Add the missing Underbog boss script.

This commit is contained in:
luis
2026-09-24 21:58:52 -03:00
parent 83da508058
commit 27c5476d5a
2 changed files with 452 additions and 0 deletions
@@ -0,0 +1,450 @@
/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 2 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/>.
*/
/*
* Timers requires to be revisited
* What does SPELL_NOTIFY_OF_DEATH is unknown
* What does Script Effect of spell SPELL_HUNTERS_MARK is unknown
*/
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "SpellScript.h"
#include "SpellInfo.h"
#include "MotionMaster.h"
#include "Player.h"
#include "the_underbog.h"
enum MuselekTexts
{
SAY_COMMAND = 0,
SAY_AGGRO = 1,
SAY_SLAY = 2,
SAY_DEATH = 3
};
enum MuselekSpells
{
// Musel'ek - Combat - Ranged
SPELL_SHOOT = 22907,
SPELL_MULTI_SHOT = 34974,
// Musel'ek - Combat - Melee
SPELL_KNOCK_AWAY = 18813,
SPELL_BEAR_COMMAND = 34662,
SPELL_RAPTOR_STRIKE = 31566,
SPELL_DETERRENCE = 31567,
// Musel'ek - Combat - Sequence
SPELL_HUNTERS_MARK = 31615,
SPELL_FREEZING_TRAP = 31946,
SPELL_PACIFY_SELF = 19951,
SPELL_MOVE_AWAY_PRIMER = 31564,
SPELL_FACE_HIGHEST_THREAT = 32425,
SPELL_AIMED_SHOT = 31623,
// Musel'ek - Combat - Death
SPELL_NOTIFY_OF_DEATH = 31547,
// Claw
SPELL_ECHOING_ROAR = 31429,
SPELL_MAUL = 34298,
SPELL_FRENZY = 34971,
SPELL_FERAL_CHARGE = 39435
};
enum MuselekEvents
{
// Ranged
EVENT_SHOOT = 1,
EVENT_MULTI_SHOT,
// Melee
EVENT_KNOCK_AWAY,
EVENT_BEAR_COMMAND,
EVENT_RAPTOR_STRIKE,
// Sequence
EVENT_COMBAT_SEQUENCE_1,
EVENT_COMBAT_SEQUENCE_2,
EVENT_COMBAT_SEQUENCE_3,
// Claw
EVENT_ECHOING_ROAR,
EVENT_MAUL,
EVENT_COMMAND_RESPONSE,
EVENT_FERAL_CHARGE,
EVENT_OUTRO_1,
EVENT_OUTRO_2,
EVENT_OUTRO_3
};
enum MuselekMisc
{
FACTION_CENARION_EXP = 1660,
NPC_CLAW = 17827,
NPC_WINDCALLER_CLAW = 17894,
POINT_OUTRO_1 = 1,
POINT_OUTRO_2 = 2,
POINT_MOVE_AWAY = 1
};
enum MuselekPhases : uint8
{
PHASE_NONE = 0,
PHASE_HEALTH_70,
PHASE_HEALTH_30
};
Position const OutroPos[2] =
{
{ 290.53226f, -125.35236f, 29.697079f, 0.0f },
{ 295.05692f, -123.32802f, 29.659490f, 0.0f }
};
// 17826 - Swamplord Musel'ek
struct boss_swamplord_muselek : public BossAI
{
boss_swamplord_muselek(Creature* creature) : BossAI(creature, DATA_SWAMPLORD_MUSELEK), _phase(PHASE_NONE) { }
void Reset() override
{
_Reset();
_phase = PHASE_NONE;
me->SetReactState(REACT_AGGRESSIVE);
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
Talk(SAY_AGGRO);
events.ScheduleEvent(EVENT_SHOOT, 0s);
events.ScheduleEvent(EVENT_MULTI_SHOT, 20s, 30s);
events.ScheduleEvent(EVENT_KNOCK_AWAY, 35s, 40s);
events.ScheduleEvent(EVENT_BEAR_COMMAND, 10s);
events.ScheduleEvent(EVENT_RAPTOR_STRIKE, 10s, 20s);
}
void AttackStart(Unit* who) override
{
ScriptedAI::AttackStartCaster(who, 30.0f);
}
void DamageTaken(Unit* /*killer*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
{
