refactor(Scripts/TheEye): High Astromancer Solarian script refactored using taskscheduler (#17653)

* initial commit

* some fixes

* remove leftovers

* no attack during invisibility
This commit is contained in:
Dan
2023-11-07 22:13:23 +01:00
committed by GitHub
parent 048b2e37f1
commit 145b14c567
@@ -45,17 +45,7 @@ enum Misc
DISPLAYID_INVISIBLE = 11686, DISPLAYID_INVISIBLE = 11686,
NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT = 18928, NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT = 18928,
NPC_SOLARIUM_AGENT = 18925, NPC_SOLARIUM_AGENT = 18925,
NPC_SOLARIUM_PRIEST = 18806, NPC_SOLARIUM_PRIEST = 18806
EVENT_CHECK_HEALTH = 1,
EVENT_SPELL_ARCANE_MISSILES = 2,
EVENT_SPELL_WRATH_OF_ASTROMANCER = 3,
EVENT_SPELL_BLINDING_LIGHT = 4,
EVENT_SPAWN_PORTALS = 5,
EVENT_SUMMON_ADDS = 6,
EVENT_REAPPEAR = 7,
EVENT_SPELL_PSYCHIC_SCREAM = 8,
EVENT_SPELL_VOID_BOLT = 9
}; };
#define INNER_PORTAL_RADIUS 14.0f #define INNER_PORTAL_RADIUS 14.0f
@@ -66,34 +56,52 @@ enum Misc
#define CENTER_O 1.06421f #define CENTER_O 1.06421f
#define PORTAL_Z 17.005f #define PORTAL_Z 17.005f
class boss_high_astromancer_solarian : public CreatureScript struct boss_high_astromancer_solarian : public BossAI
{ {
public: boss_high_astromancer_solarian(Creature* creature) : BossAI(creature, DATA_ASTROMANCER)
boss_high_astromancer_solarian() : CreatureScript("boss_high_astromancer_solarian") { }
struct boss_high_astromancer_solarianAI : public BossAI
{ {
boss_high_astromancer_solarianAI(Creature* creature) : BossAI(creature, DATA_ASTROMANCER) scheduler.SetValidator([this]
{ {
return !me->HasUnitState(UNIT_STATE_CASTING);
});
} }
void Reset() override void Reset() override
{ {
BossAI::Reset(); BossAI::Reset();
me->SetModelVisible(true); me->SetModelVisible(true);
_visible = true;
ScheduleHealthCheckEvent(20, [&]{
scheduler.CancelAll();
scheduler.Schedule(3s, [this](TaskContext context)
{
DoCastVictim(SPELL_VOID_BOLT);
context.Repeat(7s);
}).Schedule(7s, [this](TaskContext context)
{
DoCastSelf(SPELL_PSYCHIC_SCREAM);
context.Repeat(12s);
});
DoCastSelf(SPELL_SOLARIAN_TRANSFORM, true);
});
} }
void AttackStart(Unit* who) override void AttackStart(Unit* who) override
{ {
if (who && me->Attack(who, true)) if (who && me->Attack(who, true))
me->GetMotionMaster()->MoveChase(who, (events.GetNextEventTime(EVENT_SPELL_VOID_BOLT) == 0 ? 30.0f : 0.0f)); {
me->GetMotionMaster()->MoveChase(who, 0.0f);
}
} }
void KilledUnit(Unit* victim) override void KilledUnit(Unit* victim) override
{ {
if (victim->GetTypeId() == TYPEID_PLAYER && roll_chance_i(50)) if (victim->GetTypeId() == TYPEID_PLAYER && roll_chance_i(50))
{
Talk(SAY_KILL); Talk(SAY_KILL);
} }
}
void JustDied(Unit* killer) override void JustDied(Unit* killer) override
{ {
@@ -108,78 +116,31 @@ public:
BossAI::JustEngagedWith(who); BossAI::JustEngagedWith(who);
me->CallForHelp(105.0f); me->CallForHelp(105.0f);
events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000); scheduler.Schedule(3s, [this](TaskContext context)
events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 1000);
events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000);
}
void JustSummoned(Creature* summon) override
{ {
summons.Summon(summon); DoCastRandomTarget(SPELL_ARCANE_MISSILES, 0, 40.0f);
if (!summon->IsTrigger()) context.Repeat(3s);
summon->SetInCombatWithZone(); }).Schedule(1s, [this](TaskContext context)
}
void UpdateAI(uint32 diff) override
{ {
if (!UpdateVictim()) DoCastRandomTarget(SPELL_WRATH_OF_THE_ASTROMANCER, 0, 100.0f);
return; context.Repeat(22s);
}).Schedule(40s, [this](TaskContext context)
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
{ {
case EVENT_CHECK_HEALTH: DoCastSelf(SPELL_BLINDING_LIGHT);
if (me->HealthBelowPct(21)) context.Repeat(40s);
}).Schedule(50s, [this](TaskContext context)
{ {
events.Reset(); _visible = false;
events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 3000); me->SetReactState(REACT_PASSIVE);
events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 7000);
me->CastSpell(me, SPELL_SOLARIAN_TRANSFORM, true);
me->GetMotionMaster()->MoveChase(me->GetVictim());
break;
}
events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
break;
case EVENT_SPELL_ARCANE_MISSILES:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, true))
me->CastSpell(target, SPELL_ARCANE_MISSILES, false);
events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
break;
case EVENT_SPELL_WRATH_OF_ASTROMANCER:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
