Scripts/Naxxramas: Fix possible exploit on Gothik because of wrong used unitflag.

Changed UNIT_FLAG_OOC_NOT_ATTACKABLE to UNIT_FLAG_NON_ATTACKABLE. Thanks Aokromes for the tip.
Also some cleanup.
This commit is contained in:
kaelima
2011-05-30 23:00:03 +02:00
parent ae0d349a3c
commit 1996832b16
@@ -130,454 +130,453 @@ const Position PosSummonDead[POS_DEAD] =
{2664.8f, -3340.7f, 268.23f, 3.7f},
};
const float PosGroundLiveSide[4] = {2691.2f, -3387.0f, 267.68f, 1.52f};
const float PosGroundDeadSide[4] = {2693.5f, -3334.6f, 267.68f, 4.67f};
const float PosPlatform[4] = {2640.5f, -3360.6f, 285.26f, 0.0f};
float const PosGroundLiveSide[4] = {2691.2f, -3387.0f, 267.68f, 1.52f};
float const PosGroundDeadSide[4] = {2693.5f, -3334.6f, 267.68f, 4.67f};
float const PosPlatform[4] = {2640.5f, -3360.6f, 285.26f, 0.0f};
// Predicate function to check that the r efzr unit is NOT on the same side as the source.
struct NotOnSameSide : public std::unary_function<Unit *, bool> {
bool m_inLiveSide;
NotOnSameSide(Unit *pSource) : m_inLiveSide(IN_LIVE_SIDE(pSource)) {}
bool operator() (const Unit *pTarget) {
return (m_inLiveSide != IN_LIVE_SIDE(pTarget));
struct NotOnSameSide : public std::unary_function<Unit*, bool>
{
NotOnSameSide(Unit* source) : _onLiveSide(IN_LIVE_SIDE(source)) {}
bool operator() (Unit const* target)
{
return (_onLiveSide != IN_LIVE_SIDE(target));
}
private:
bool _onLiveSide;
};
class boss_gothik : public CreatureScript
{
public:
boss_gothik() : CreatureScript("boss_gothik") { }
public:
boss_gothik() : CreatureScript("boss_gothik") { }
CreatureAI* GetAI(Creature* pCreature) const
{
return new boss_gothikAI (pCreature);
}
struct boss_gothikAI : public BossAI
{
boss_gothikAI(Creature *c) : BossAI(c, BOSS_GOTHIK) {}
uint32 waveCount;
typedef std::vector<Creature*> TriggerVct;
TriggerVct liveTrigger, deadTrigger;
bool mergedSides;
bool phaseTwo;
bool thirtyPercentReached;
std::vector<uint64> LiveTriggerGUID;
std::vector<uint64> DeadTriggerGUID;
void Reset()
struct boss_gothikAI : public BossAI
{
LiveTriggerGUID.clear();
DeadTriggerGUID.clear();
boss_gothikAI(Creature* creature) : BossAI(creature, BOSS_GOTHIK) {}
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_DISABLE_MOVE);
me->SetReactState(REACT_PASSIVE);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
_Reset();
mergedSides = false;
phaseTwo = false;
thirtyPercentReached = false;
}
uint32 waveCount;
typedef std::vector<Creature*> TriggerVct;
TriggerVct liveTrigger, deadTrigger;
bool mergedSides;
bool phaseTwo;
bool thirtyPercentReached;
void EnterCombat(Unit * /*who*/)
{
for (uint32 i = 0; i < POS_LIVE; ++i)
if (Creature *trigger = DoSummon(WORLD_TRIGGER, PosSummonLive[i]))
LiveTriggerGUID.push_back(trigger->GetGUID());
for (uint32 i = 0; i < POS_DEAD; ++i)
if (Creature *trigger = DoSummon(WORLD_TRIGGER, PosSummonDead[i]))
DeadTriggerGUID.push_back(trigger->GetGUID());
std::vector<uint64> LiveTriggerGUID;
std::vector<uint64> DeadTriggerGUID;
if (LiveTriggerGUID.size() < POS_LIVE || DeadTriggerGUID.size() < POS_DEAD)
void Reset()
{
sLog->outError("Script Gothik: cannot summon triggers!");
EnterEvadeMode();
return;
LiveTriggerGUID.clear();
DeadTriggerGUID.clear();
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE);