if (_phase < PHASE_HEALTH_70 && me->HealthBelowPctDamaged(70, damage))
{
_phase++;
events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_1, 0s);
}
if (_phase < PHASE_HEALTH_30 && me->HealthBelowPctDamaged(30, damage))
{
_phase++;
events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_1, 0s);
}
}
void OnSpellCast(SpellInfo const* spellInfo) override
{
if (spellInfo->Id == SPELL_BEAR_COMMAND)
Talk(SAY_COMMAND);
}
void MovementInform(uint32 type, uint32 pointId) override
{
if (type != POINT_MOTION_TYPE)
return;
if (pointId == POINT_MOVE_AWAY)
events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_3, 1s);
}
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
if (spellInfo->Id == SPELL_FACE_HIGHEST_THREAT)
if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat))
me->SetFacingToObject(target);
}
void KilledUnit(Unit* /*victim*/) override
{
Talk(SAY_SLAY);
}
void JustDied(Unit* /*killer*/) override
{
_JustDied();
Talk(SAY_DEATH);
if (Creature* claw = me->FindNearestCreature(NPC_CLAW, 100.0f))
DoCast(claw, SPELL_NOTIFY_OF_DEATH);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
// Ranged
case EVENT_SHOOT:
DoCastVictim(SPELL_SHOOT);
events.Repeat(2s, 4s);
break;
case EVENT_MULTI_SHOT:
DoCastVictim(SPELL_MULTI_SHOT);
events.Repeat(25s, 35s);
break;
// Melee
case EVENT_KNOCK_AWAY:
DoCastVictim(SPELL_KNOCK_AWAY);
events.Repeat(30s, 40s);
break;
case EVENT_BEAR_COMMAND:
DoCastSelf(SPELL_BEAR_COMMAND);
events.Repeat(25s);
break;
case EVENT_RAPTOR_STRIKE:
DoCastVictim(SPELL_RAPTOR_STRIKE);
events.Repeat(10s, 20s);
break;
// Sequence
case EVENT_COMBAT_SEQUENCE_1:
DoCastSelf(SPELL_HUNTERS_MARK);
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
DoCast(target, SPELL_FREEZING_TRAP);
me->SetReactState(REACT_PASSIVE);
events.ScheduleEvent(EVENT_COMBAT_SEQUENCE_2, 2s);
break;
case EVENT_COMBAT_SEQUENCE_2:
DoCastSelf(SPELL_PACIFY_SELF);
DoCastSelf(SPELL_MOVE_AWAY_PRIMER);
// Not always? Or wrong place? This is based only on one cast in sniff, need more info
if (roll_chance(50))
DoCastSelf(SPELL_DETERRENCE);
break;
case EVENT_COMBAT_SEQUENCE_3:
DoCastSelf(SPELL_FACE_HIGHEST_THREAT);
me->RemoveAurasDueToSpell(SPELL_PACIFY_SELF);
me->SetReactState(REACT_AGGRESSIVE);
if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat))
DoCast(target, SPELL_AIMED_SHOT);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
}
private:
uint8 _phase;
};
// 17827 - Claw
struct npc_claw : public ScriptedAI
{
npc_claw(Creature* creature) : ScriptedAI(creature), _canPerformOutro(false), _chargeCounter(0), _currentChargeCount(0) { }
void Reset() override
{
_events.Reset();
_chargeCounter = 0;
_currentChargeCount = 0;
}
void JustEngagedWith(Unit* /*who*/) override
{
_events.ScheduleEvent(EVENT_ECHOING_ROAR, 20s, 25s);
_events.ScheduleEvent(EVENT_MAUL, 5s, 10s);
}
void SpellHit(WorldObject* /*caster*/, SpellInfo const* spellInfo) override
