- properly reset Shada of Akama after wipe

- despawn summons if Shade is killed, so Akama can complete the event

--HG--
branch : trunk
This commit is contained in:
Rat
2009-06-24 09:33:20 +02:00
parent 51de1cd636
commit 0319f6a269
@@ -107,11 +107,11 @@ const uint32 spawnEntries[4]= { 23523, 23318, 23524 };
struct TRINITY_DLL_DECL mob_ashtongue_channelerAI : public ScriptedAI
{
mob_ashtongue_channelerAI(Creature* c) : ScriptedAI(c) {}
mob_ashtongue_channelerAI(Creature* c) : ScriptedAI(c) {ShadeGUID = 0;}
uint64 ShadeGUID;
void Reset() { ShadeGUID = 0; }
void Reset() {}
void JustDied(Unit* killer);
void Aggro(Unit* who) {}
void AttackStart(Unit* who) {}
@@ -121,7 +121,7 @@ struct TRINITY_DLL_DECL mob_ashtongue_channelerAI : public ScriptedAI
struct TRINITY_DLL_DECL mob_ashtongue_sorcererAI : public ScriptedAI
{
mob_ashtongue_sorcererAI(Creature* c) : ScriptedAI(c) {}
mob_ashtongue_sorcererAI(Creature* c) : ScriptedAI(c) {ShadeGUID = 0;}
uint64 ShadeGUID;
uint32 CheckTimer;
@@ -130,8 +130,7 @@ struct TRINITY_DLL_DECL mob_ashtongue_sorcererAI : public ScriptedAI
void Reset()
{
StartBanishing = false;
CheckTimer = 5000;
ShadeGUID = 0;
CheckTimer = 5000;
}
void JustDied(Unit* killer);
@@ -237,8 +236,20 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI
reseting = false;
}
void JustSummoned(Creature *summon) {summons.Summon(summon);}
void SummonedCreatureDespawn(Creature *summon) {summons.Despawn(summon);}
void JustDied(Unit* killer)
{
summons.DespawnAll();
}
void JustSummoned(Creature *summon)
{
if(summon->GetEntry() == CREATURE_DEFENDER || summon->GetEntry() == 23523 || summon->GetEntry() == 23318 || summon->GetEntry() == 23524)
summons.Summon(summon);
}
void SummonedCreatureDespawn(Creature *summon)
{
if(summon->GetEntry() == CREATURE_DEFENDER || summon->GetEntry() == 23523 || summon->GetEntry() == 23318 || summon->GetEntry() == 23524)
summons.Despawn(summon);
}
void MoveInLineOfSight(Unit *who)
{
@@ -505,7 +516,7 @@ void mob_ashtongue_sorcererAI::JustDied(Unit* killer)
struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
{
npc_akamaAI(Creature* c) : ScriptedAI(c)
npc_akamaAI(Creature* c) : ScriptedAI(c), summons(m_creature)
{
ShadeHasDied = false;
StartCombat = false;
@@ -543,6 +554,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
bool ShadeHasDied;
bool StartCombat;
bool HasYelledOnce;
SummonList summons;
void Reset()
{
@@ -555,6 +567,18 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, 0); // Database sometimes has very very strange values
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
}
summons.DespawnAll();
}
void JustSummoned(Creature *summon)
{
if(summon->GetEntry() == CREATURE_BROKEN)
summons.Summon(summon);
}
void SummonedCreatureDespawn(Creature *summon)
{
if(summon->GetEntry() == CREATURE_BROKEN)
summons.Despawn(summon);
}
void Aggro(Unit* who) {}
@@ -624,6 +648,7 @@ struct TRINITY_DLL_DECL npc_akamaAI : public ScriptedAI
Creature* Shade = Unit::GetCreature((*m_creature), ShadeGUID);
if(Shade && Shade->isAlive())
((boss_shade_of_akamaAI*)Shade->AI())->HasKilledAkama = true;
summons.DespawnAll();
}
void UpdateAI(const uint32 diff)