me->SetReactState(REACT_PASSIVE);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
_Reset();
mergedSides = false;
phaseTwo = false;
thirtyPercentReached = false;
}
_EnterCombat();
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_DISABLE_MOVE);
waveCount = 0;
events.ScheduleEvent(EVENT_SUMMON, 30000);
DoTeleportTo(PosPlatform);
DoScriptText(SAY_SPEECH, me);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_READY);
}
void JustSummoned(Creature *summon)
{
if (summon->GetEntry() == WORLD_TRIGGER)
summon->setActive(true);
else if (!mergedSides)
void EnterCombat(Unit * /*who*/)
{
summon->AI()->DoAction(me->HasReactState(REACT_PASSIVE) ? 1 : 0);
summon->AI()->EnterEvadeMode();
}
else
{
summon->AI()->DoAction(0);
summon->AI()->DoZoneInCombat();
}
summons.Summon(summon);
}
for (uint32 i = 0; i < POS_LIVE; ++i)
if (Creature* trigger = DoSummon(WORLD_TRIGGER, PosSummonLive[i]))
LiveTriggerGUID.push_back(trigger->GetGUID());
for (uint32 i = 0; i < POS_DEAD; ++i)
if (Creature* trigger = DoSummon(WORLD_TRIGGER, PosSummonDead[i]))
DeadTriggerGUID.push_back(trigger->GetGUID());
void SummonedCreatureDespawn(Creature *summon)
{
summons.Despawn(summon);
}
void KilledUnit(Unit* /*victim*/)
{
if (!(rand()%5))
DoScriptText(SAY_KILL, me);
}
void JustDied(Unit* /*Killer*/)
{
LiveTriggerGUID.clear();
DeadTriggerGUID.clear();
_JustDied();
DoScriptText(SAY_DEATH, me);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
}
void DoGothikSummon(uint32 entry)
{
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
{
switch (entry)
if (LiveTriggerGUID.size() < POS_LIVE || DeadTriggerGUID.size() < POS_DEAD)
{
case MOB_LIVE_TRAINEE:
{
if (Creature *LiveTrigger0 = Unit::GetCreature(*me, LiveTriggerGUID[0]))
DoSummon(MOB_LIVE_TRAINEE, LiveTrigger0, 1);
if (Creature *LiveTrigger1 = Unit::GetCreature(*me, LiveTriggerGUID[1]))
DoSummon(MOB_LIVE_TRAINEE, LiveTrigger1, 1);
if (Creature *LiveTrigger2 = Unit::GetCreature(*me, LiveTriggerGUID[2]))
DoSummon(MOB_LIVE_TRAINEE, LiveTrigger2, 1);
break;
}
case MOB_LIVE_KNIGHT:
{
if (Creature *LiveTrigger3 = Unit::GetCreature(*me, LiveTriggerGUID[3]))
DoSummon(MOB_LIVE_KNIGHT, LiveTrigger3, 1);
if (Creature *LiveTrigger5 = Unit::GetCreature(*me, LiveTriggerGUID[5]))
DoSummon(MOB_LIVE_KNIGHT, LiveTrigger5, 1);
break;
}
case MOB_LIVE_RIDER:
{
if (Creature *LiveTrigger4 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_RIDER, LiveTrigger4, 1);
break;
}
sLog->outError("Script Gothik: cannot summon triggers!");
EnterEvadeMode();
return;
}
_EnterCombat();
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE);
waveCount = 0;
events.ScheduleEvent(EVENT_SUMMON, 30000);
DoTeleportTo(PosPlatform);
DoScriptText(SAY_SPEECH, me);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_READY);
}
else
void JustSummoned(Creature* summon)
{
switch(entry)
if (summon->GetEntry() == WORLD_TRIGGER)
summon->setActive(true);
else if (!mergedSides)
{
case MOB_LIVE_TRAINEE:
{
if (Creature *LiveTrigger0 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_TRAINEE, LiveTrigger0, 1);
if (Creature *LiveTrigger1 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_TRAINEE, LiveTrigger1, 1);
break;
}
case MOB_LIVE_KNIGHT:
{
if (Creature *LiveTrigger5 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_KNIGHT, LiveTrigger5, 1);
break;
}
case MOB_LIVE_RIDER:
