Files
CypherCore/Scripts/World/BossEmeraldDragons.cs
T
2017-06-19 17:30:18 -04:00

622 lines
20 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.AI;
using Game.Entities;
using Game.Scripting;
using Game.Spells;
using System;
using System.Collections.Generic;
namespace Scripts.World.BossEmeraldDragons
{
struct CreatureIds
{
public const uint DragonYsondre = 14887;
public const uint DragonLethon = 14888;
public const uint DragonEmeriss = 14889;
public const uint DragonTaerar = 14890;
public const uint DreamFog = 15224;
//Ysondre
public const uint DementedDruid = 15260;
//Lethon
public const uint SpiritShade = 15261;
}
struct Spells
{
public const uint TailSweep = 15847; // Tail Sweep - Slap Everything Behind Dragon (2 Seconds Interval)
public const uint SummonPlayer = 24776; // Teleport Highest Threat Player In Front Of Dragon If Wandering Off
public const uint DreamFog = 24777; // Auraspell For Dream Fog Npc (15224)
public const uint Sleep = 24778; // Sleep Triggerspell (Used For Dream Fog)
public const uint SeepingFogLeft = 24813; // Dream Fog - Summon Left
public const uint SeepingFogRight = 24814; // Dream Fog - Summon Right
public const uint NoxiousBreath = 24818;
public const uint MarkOfNature = 25040; // Mark Of Nature Trigger (Applied On Target Death - 15 Minutes Of Being Suspectible To Aura Of Nature)
public const uint MarkOfNatureAura = 25041; // Mark Of Nature (Passive Marker-Test; Ticks Every 10 Seconds From Boss; Triggers Spellid 25042 (Scripted)
public const uint AuraOfNature = 25043; // Stun For 2 Minutes (Used When public const uint MarkOfNature Exists On The Target)
//Ysondre
public const uint LightningWave = 24819;
public const uint SummonDruidSpirits = 24795;
//Lethon
public const uint DrawSpirit = 24811;
public const uint ShadowBoltWhirl = 24834;
public const uint DarkOffering = 24804;
//Emeriss
public const uint PutridMushroom = 24904;
public const uint CorruptionOfEarth = 24910;
public const uint VolatileInfection = 24928;
//Taerar
public const uint BellowingRoar = 22686;
public const uint Shade = 24313;
public const uint ArcaneBlast = 24857;
public static uint[] TaerarShadeSpells = { 24841, 24842, 24843 };
}
struct Texts
{
//Ysondre
public const uint YsondreAggro = 0;
public const uint YsondreSummonDruids = 1;
//Lethon
public const uint LethonAggro = 0;
public const uint LethonDrawSpirit = 1;
//Emeriss
public const uint EmerissAggro = 0;
public const uint EmerissCastCorruption = 1;
//Taerar
public const uint TaerarAggro = 0;
public const uint TaerarSummonShades = 1;
}
class emerald_dragonAI : WorldBossAI
{
public emerald_dragonAI(Creature creature) : base(creature) { }
public override void Reset()
{
base.Reset();
me.RemoveFlag(UnitFields.Flags, UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.SetReactState(ReactStates.Aggressive);
DoCast(me, Spells.MarkOfNatureAura, true);
_scheduler.Schedule(TimeSpan.FromSeconds(4), task =>
{
// Tail Sweep is cast every two seconds, no matter what goes on in front of the dragon
DoCast(me, Spells.TailSweep);
task.Repeat(TimeSpan.FromSeconds(2));
});
_scheduler.Schedule(TimeSpan.FromSeconds(7.5), TimeSpan.FromSeconds(15), task =>
{
// Noxious Breath is cast on random intervals, no less than 7.5 seconds between
DoCast(me, Spells.NoxiousBreath);
task.Repeat();
});
_scheduler.Schedule(TimeSpan.FromSeconds(12.5), TimeSpan.FromSeconds(20), task =>
{
// Seeping Fog appears only as "pairs", and only ONE pair at any given time!
