TrinityCore
boss_nightbane.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#include "ScriptMgr.h"
19#include "GameObject.h"
20#include "GameObjectAI.h"
21#include "InstanceScript.h"
22#include "karazhan.h"
23#include "MotionMaster.h"
24#include "ObjectAccessor.h"
25#include "ScriptedCreature.h"
26#include "SpellAuraEffects.h"
27#include "SpellScript.h"
28
30{
33 SPELL_CLEAVE = 30131,
40 SPELL_TAIL_SWEEP = 25653
41};
42
43enum Says
44{
49 EMOTE_BREATH = 4
50};
51
53{
61};
62
64{
70};
71
73{
92};
93
95{
99};
100
102{
106
108{
110 PATH_PHASE_TWO = 13547500
112
113Position const FlyPosition = { -11160.13f, -1870.683f, 97.73876f, 0.0f };
114Position const FlyPositionLeft = { -11094.42f, -1866.992f, 107.8375f, 0.0f };
115Position const FlyPositionRight = { -11193.77f, -1921.983f, 107.9845f, 0.0f };
116
118{
119public:
120 boss_nightbane() : CreatureScript("boss_nightbane") { }
121
122 struct boss_nightbaneAI : public BossAI
123 {
125
126 void Reset() override
127 {
128 _Reset();
129 _flyCount = 0;
130 me->SetDisableGravity(true);
131 HandleTerraceDoors(true);
133 urn->RemoveFlag(GO_FLAG_IN_USE);
134 }
135
136 void EnterEvadeMode(EvadeReason why) override
137 {
138 me->SetDisableGravity(true);
140 }
141
142 void JustReachedHome() override
143 {
145 }
146
147 void JustDied(Unit* /*killer*/) override
148 {
149 _JustDied();
150 HandleTerraceDoors(true);
151 }
152
153 void DoAction(int32 action) override
154 {
155 if (action == ACTION_SUMMON)
156 {
159 me->setActive(true);
160 me->SetFarVisible(true);
161 me->SetUninteractible(false);
163 HandleTerraceDoors(false);
164 }
165 }
166
168 {
176 }
177
178 void HandleTerraceDoors(bool open)
179 {
182 }
183
184 void JustEngagedWith(Unit* who) override
185 {
189 }
190
191 void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
192 {
194 {
195 if (damage >= me->GetHealth())
196 damage = me->GetHealth() -1;
197 return;
198 }
199
200 if ((_flyCount == 0 && HealthBelowPct(75)) || (_flyCount == 1 && HealthBelowPct(50)) || (_flyCount == 2 && HealthBelowPct(25)))
201 {
204 }
205 }
206
207 void MovementInform(uint32 type, uint32 pointId) override
208 {
209 if (type == SPLINE_CHAIN_MOTION_TYPE)
210 {
211 switch (pointId)
212 {
216 break;
217 case POINT_INTRO_END:
219 break;
221 me->SetDisableGravity(false);
224 break;
227 me->SetDisableGravity(false);
230 break;
233 break;
234 default:
235 break;
236 }
237 }
238 else if (type == POINT_MOTION_TYPE)
239 {
240 if (pointId == POINT_PHASE_TWO_FLY)
241 {
246 }
247 else if (pointId == POINT_PHASE_TWO_PRE_FLY)
249 }
250 }
251
253 {
254 ++_flyCount;
259 me->SetDisableGravity(true);
261 me->AttackStop();
262
267 else
269 }
270
271 void ExecuteEvent(uint32 eventId) override
272 {
273 switch (eventId)
274 {
277 break;
279 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
281 events.Repeat(Seconds(18), Seconds(21));
282 break;
283 case EVENT_CLEAVE:
285 events.Repeat(Seconds(6), Seconds(15));
286 break;
288 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
290 break;
294 break;
295 case EVENT_END_INTRO:
297 break;
300 break;
302 me->SetImmuneToPC(false);
304 break;
305 case EVENT_LAND:
307 me->SetDisableGravity(true);
309 break;
310 case EVENT_LANDED:
313 break;
316 break;
317 case EVENT_PRE_LAND:
320 break;
323 break;
326 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
327 {
328 me->SetFacingToObject(target);
330 }
331 break;
334 events.Repeat(Seconds(28), Seconds(40));
335 break;
337 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
340 break;
342 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
345 break;
346 case EVENT_TAIL_SWEEP:
347 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
348 if (!me->HasInArc(float(M_PI), target))
349 DoCast(target, SPELL_TAIL_SWEEP);
350 events.Repeat(Seconds(20), Seconds(30));
351 break;
352 default:
353 break;
354 }
355 }
356