{
if (Creature *LiveTrigger4 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_RIDER, LiveTrigger4, 1);
break;
}
summon->AI()->DoAction(me->HasReactState(REACT_PASSIVE) ? 1 : 0);
summon->AI()->EnterEvadeMode();
}
}
}
bool CheckGroupSplitted()
{
bool checklife = false;
bool checkdead = false;
Map* pMap = me->GetMap();
if (pMap && pMap->IsDungeon())
{
Map::PlayerList const &PlayerList = pMap->GetPlayers();
if (!PlayerList.isEmpty())
else
{
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
{
if (i->getSource() && i->getSource()->isAlive() &&
i->getSource()->GetPositionX() <= POS_X_NORTH &&
i->getSource()->GetPositionX() >= POS_X_SOUTH &&
i->getSource()->GetPositionY() <= POS_Y_GATE &&
i->getSource()->GetPositionY() >= POS_Y_EAST)
{
checklife = true;
}
else if (i->getSource() && i->getSource()->isAlive() &&
i->getSource()->GetPositionX() <= POS_X_NORTH &&
i->getSource()->GetPositionX() >= POS_X_SOUTH &&
i->getSource()->GetPositionY() >= POS_Y_GATE &&
i->getSource()->GetPositionY() <= POS_Y_WEST)
{
checkdead = true;
}
if (checklife && checkdead)
return true;
}
summon->AI()->DoAction(0);
summon->AI()->DoZoneInCombat();
}
summons.Summon(summon);
}
return false;
}
void SpellHit(Unit * /*caster*/, const SpellEntry *spell)
{
uint32 spellId = 0;
switch(spell->Id)
void SummonedCreatureDespawn(Creature *summon)
{
case SPELL_INFORM_LIVE_TRAINEE: spellId = SPELL_INFORM_DEAD_TRAINEE; break;
case SPELL_INFORM_LIVE_KNIGHT: spellId = SPELL_INFORM_DEAD_KNIGHT; break;
case SPELL_INFORM_LIVE_RIDER: spellId = SPELL_INFORM_DEAD_RIDER; break;
summons.Despawn(summon);
}
if (spellId && me->isInCombat())
void KilledUnit(Unit* /*victim*/)
{
me->HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST);
if (Creature *pRandomDeadTrigger = Unit::GetCreature(*me, DeadTriggerGUID[rand() % POS_DEAD]))
me->CastSpell(pRandomDeadTrigger, spellId, true);
if (!(rand()%5))
DoScriptText(SAY_KILL, me);
}
}
void SpellHitTarget(Unit *pTarget, const SpellEntry *spell)
{
if (!me->isInCombat())
return;
switch(spell->Id)
void JustDied(Unit* /*Killer*/)
{
case SPELL_INFORM_DEAD_TRAINEE:
DoSummon(MOB_DEAD_TRAINEE, pTarget, 0);
break;
case SPELL_INFORM_DEAD_KNIGHT:
DoSummon(MOB_DEAD_KNIGHT, pTarget, 0);
break;
case SPELL_INFORM_DEAD_RIDER:
DoSummon(MOB_DEAD_RIDER, pTarget, 1.0f);
DoSummon(MOB_DEAD_HORSE, pTarget, 1.0f);
break;
}
}
void UpdateAI(const uint32 diff)
{
if (!UpdateVictim() || !CheckInRoom())
return;
events.Update(diff);
if (!thirtyPercentReached && HealthBelowPct(30) && phaseTwo)
{
thirtyPercentReached = true;
LiveTriggerGUID.clear();
DeadTriggerGUID.clear();
_JustDied();
DoScriptText(SAY_DEATH, me);
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
}
if (me->HasUnitState(UNIT_STAT_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
void DoGothikSummon(uint32 entry)
{
switch(eventId)
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
{
case EVENT_SUMMON:
if (waves[waveCount].entry)
{
if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
DoGothikSummon(waves[waveCount].entry);
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
DoGothikSummon(waves[waveCount].entry);
else if (waves[waveCount].mode == 1)
DoGothikSummon(waves[waveCount].entry);
// if group is not splitted, open gate and merge both sides at ~ 2 minutes (wave 11)