// Despawntime is 2 minutes, so reschedule it for new cast after 2 minutes + a minor "random time" (30 seconds at max)
DoCast(me, Spells.SeepingFogLeft, true);
DoCast(me, Spells.SeepingFogRight, true);
task.Repeat(TimeSpan.FromMinutes(2), TimeSpan.FromMinutes(2.5));
});
}
// Target killed during encounter, mark them as suspectible for Aura Of Nature
public override void KilledUnit(Unit who)
{
if (who.IsTypeId(TypeId.Player))
who.CastSpell(who, Spells.MarkOfNature, true);
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
if (me.HasUnitState(UnitState.Casting))
return;
_scheduler.Update(diff);
Unit target = SelectTarget(SelectAggroTarget.TopAggro, 0, -50.0f, true);
if (target)
DoCast(target, Spells.SummonPlayer);
DoMeleeAttackIfReady();
}
}
[Script]
class npc_dream_fog : CreatureScript
{
public npc_dream_fog() : base("npc_dream_fog") { }
class npc_dream_fogAI : ScriptedAI
{
public npc_dream_fogAI(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_roamTimer = 0;
}
public override void Reset()
{
Initialize();
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
if (_roamTimer == 0)
{
// Chase target, but don't attack - otherwise just roam around
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
{
_roamTimer = RandomHelper.URand(15000, 30000);
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveChase(target, 0.2f);
}
else
{
_roamTimer = 2500;
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveRandom(25.0f);
}
// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
me.SetWalk(true);
me.SetSpeedRate(UnitMoveType.Walk, 0.75f);
}
else
_roamTimer -= diff;
}
uint _roamTimer;
}
public override CreatureAI GetAI(Creature creature)
{
return new npc_dream_fogAI(creature);
}
}
[Script]
class boss_ysondre : CreatureScript
{
public boss_ysondre() : base("boss_ysondre") { }
class boss_ysondreAI : emerald_dragonAI
{
public boss_ysondreAI(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_stage = 1;
}
public override void Reset()
{
Initialize();
base.Reset();
_scheduler.Schedule(TimeSpan.FromSeconds(12), task =>
{
DoCastVictim(Spells.LightningWave);
task.Repeat(TimeSpan.FromSeconds(10), TimeSpan.FromSeconds(20));
});
}
public override void EnterCombat(Unit who)
{
Talk(Texts.YsondreAggro);
base.EnterCombat(who);
}
// Summon druid spirits on 75%, 50% and 25% health
public override void DamageTaken(Unit attacker, ref uint damage)
{
if (!HealthAbovePct(100 - 25 * _stage))
{
Talk(Texts.YsondreSummonDruids);
for (byte i = 0; i < 10; ++i)
DoCast(me, Spells.SummonDruidSpirits, true);
++_stage;
}
}
byte _stage;
}
public override CreatureAI GetAI(Creature creature)
{
return new boss_ysondreAI(creature);
}
}
[Script]
class boss_lethon : CreatureScript
{
public boss_lethon() : base("boss_lethon") { }
class boss_lethonAI : emerald_dragonAI
{
public boss_lethonAI(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_stage = 1;
}
public override void Reset()
{
Initialize();
base.Reset();
_scheduler.Schedule(TimeSpan.FromSeconds(10), task =>
{
me.CastSpell((Unit)null, Spells.ShadowBoltWhirl, false);
task.Repeat(TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(30));
});
}
public override void EnterCombat(Unit who)
{
Talk(Texts.LethonAggro);
base.EnterCombat(who);
}
public override void DamageTaken(Unit attacker, ref uint damage)
{
if (!HealthAbovePct(100 - 25 * _stage))
{
Talk(Texts.LethonDrawSpirit);
DoCast(me, Spells.DrawSpirit);
++_stage;
}
}
public override void SpellHitTarget(Unit target, SpellInfo spell)
{
if (spell.Id == Spells.DrawSpirit && target.IsTypeId(TypeId.Player))
{
Position targetPos = target.GetPosition();
me.SummonCreature(CreatureIds.SpiritShade, targetPos, TempSummonType.TimedDespawnOOC, 50000);
}
}
byte _stage;
}
public override CreatureAI GetAI(Creature creature)
{
return new boss_lethonAI(creature);
}
}
[Script]
class npc_spirit_shade : CreatureScript
{
public npc_spirit_shade() : base("npc_spirit_shade") { }
class npc_spirit_shadeAI : PassiveAI
{
public npc_spirit_shadeAI(Creature creature) : base(creature) { }
public override void IsSummonedBy(Unit summoner)
{
_summonerGuid = summoner.GetGUID();
me.GetMotionMaster().MoveFollow(summoner, 0.0f, 0.0f);
}
public override void MovementInform(MovementGeneratorType moveType, uint data)
{
if (moveType == MovementGeneratorType.Follow && data == _summonerGuid.GetCounter())
{
me.CastSpell((Unit)null, Spells.DarkOffering, false);
me.DespawnOrUnsummon(1000);
}
}
ObjectGuid _summonerGuid;
}
public override CreatureAI GetAI(Creature creature)
{
return new npc_spirit_shadeAI(creature);
}
}
[Script]
class boss_emeriss : CreatureScript
{
public boss_emeriss() : base("boss_emeriss") { }
class boss_emerissAI : emerald_dragonAI
{
public boss_emerissAI(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_stage = 1;
}
public override void Reset()
{
Initialize();
base.Reset();
_scheduler.Schedule(TimeSpan.FromSeconds(12), task =>