357 void UpdateAI(uint32 diff) override
358 {
360 return;
361
362 events.Update(diff);
363
365 return;
366
367 while (uint32 eventId = events.ExecuteEvent())
368 {
369 ExecuteEvent(eventId);
371 return;
372 }
373 }
374
375 private:
377 };
378
379 CreatureAI* GetAI(Creature* creature) const override
380 {
381 return GetKarazhanAI<boss_nightbaneAI>(creature);
382 }
383};
384
385// 37098 - Rain of Bones
387{
388 public:
389 spell_rain_of_bones() : SpellScriptLoader("spell_rain_of_bones") { }
390
392 {
393 bool Validate(SpellInfo const* /*spellInfo*/) override
394 {
396 }
397
398 void OnTrigger(AuraEffect const* aurEff)
399 {
400 if (aurEff->GetTickNumber() % 5 == 0)
402 }
403
404 void Register() override
405 {
407 }
408 };
409
410 AuraScript* GetAuraScript() const override
411 {
413 }
414};
415
417{
418 public:
419 go_blackened_urn() : GameObjectScript("go_blackened_urn") { }
420
422 {
423 go_blackened_urnAI(GameObject* go) : GameObjectAI(go), instance(go->GetInstanceScript()) { }
424
426
427 bool OnGossipHello(Player* /*player*/) override
428 {
430 return false;
431
433 return false;
434
436 {
438 nightbane->AI()->DoAction(ACTION_SUMMON);
439 }
440 return false;
441 }
442 };
443
444 GameObjectAI* GetAI(GameObject* go) const override
445 {
446 return GetKarazhanAI<go_blackened_urnAI>(go);
447 }
448};
449
451{
452 new boss_nightbane();
454 new go_blackened_urn();
455}
#define M_PI
Definition: Common.h:115
uint8_t uint8
Definition: Define.h:144
int32_t int32
Definition: Define.h:138
uint32_t uint32
Definition: Define.h:142
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition: Duration.h:32
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition: Duration.h:29
@ IN_PROGRESS
@ DONE
@ SPLINE_CHAIN_MOTION_TYPE
@ POINT_MOTION_TYPE
@ EFFECT_1
Definition: SharedDefines.h:31
@ EMOTE_ONESHOT_LAND
@ EMOTE_ONESHOT_LIFTOFF
@ GO_FLAG_IN_USE
@ SPELL_AURA_PERIODIC_TRIGGER_SPELL
#define AuraEffectPeriodicFn(F, I, N)
Definition: SpellScript.h:2046
EvadeReason
Definition: UnitAICommon.h:30
@ REACT_PASSIVE
Definition: UnitDefines.h:506
@ REACT_AGGRESSIVE
Definition: UnitDefines.h:508
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:42
DamageEffectType
Definition: UnitDefines.h:131
@ UNIT_STATE_CASTING
Definition: Unit.h:270
Says
NightbaneSpells
@ SPELL_SMOLDERING_BREATH
@ SPELL_CHARRED_EARTH
@ SPELL_CLEAVE
@ SPELL_DISTRACTING_ASH
@ SPELL_BELLOWING_ROAR
@ SPELL_RAIN_OF_BONES
@ SPELL_SMOKING_BLAST
@ SPELL_SMOKING_BLAST_T
@ SPELL_TAIL_SWEEP
@ SPELL_SUMMON_SKELETON
Position const FlyPositionRight
@ YELL_FLY_PHASE
@ EMOTE_BREATH
@ EMOTE_SUMMON
@ YELL_AGGRO
@ YELL_LAND_PHASE
NightbaneSplineChain
@ SPLINE_CHAIN_PHASE_TWO
@ SPLINE_CHAIN_INTRO_START
@ SPLINE_CHAIN_SECOND_LANDING
@ SPLINE_CHAIN_INTRO_LANDING
@ SPLINE_CHAIN_INTRO_END
NightbaneEvents
@ EVENT_TAIL_SWEEP
@ EVENT_END_PHASE_TWO
@ EVENT_CHARRED_EARTH
@ EVENT_PRE_LAND
@ EVENT_RAIN_OF_BONES
@ EVENT_END_INTRO
@ EVENT_INTRO_LANDING
@ EVENT_START_INTRO_PATH
@ EVENT_DISTRACTING_ASH
@ EVENT_PRE_FLY_END
@ EVENT_BELLOWING_ROAR
@ EVENT_LANDED
@ EVENT_EMOTE_BREATH
@ EVENT_SMOKING_BLAST
@ EVENT_CLEAVE
@ EVENT_SMOLDERING_BREATH
@ EVENT_LAND
@ EVENT_SMOKING_BLAST_T
Position const FlyPosition
Position const FlyPositionLeft
NightbaneMisc
@ ACTION_SUMMON
@ PATH_PHASE_TWO
void AddSC_boss_nightbane()
NightbaneGroups
@ GROUP_FLY
@ GROUP_GROUND
NightbanePhases
@ PHASE_INTRO
@ PHASE_GROUND
@ PHASE_FLY
NightbanePoints
@ POINT_PHASE_TWO_PRE_FLY
@ POINT_INTRO_LANDING
@ POINT_INTRO_START
@ POINT_PHASE_TWO_LANDING
@ POINT_PHASE_TWO_FLY
@ POINT_PHASE_TWO_END
@ POINT_INTRO_END
uint32 GetTickNumber() const
HookList< EffectPeriodicHandler > OnEffectPeriodic
Definition: SpellScript.h:2045
Unit * GetTarget() const
InstanceScript *const instance
void JustEngagedWith(Unit *who) override
void _DespawnAtEvade(Seconds delayToRespawn=30s, Creature *who=nullptr)
EventMap events
void _JustDied()