if (waveCount == 11)
{
if (!CheckGroupSplitted())
{
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
summons.DoAction(0, 0);
summons.DoZoneInCombat();
mergedSides = true;
}
}
if (waves[waveCount].mode == 1)
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else
events.ScheduleEvent(EVENT_SUMMON, 0);
++waveCount;
}
else
{
phaseTwo = true;
DoScriptText(SAY_TELEPORT, me);
DoTeleportTo(PosGroundLiveSide);
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
summons.DoAction(0, 0);
summons.DoZoneInCombat();
events.ScheduleEvent(EVENT_BOLT, 1000);
events.ScheduleEvent(EVENT_HARVEST, urand(3000, 15000));
events.ScheduleEvent(EVENT_TELEPORT, 20000);
}
break;
case EVENT_BOLT:
DoCast(me->getVictim(), RAID_MODE(SPELL_SHADOW_BOLT, H_SPELL_SHADOW_BOLT));
events.ScheduleEvent(EVENT_BOLT, 1000);
break;
case EVENT_HARVEST:
DoCast(me->getVictim(), SPELL_HARVEST_SOUL, true);
events.ScheduleEvent(EVENT_HARVEST, urand(20000, 25000));
break;
case EVENT_TELEPORT:
if (!thirtyPercentReached)
{
me->AttackStop();
if (IN_LIVE_SIDE(me))
{
DoTeleportTo(PosGroundDeadSide);
}
else
{
DoTeleportTo(PosGroundLiveSide);
}
me->getThreatManager().resetAggro(NotOnSameSide(me));
if (Unit *pTarget = SelectTarget(SELECT_TARGET_NEAREST, 0))
{
me->getThreatManager().addThreat(pTarget, 100.0f);
AttackStart(pTarget);
}
events.ScheduleEvent(EVENT_TELEPORT, 20000);
}
break;
}
}
DoMeleeAttackIfReady();
}
};
};
class mob_gothik_minion : public CreatureScript
{
public:
mob_gothik_minion() : CreatureScript("mob_gothik_minion") { }
CreatureAI* GetAI(Creature* pCreature) const
{
return new mob_gothik_minionAI (pCreature);
}
struct mob_gothik_minionAI : public CombatAI
{
mob_gothik_minionAI(Creature *c) : CombatAI(c)
{
liveSide = IN_LIVE_SIDE(me);
}
bool liveSide;
bool gateClose;
bool isOnSameSide(const Unit *pWho) const
{
return (liveSide == IN_LIVE_SIDE(pWho));
}
void DoAction(const int32 param)
{
gateClose = param;
}
void DamageTaken(Unit *attacker, uint32 &damage)
{
if (gateClose && !isOnSameSide(attacker))
damage = 0;
}
void JustDied(Unit * /*killer*/)
{
if (me->isSummon())
if (Unit* owner = me->ToTempSummon()->GetSummoner())
CombatAI::JustDied(owner);
}
void EnterEvadeMode()
{
if (!gateClose)
{
CombatAI::EnterEvadeMode();
return;
}
if (!_EnterEvadeMode())
return;
Map* pMap = me->GetMap();
if (pMap->IsDungeon())
{
Map::PlayerList const &PlayerList = pMap->GetPlayers();
if (!PlayerList.isEmpty())
{
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
switch (entry)
{
if (i->getSource() && i->getSource()->isAlive() && isOnSameSide(i->getSource()))
case MOB_LIVE_TRAINEE:
{
AttackStart(i->getSource());
return;
if (Creature* liveTrigger = Unit::GetCreature(*me, LiveTriggerGUID[0]))
DoSummon(MOB_LIVE_TRAINEE, liveTrigger, 1);
if (Creature* liveTrigger1 = Unit::GetCreature(*me, LiveTriggerGUID[1]))
DoSummon(MOB_LIVE_TRAINEE, liveTrigger1, 1);
if (Creature* liveTrigger2 = Unit::GetCreature(*me, LiveTriggerGUID[2]))
DoSummon(MOB_LIVE_TRAINEE, liveTrigger2, 1);
break;
}
case MOB_LIVE_KNIGHT:
{
if (Creature* liveTrigger3 = Unit::GetCreature(*me, LiveTriggerGUID[3]))
DoSummon(MOB_LIVE_KNIGHT, liveTrigger3, 1);
if (Creature* liveTrigger5 = Unit::GetCreature(*me, LiveTriggerGUID[5]))
DoSummon(MOB_LIVE_KNIGHT, liveTrigger5, 1);
break;
}
case MOB_LIVE_RIDER:
