)
152 {
153 if (Creature* pSpark = ObjectAccessor::GetCreature(*me, guid))
154 {
155 if (pSpark->IsAlive())
156 {
157 pSpark->SetReactState(REACT_PASSIVE);
158 pSpark->SetSpeedRate(MOVE_RUN, 2.0f);
159 pSpark->GetMotionMaster()->Clear();
160 pSpark->GetMotionMaster()->MovePoint(DATA_POINT_CALLBACK, pos);
161 }
162 else
163 pSpark->DespawnOrUnsummon();
164 }
165 }
166 }
167
168 void DamageTaken(Unit* /*pDoneBy*/, uint32 &uiDamage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
169 {
170 if (!me->IsVisible())
171 uiDamage = 0;
172 }
173
174 void JustSummoned(Creature* summoned) override
175 {
176 if (summoned->GetEntry() == NPC_SPARK_OF_IONAR)
177 {
178 summons.Summon(summoned);
179
181 {
182 summoned->SetInCombatWith(target);
183 summoned->GetMotionMaster()->Clear();
184 summoned->GetMotionMaster()->MoveFollow(target, 0.0f, 0.0f);
185 }
186 }
187 }
188
189 void SummonedCreatureDespawn(Creature* summoned) override
190 {
191 if (summoned->GetEntry() == NPC_SPARK_OF_IONAR)
192 summons.Despawn(summoned);
193 }
194
195 void UpdateAI(uint32 uiDiff) override
196 {
197 //Return since we have no target
198 if (!UpdateVictim())
199 return;
200
201 // Splitted
202 if (!me->IsVisible())
203 {
204 if (uiSplitTimer <= uiDiff)
205 {
206 uiSplitTimer = 2500;
207
208 // Return sparks to where Ionar splitted
209 if (bIsSplitPhase)
210 {
212 bIsSplitPhase = false;
213 }
214 // Lightning effect and restore Ionar
215 else if (summons.empty())
216 {
217 me->SetVisible(true);
219 me->SetUninteractible(false);
221
223
225 bIsSplitPhase = true;
226
227 if (me->GetVictim())
229 }
230 }
231 else
232 uiSplitTimer -= uiDiff;
233
234 return;
235 }
236
237 if (uiStaticOverloadTimer <= uiDiff)
238 {
241
243 }
244 else
245 uiStaticOverloadTimer -= uiDiff;
246
247 if (uiBallLightningTimer <= uiDiff)
248 {
251 }
252 else
253 uiBallLightningTimer -= uiDiff;
254
255 // Health check
257 {
258 bHasDispersed = true;
259
261
262 if (me->IsNonMeleeSpellCast(false))
264
265 DoCast(me, SPELL_DISPERSE, false);
266 }
267 }
268
269private:
272
274
277
279};
280
281/*######
282## npc_spark_of_ionar
283######*/
284
286{
288 {
289 Initialize();
290 _instance = creature->GetInstanceScript();
291 }
292
294 {
296 }
297
298 void Reset() override
299 {
300 Initialize();
303 }
304
305 void MovementInform(uint32 uiType, uint32 uiPointId) override
306 {
307 if (uiType != POINT_MOTION_TYPE || !_instance)
308 return;
309
310 if (uiPointId == DATA_POINT_CALLBACK)
312 }
313
314 void UpdateAI(uint32 uiDiff) override
315 {
316 // Despawn if the encounter is not running
318 {
320 return;
321 }
322
323 // Prevent them to follow players through the whole instance
324 if (uiCheckTimer <= uiDiff)
325 {
327 if (ionar && ionar->IsAlive())
328 {
330 {
331 Position pos = ionar->GetPosition();
332
334 me->SetSpeedRate(MOVE_RUN, 2.0f);
337 }
338 }
339 else
342 }
343 else
344 uiCheckTimer -= uiDiff;
345
346 // No melee attack at all!