{
DoCastVictim(Spells.VolatileInfection);
task.Repeat(TimeSpan.FromSeconds(120));
});
}
public override void KilledUnit(Unit who)
{
if (who.IsTypeId(TypeId.Player))
DoCast(who, Spells.PutridMushroom, true);
base.KilledUnit(who);
}
public override void EnterCombat(Unit who)
{
Talk(Texts.EmerissAggro);
base.EnterCombat(who);
}
public override void DamageTaken(Unit attacker, ref uint damage)
{
if (!HealthAbovePct(100 - 25 * _stage))
{
Talk(Texts.EmerissCastCorruption);
DoCast(me, Spells.CorruptionOfEarth, true);
++_stage;
}
}
byte _stage;
}
public override CreatureAI GetAI(Creature creature)
{
return new boss_emerissAI(creature);
}
}
[Script]
class boss_taerar : CreatureScript
{
public boss_taerar() : base("boss_taerar") { }
class boss_taerarAI : emerald_dragonAI
{
public boss_taerarAI(Creature creature) : base(creature)
{
Initialize();
}
void Initialize()
{
_stage = 1;
_shades = 0;
_banished = false;
_banishedTimer = 0;
}
public override void Reset()
{
me.RemoveAurasDueToSpell(Spells.Shade);
Initialize();
base.Reset();
_scheduler.Schedule(TimeSpan.FromSeconds(12), task =>
{
DoCast(Spells.ArcaneBlast);
task.Repeat(TimeSpan.FromSeconds(7), TimeSpan.FromSeconds(12));
});
_scheduler.Schedule(TimeSpan.FromSeconds(30), task =>
{
DoCast(Spells.BellowingRoar);
task.Repeat(TimeSpan.FromSeconds(20), TimeSpan.FromSeconds(30));
});
}
public override void EnterCombat(Unit who)
{
Talk(Texts.TaerarAggro);
base.EnterCombat(who);
}
public override void SummonedCreatureDies(Creature summon, Unit killer)
{
--_shades;
}
public override void DamageTaken(Unit attacker, ref uint damage)
{
// At 75, 50 or 25 percent health, we need to activate the shades and go "banished"
// Note: _stage holds the amount of times they have been summoned
if (!_banished && !HealthAbovePct(100 - 25 * _stage))
{
_banished = true;
_banishedTimer = 60000;
me.InterruptNonMeleeSpells(false);
DoStopAttack();
Talk(Texts.TaerarSummonShades);
foreach (var spell in Spells.TaerarShadeSpells)
DoCastVictim(spell, true);
_shades += (byte)Spells.TaerarShadeSpells.Length;
DoCast(Spells.Shade);
me.SetFlag(UnitFields.Flags, UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.SetReactState(ReactStates.Passive);
++_stage;
}
}
public override void UpdateAI(uint diff)
{
if (!me.IsInCombat())
return;
if (_banished)
{
// If all three shades are dead, OR it has taken too long, end the current event and get Taerar back into business
if (_banishedTimer <= diff || _shades == 0)
{
_banished = false;
me.RemoveFlag(UnitFields.Flags, UnitFlags.NotSelectable | UnitFlags.NonAttackable);
me.RemoveAurasDueToSpell(Spells.Shade);
me.SetReactState(ReactStates.Aggressive);
}
// _banishtimer has not expired, and we still have active shades:
else
_banishedTimer -= diff;
// Update the scheduler before we return (handled under emerald_dragonAI.UpdateAI(diff); if we're not inside this check)
_scheduler.Update(diff);
return;
}
base.UpdateAI(diff);
}
bool _banished; // used for shades activation testing
uint _banishedTimer; // counter for banishment timeout
byte _shades; // keep track of how many shades are dead
byte _stage; // check which "shade phase" we're at (75-50-25 percentage counters)
}
public override CreatureAI GetAI(Creature creature)
{
return new boss_taerarAI(creature);
}
}
[Script]
class spell_dream_fog_sleep : SpellScriptLoader
{
public spell_dream_fog_sleep() : base("spell_dream_fog_sleep") { }
class spell_dream_fog_sleep_SpellScript : SpellScript
{
void FilterTargets(List<WorldObject> targets)
{
targets.RemoveAll(obj =>
{
Unit unit = obj.ToUnit();
if (unit)
return unit.HasAura(Spells.Sleep);
return true;
});
}
public override void Register()
{
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitDestAreaEnemy));
}
}
public override SpellScript GetSpellScript()
{
return new spell_dream_fog_sleep_SpellScript();
}
}
[Script]
class spell_mark_of_nature : SpellScriptLoader
{
public spell_mark_of_nature() : base("spell_mark_of_nature") { }
class spell_mark_of_nature_SpellScript : SpellScript
{
public override bool Validate(SpellInfo spellInfo)
{
return ValidateSpellInfo(Spells.MarkOfNature, Spells.AuraOfNature);
}
void FilterTargets(List<WorldObject> targets)
{
targets.RemoveAll(obj =>
{
// return those not tagged or already under the influence of Aura of Nature
Unit unit = obj.ToUnit();
if (unit)
return !(unit.HasAura(Spells.MarkOfNature) && !unit.HasAura(Spells.AuraOfNature));
return true;
});
}
void HandleEffect(uint effIndex)
{
PreventHitDefaultEffect(effIndex);
GetHitUnit().CastSpell(GetHitUnit(), Spells.AuraOfNature, true);
}
public override void Register()
{
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitSrcAreaEnemy));
OnEffectHitTarget.Add(new EffectHandler(HandleEffect, 0, SpellEffectName.ApplyAura));
}
}
public override SpellScript GetSpellScript()
{
return new spell_mark_of_nature_SpellScript();
}
}
}