{
if (Creature* liveTrigger4 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_RIDER, liveTrigger4, 1);
break;
}
}
}
else
{
switch(entry)
{
case MOB_LIVE_TRAINEE:
{
if (Creature* liveTrigger = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_TRAINEE, liveTrigger, 1);
if (Creature* liveTrigger2 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_TRAINEE, liveTrigger2, 1);
break;
}
case MOB_LIVE_KNIGHT:
{
if (Creature* liveTrigger5 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_KNIGHT, liveTrigger5, 1);
break;
}
case MOB_LIVE_RIDER:
{
if (Creature* liveTrigger4 = Unit::GetCreature(*me, LiveTriggerGUID[4]))
DoSummon(MOB_LIVE_RIDER, liveTrigger4, 1);
break;
}
}
}
}
me->GetMotionMaster()->MoveIdle();
Reset();
}
void UpdateAI(const uint32 diff)
{
if (gateClose && (!isOnSameSide(me) || (me->getVictim() && !isOnSameSide(me->getVictim()))))
bool CheckGroupSplitted()
{
EnterEvadeMode();
return;
bool checklife = false;
bool checkdead = false;
Map* map = me->GetMap();
if (map && map->IsDungeon())
{
Map::PlayerList const &PlayerList = map->GetPlayers();
if (!PlayerList.isEmpty())
{
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
{
if (i->getSource() && i->getSource()->isAlive() &&
i->getSource()->GetPositionX() <= POS_X_NORTH &&
i->getSource()->GetPositionX() >= POS_X_SOUTH &&
i->getSource()->GetPositionY() <= POS_Y_GATE &&
i->getSource()->GetPositionY() >= POS_Y_EAST)
{
checklife = true;
}
else if (i->getSource() && i->getSource()->isAlive() &&
i->getSource()->GetPositionX() <= POS_X_NORTH &&
i->getSource()->GetPositionX() >= POS_X_SOUTH &&
i->getSource()->GetPositionY() >= POS_Y_GATE &&
i->getSource()->GetPositionY() <= POS_Y_WEST)
{
checkdead = true;
}
if (checklife && checkdead)
return true;
}
}
}
return false;
}
CombatAI::UpdateAI(diff);
}
};
void SpellHit(Unit* /*caster*/, SpellEntry const* spell)
{
uint32 spellId = 0;
switch(spell->Id)
{
case SPELL_INFORM_LIVE_TRAINEE: spellId = SPELL_INFORM_DEAD_TRAINEE; break;
case SPELL_INFORM_LIVE_KNIGHT: spellId = SPELL_INFORM_DEAD_KNIGHT; break;
case SPELL_INFORM_LIVE_RIDER: spellId = SPELL_INFORM_DEAD_RIDER; break;
}
if (spellId && me->isInCombat())
{
me->HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST);
if (Creature *pRandomDeadTrigger = Unit::GetCreature(*me, DeadTriggerGUID[rand() % POS_DEAD]))
me->CastSpell(pRandomDeadTrigger, spellId, true);
}
}
void SpellHitTarget(Unit* target, SpellEntry const* spell)
{
if (!me->isInCombat())
return;
switch(spell->Id)
{
case SPELL_INFORM_DEAD_TRAINEE:
DoSummon(MOB_DEAD_TRAINEE, target, 0);
break;
case SPELL_INFORM_DEAD_KNIGHT:
DoSummon(MOB_DEAD_KNIGHT, target, 0);
break;
case SPELL_INFORM_DEAD_RIDER:
DoSummon(MOB_DEAD_RIDER, target, 1.0f);
DoSummon(MOB_DEAD_HORSE, target, 1.0f);
break;
}
}
void UpdateAI(uint32 const diff)
{
if (!UpdateVictim() || !CheckInRoom())
return;
events.Update(diff);
if (!thirtyPercentReached && HealthBelowPct(30) && phaseTwo)
{
thirtyPercentReached = true;
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
}
if (me->HasUnitState(UNIT_STAT_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch(eventId)
{
case EVENT_SUMMON:
if (waves[waveCount].entry)
{
if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
DoGothikSummon(waves[waveCount].entry);