347 }
348
349private:
352};
353
355{
358}
@ IN_MILLISECONDS
Definition: Common.h:35
uint8_t uint8
Definition: Define.h:144
uint32_t uint32
Definition: Define.h:142
@ IN_PROGRESS
@ NOT_STARTED
@ POINT_MOTION_TYPE
@ TYPEID_PLAYER
Definition: ObjectGuid.h:41
Spells
Definition: PlayerAI.cpp:32
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:42
@ MOVE_RUN
Definition: UnitDefines.h:118
@ REACT_PASSIVE
Definition: UnitDefines.h:506
DamageEffectType
Definition: UnitDefines.h:131
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:145
@ UNIT_STATE_ROOT
Definition: Unit.h:265
@ NPC_SPARK_OF_IONAR
Definition: boss_ionar.cpp:55
@ DATA_MAX_SPARKS
Definition: boss_ionar.cpp:60
@ DATA_POINT_CALLBACK
Definition: boss_ionar.cpp:61
@ SAY_DEATH
Definition: boss_ionar.cpp:50
@ SAY_AGGRO
Definition: boss_ionar.cpp:47
@ SAY_SPLIT
Definition: boss_ionar.cpp:48
@ SAY_SLAY
Definition: boss_ionar.cpp:49
@ SPELL_SUMMON_SPARK
Definition: boss_ionar.cpp:36
@ SPELL_BALL_LIGHTNING
Definition: boss_ionar.cpp:32
@ SPELL_SPARK_DESPAWN
Definition: boss_ionar.cpp:37
@ SPELL_RANDOM_LIGHTNING_VISUAL
Definition: boss_ionar.cpp:40
@ SPELL_STATIC_OVERLOAD
Definition: boss_ionar.cpp:33
@ SPELL_DISPERSE
Definition: boss_ionar.cpp:35
#define SPELL_SPARK_VISUAL_TRIGGER
Definition: boss_ionar.cpp:43
void AddSC_boss_ionar()
Definition: boss_ionar.cpp:354
static constexpr float DATA_MAX_SPARK_DISTANCE
Definition: boss_ionar.cpp:64
Yells
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void JustDied(Unit *) override
SummonList summons
void Reset() override
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:56
bool UpdateVictim()
Definition: CreatureAI.cpp:245
Creature *const me
Definition: CreatureAI.h:61
void SetReactState(ReactStates st)
Definition: Creature.h:160
void DespawnOrUnsummon(Milliseconds timeToDespawn=0s, Seconds forceRespawnTime=0s)
Definition: Creature.cpp:2415
virtual bool SetBossState(uint32 id, EncounterState state)
Creature * GetCreature(uint32 type)
EncounterState GetBossState(uint32 id) const
void MoveChase(Unit *target, Optional< ChaseRange > dist={}, Optional< ChaseAngle > angle={})
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={})
void MoveFollow(Unit *target, float dist, ChaseAngle angle, Optional< Milliseconds > duration={}, MovementSlot slot=MOTION_SLOT_ACTIVE)
TypeID GetTypeId() const
Definition: Object.h:173
uint32 GetEntry() const
Definition: Object.h:161
uint32 const Id
Definition: SpellInfo.h:325
bool empty() const
void Despawn(Creature const *summon)
void Summon(Creature const *summon)
SpellCastResult DoCastSelf(uint32 spellId, CastSpellExtraArgs const &args={})
Definition: UnitAI.h:159
SpellCastResult DoCastVictim(uint32 spellId, CastSpellExtraArgs const &args={})
Definition: UnitAI.cpp:180
Unit * SelectTarget(SelectTargetMethod targetType, uint32 offset=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:79
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:89
Definition: Unit.h:627
void SetVisible(bool x)
Definition: Unit.cpp:8351
void SetInCombatWith(Unit *enemy, bool addSecondUnitSuppressed=false)
Definition: Unit.h:1045
void SetControlled(bool apply, UnitState state)
Definition: Unit.cpp:10911
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
Definition: Unit.cpp:3089
MotionMaster * GetMotionMaster()
Definition: Unit.h:1652
bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled=false, bool skipAutorepeat=false, bool isAutoshoot=false, bool skipInstant=true) const
Definition: Unit.cpp:3059
bool IsAlive() const
Definition: Unit.h:1164
void SetUninteractible(bool apply)
Definition: Unit.cpp:8147
bool IsVisible() const
Definition: Unit.cpp:8346
Unit * GetVictim() const
Definition: Unit.h:715
void SetSpeedRate(UnitMoveType mtype, float rate)
Definition: Unit.cpp:8525
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:833
bool AttackStop()
Definition: Unit.cpp:5781
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:834
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1042
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
Definition: Object.cpp:2896
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1078
#define RegisterHallsOfLightningCreatureAI(ai_name)
@ DATA_IONAR
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
constexpr void GetPosition(float &x, float &y) const
Definition: Position.h:81
bool HealthBelowPct(uint32 pct) const
uint32 uiBallLightningTimer
Definition: boss_ionar.cpp:276
uint32 uiDisperseHealth
Definition: boss_ionar.cpp:278
bool bHasDispersed
Definition: boss_ionar.cpp:271
boss_ionar(Creature *creature)
Definition: boss_ionar.cpp:72
void CallBackSparks()
Definition: boss_ionar.cpp:143
void JustSummoned(Creature *summoned) override
Definition: boss_ionar.cpp:174
void JustDied(Unit *killer) override
Definition: boss_ionar.cpp:112
bool bIsSplitPhase
Definition: boss_ionar.cpp:270
void SpellHit(WorldObject *, SpellInfo const *spellInfo) override
Definition: boss_ionar.cpp:124
void SummonedCreatureDespawn(Creature *summoned) override
Definition: boss_ionar.cpp:189
void Initialize()
Definition: boss_ionar.cpp:77
void DamageTaken(Unit *, uint32 &uiDamage, DamageEffectType, SpellInfo const *) override
Definition: boss_ionar.cpp:168
uint32 uiStaticOverloadTimer
Definition: boss_ionar.cpp:275
uint32 uiSplitTimer
Definition: boss_ionar.cpp:273
void UpdateAI(uint32 uiDiff) override
Definition: boss_ionar.cpp:195
void Reset() override
Definition: boss_ionar.cpp:90
void JustEngagedWith(Unit *who) override
Definition: boss_ionar.cpp:106
void KilledUnit(Unit *who) override
Definition: boss_ionar.cpp:118
void Reset() override
Definition: boss_ionar.cpp:298
void UpdateAI(uint32 uiDiff) override
Definition: boss_ionar.cpp:314
npc_spark_of_ionar(Creature *creature)
Definition: boss_ionar.cpp:287
InstanceScript * _instance
Definition: boss_ionar.cpp:350
void MovementInform(uint32 uiType, uint32 uiPointId) override
Definition: boss_ionar.cpp:305