void DoZoneInCombat()
Definition: CreatureAI.h:161
virtual void EnterEvadeMode(EvadeReason why=EvadeReason::Other)
Definition: CreatureAI.cpp:219
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 SetImmuneToPC(bool apply) override
Definition: Creature.h:170
void SetReactState(ReactStates st)
Definition: Creature.h:160
uint32 ExecuteEvent()
Definition: EventMap.cpp:73
void Update(uint32 time)
Definition: EventMap.h:56
void Repeat(Milliseconds time)
Definition: EventMap.cpp:63
void CancelEventGroup(uint32 group)
Definition: EventMap.cpp:153
void ScheduleEvent(uint32 eventId, Milliseconds time, uint32 group=0, uint8 phase=0)
Definition: EventMap.cpp:36
bool IsInPhase(uint8 phase) const
Definition: EventMap.h:217
void SetPhase(uint8 phase)
Definition: EventMap.cpp:28
GameObject *const me
Definition: GameObjectAI.h:50
bool HasFlag(GameObjectFlags flags) const
Definition: GameObject.h:273
void SetFlag(GameObjectFlags flags)
Definition: GameObject.h:274
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
virtual ObjectGuid GetGuidData(uint32 type) const override
EncounterState GetBossState(uint32 id) const
void MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
void MovePoint(uint32 id, Position const &pos, bool generatePath=true, Optional< float > finalOrient={}, Optional< float > speed={}, MovementWalkRunSpeedSelectionMode speedSelectionMode=MovementWalkRunSpeedSelectionMode::Default, Optional< float > closeEnoughDistance={})
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
Definition: SpellScript.h:162
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 DoCastAOE(uint32 spellId, CastSpellExtraArgs const &args={})
Definition: UnitAI.h:161
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:89
Definition: Unit.h:627
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
Definition: Unit.cpp:10100
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true)
Definition: Unit.cpp:3089
MotionMaster * GetMotionMaster()
Definition: Unit.h:1652
void SetFacingToObject(WorldObject const *object, bool force=true)
Definition: Unit.cpp:12671
bool SetDisableGravity(bool disable, bool updateAnimTier=true)
Definition: Unit.cpp:12725
void SetUninteractible(bool apply)
Definition: Unit.cpp:8147
uint64 GetHealth() const
Definition: Unit.h:776
bool HasUnitState(const uint32 f) const
Definition: Unit.h:732
void HandleEmoteCommand(Emote emoteId, Player *target=nullptr, Trinity::IteratorPair< int32 const * > spellVisualKitIds={}, int32 sequenceVariation=0)
Definition: Unit.cpp:1598
bool AttackStop()
Definition: Unit.cpp:5781
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
Definition: Object.cpp:2896
void setActive(bool isActiveObject)
Definition: Object.cpp:922
void SetFarVisible(bool on)
Definition: Object.cpp:973
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1078
CreatureAI * GetAI(Creature *creature) const override
GameObjectAI * GetAI(GameObject *go) const override
AuraScript * GetAuraScript() const override
@ DATA_MASTERS_TERRACE_DOOR_1
Definition: karazhan.h:56
@ DATA_GO_BLACKENED_URN
Definition: karazhan.h:59
@ DATA_NIGHTBANE
Definition: karazhan.h:41
@ DATA_MASTERS_TERRACE_DOOR_2
Definition: karazhan.h:57
TC_GAME_API GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
bool HasInArc(float arcangle, Position const *pos, float border=2.0f) const
Definition: Position.cpp:99
bool HealthBelowPct(uint32 pct) const
void ResetThreatList(Unit *who=nullptr)
void DoAction(int32 action) override
void MovementInform(uint32 type, uint32 pointId) override
void UpdateAI(uint32 diff) override
boss_nightbaneAI(Creature *creature)
void JustEngagedWith(Unit *who) override
void DamageTaken(Unit *, uint32 &damage, DamageEffectType, SpellInfo const *) override
void EnterEvadeMode(EvadeReason why) override
void ExecuteEvent(uint32 eventId) override
bool OnGossipHello(Player *) override