me->CastSpell(target, SPELL_WRATH_OF_THE_ASTROMANCER, false);
events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 22000);
break;
case EVENT_SPELL_BLINDING_LIGHT:
me->CastSpell(me, SPELL_BLINDING_LIGHT, false);
events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
break;
case EVENT_SPAWN_PORTALS:
me->setAttackTimer(BASE_ATTACK, 21000);
me->SetModelVisible(false); me->SetModelVisible(false);
events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000); scheduler.DelayAll(21s);
events.DelayEvents(21000); scheduler.Schedule(6s, [this](TaskContext)
events.ScheduleEvent(EVENT_SUMMON_ADDS, 6000);
events.ScheduleEvent(EVENT_REAPPEAR, 20000);
for (uint8 i = 0; i < 3; ++i)
{ {
float o = rand_norm() * 2 * M_PI;
if (i == 0)
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
else
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
}
break;
case EVENT_SUMMON_ADDS:
Talk(SAY_SUMMON1); Talk(SAY_SUMMON1);
for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr) summons.DoForAllSummons([&](WorldObject* summon)
{
if (Creature* light = summon->ToCreature())
{ {
if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT) if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
{ {
if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f) if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
@@ -188,57 +149,81 @@ public:
me->StopMovingOnCurrentPos(); me->StopMovingOnCurrentPos();
} }
for (uint8 j = 0; j < 4; ++j) for (uint8 j = 0; j < 4; ++j)
{
me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
} }
} }
break; }
case EVENT_REAPPEAR: });
Talk(SAY_SUMMON2); }).Schedule(20s, [this](TaskContext)
for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
{ {
if (Creature* light = ObjectAccessor::GetCreature(*me, *itr)) _visible = true;
me->SetReactState(REACT_AGGRESSIVE);
Talk(SAY_SUMMON2);
summons.DoForAllSummons([&](WorldObject* summon)
{
if (Creature* light = summon->ToCreature())
{ {
if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT) if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
{ {
light->RemoveAllAuras(); light->RemoveAllAuras();
if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f) if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
{
me->SetModelVisible(true); me->SetModelVisible(true);
}
else else
{
me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
} }
} }
} }
// protection });
if (me->GetDisplayId() != me->GetNativeDisplayId()) });
for (uint8 i = 0; i < 3; ++i)
{ {
me->SetModelVisible(true); float o = rand_norm() * 2 * M_PI;
me->SummonCreature(NPC_SOLARIUM_PRIEST, me->GetPositionX() + frand(-3.0f, 3.0f), me->GetPositionY() + frand(-3.0f, 3.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); if (i == 0)
me->SummonCreature(NPC_SOLARIUM_PRIEST, me->GetPositionX() + frand(-3.0f, 3.0f), me->GetPositionY() + frand(-3.0f, 3.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000); {
me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
} }
break; else
case EVENT_SPELL_VOID_BOLT: {
me->CastSpell(me->GetVictim(), SPELL_VOID_BOLT, false); me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 7000); }
break; }
case EVENT_SPELL_PSYCHIC_SCREAM: context.Repeat(50s);
me->CastSpell(me, SPELL_PSYCHIC_SCREAM, false); });
events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 12000);
break;
} }
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
scheduler.Update(diff);
if (_visible)
{
DoMeleeAttackIfReady(); DoMeleeAttackIfReady();
} }
}
void JustSummoned(Creature* summon) override
{
summons.Summon(summon);
if (!summon->IsTrigger())
{
summon->SetInCombatWithZone();
}
}
bool CheckEvadeIfOutOfCombatArea() const override bool CheckEvadeIfOutOfCombatArea() const override
{ {
return me->GetDistance2d(432.59f, -371.93f) > 105.0f; return me->GetDistance2d(432.59f, -371.93f) > 105.0f;
} }
}; private:
bool _visible;
CreatureAI* GetAI(Creature* creature) const override
{
return GetTheEyeAI<boss_high_astromancer_solarianAI>(creature);
}
}; };
class spell_astromancer_wrath_of_the_astromancer : public SpellScriptLoader class spell_astromancer_wrath_of_the_astromancer : public SpellScriptLoader
@@ -305,7 +290,7 @@ public:
void AddSC_boss_high_astromancer_solarian() void AddSC_boss_high_astromancer_solarian()
{ {
new boss_high_astromancer_solarian(); RegisterTheEyeAI(boss_high_astromancer_solarian);
new spell_astromancer_wrath_of_the_astromancer(); new spell_astromancer_wrath_of_the_astromancer();
new spell_astromancer_solarian_transform(); new spell_astromancer_solarian_transform();
} }