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
DoGothikSummon(waves[waveCount].entry);
else if (waves[waveCount].mode == 1)
DoGothikSummon(waves[waveCount].entry);
// if group is not splitted, open gate and merge both sides at ~ 2 minutes (wave 11)
if (waveCount == 11)
{
if (!CheckGroupSplitted())
{
if (instance)
instance->SetData(DATA_GOTHIK_GATE, GO_STATE_ACTIVE);
summons.DoAction(0, 0);
summons.DoZoneInCombat();
mergedSides = true;
}
}
if (waves[waveCount].mode == 1)
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
events.ScheduleEvent(EVENT_SUMMON, waves[waveCount].time);
else
events.ScheduleEvent(EVENT_SUMMON, 0);
++waveCount;
}
else
{
phaseTwo = true;
DoScriptText(SAY_TELEPORT, me);
DoTeleportTo(PosGroundLiveSide);
me->SetReactState(REACT_AGGRESSIVE);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
summons.DoAction(0, 0);
summons.DoZoneInCombat();
events.ScheduleEvent(EVENT_BOLT, 1000);
events.ScheduleEvent(EVENT_HARVEST, urand(3000, 15000));
events.ScheduleEvent(EVENT_TELEPORT, 20000);
}
break;
case EVENT_BOLT:
DoCast(me->getVictim(), RAID_MODE(SPELL_SHADOW_BOLT, H_SPELL_SHADOW_BOLT));
events.ScheduleEvent(EVENT_BOLT, 1000);
break;
case EVENT_HARVEST:
DoCast(me->getVictim(), SPELL_HARVEST_SOUL, true);
events.ScheduleEvent(EVENT_HARVEST, urand(20000, 25000));
break;
case EVENT_TELEPORT:
if (!thirtyPercentReached)
{
me->AttackStop();
if (IN_LIVE_SIDE(me))
DoTeleportTo(PosGroundDeadSide);
else
DoTeleportTo(PosGroundLiveSide);
me->getThreatManager().resetAggro(NotOnSameSide(me));
if (Unit *pTarget = SelectTarget(SELECT_TARGET_NEAREST, 0))
{
me->getThreatManager().addThreat(pTarget, 100.0f);
AttackStart(pTarget);
}
events.ScheduleEvent(EVENT_TELEPORT, 20000);
}
break;
}
}
DoMeleeAttackIfReady();
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new boss_gothikAI(creature);
}
};
class mob_gothik_minion : public CreatureScript
{
public:
mob_gothik_minion() : CreatureScript("mob_gothik_minion") { }
struct mob_gothik_minionAI : public CombatAI
{
mob_gothik_minionAI(Creature* creature) : CombatAI(creature)
{
liveSide = IN_LIVE_SIDE(me);
}
bool liveSide;
bool gateClose;
bool isOnSameSide(Unit const* who) const
{
return (liveSide == IN_LIVE_SIDE(who));
}
void DoAction(int32 const param)
{
gateClose = param;
}
void DamageTaken(Unit* attacker, uint32 &damage)
{
if (gateClose && !isOnSameSide(attacker))
damage = 0;
}
void JustDied(Unit* /*killer*/)
{
if (me->isSummon())
if (Unit* owner = me->ToTempSummon()->GetSummoner())
CombatAI::JustDied(owner);
}
void EnterEvadeMode()
{
if (!gateClose)
{
CombatAI::EnterEvadeMode();
return;
}
if (!_EnterEvadeMode())
return;
Map* map = me->GetMap();
if (map->IsDungeon())
{
Map::PlayerList const &PlayerList = map->GetPlayers();
if (!PlayerList.isEmpty())
{
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
{
if (i->getSource() && i->getSource()->isAlive() && isOnSameSide(i->getSource()))
{
AttackStart(i->getSource());
return;
}
}
}
}
me->GetMotionMaster()->MoveIdle();
Reset();
}
void UpdateAI(uint32 const diff)
{
if (gateClose && (!isOnSameSide(me) || (me->getVictim() && !isOnSameSide(me->getVictim()))))
{
EnterEvadeMode();
return;
}
CombatAI::UpdateAI(diff);
}
};
CreatureAI* GetAI(Creature* creature) const
{
return new mob_gothik_minionAI(creature);
}
};
void AddSC_boss_gothik()