{
if (spellInfo->Id == SPELL_BEAR_COMMAND)
_events.ScheduleEvent(EVENT_COMMAND_RESPONSE, 0s);
}
bool OnGossipHello(Player* player) override
{
player->KilledMonsterCredit(NPC_WINDCALLER_CLAW);
return false;
}
void DamageTaken(Unit* /*attacker*/, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
{
// This CAN occur even if Musel'ek is NOT yet dead
if (!_canPerformOutro && me->HealthBelowPctDamaged(20, damage))
{
_canPerformOutro = true;
me->SetFaction(FACTION_CENARION_EXP);
me->SetImmuneToAll(true);
EnterEvadeMode();
}
}
void JustReachedHome() override
{
if (_canPerformOutro)
_events.ScheduleEvent(EVENT_OUTRO_1, 0s);
ScriptedAI::JustReachedHome();
}
void MovementInform(uint32 type, uint32 pointId) override
{
if (type != POINT_MOTION_TYPE)
return;
switch (pointId)
{
case POINT_OUTRO_1:
_events.ScheduleEvent(EVENT_OUTRO_2, 0s);
break;
case POINT_OUTRO_2:
_events.ScheduleEvent(EVENT_OUTRO_3, 1s);
break;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
{
if (_canPerformOutro)
{
_events.Update(diff);
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_OUTRO_1:
me->SetWalk(true);
me->GetMotionMaster()->MovePoint(POINT_OUTRO_1, OutroPos[0]);
me->UpdateEntry(NPC_WINDCALLER_CLAW);
/// !HACK: UpdateEntry here should be done without changing faction. Changing faction back
me->SetFaction(FACTION_CENARION_EXP);
/// !HACK: Removed after entry is updated. Changing back
me->SetImmuneToAll(true);
break;
case EVENT_OUTRO_2:
me->GetMotionMaster()->MovePoint(POINT_OUTRO_2, OutroPos[1]);
break;
case EVENT_OUTRO_3:
me->SetFacingTo(3.420845270156860351f);
me->SetStandState(UNIT_STAND_STATE_SIT);
break;
default:
break;
}
}
}
return;
}
_events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_ECHOING_ROAR:
DoCastSelf(SPELL_ECHOING_ROAR);
_events.Repeat(10s, 20s);
break;
case EVENT_MAUL:
DoCastVictim(SPELL_MAUL);
_events.Repeat(10s, 15s);
break;
case EVENT_COMMAND_RESPONSE:
DoCastSelf(SPELL_FRENZY);
// 0 seems to be valid value. He doesn't obey always, perhaps. Or something is more tricky than it seems
_chargeCounter = RAND(0, 1, 2, 3, 4);
_currentChargeCount = 0;
_events.ScheduleEvent(EVENT_FERAL_CHARGE, 2s, 5s);
break;
case EVENT_FERAL_CHARGE:
if (_currentChargeCount < _chargeCounter)
{
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
DoCast(target, SPELL_FERAL_CHARGE);
++_currentChargeCount;
_events.Repeat(2s, 5s);
}
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
}
private:
EventMap _events;
bool _canPerformOutro;
uint8 _chargeCounter;
uint8 _currentChargeCount;
};
// 31564 - Move Away Primer
class spell_swamplord_muselek_move_away_primer : public SpellScript
{
void HandleDummy(SpellEffIndex /*effIndex*/)
{
GetCaster()->GetMotionMaster()->MovePoint(POINT_MOVE_AWAY, GetCaster()->GetNearPosition(frand(15.0f, 35.0f), frand(0.0f, 2.0f * float(M_PI))));
}
void Register() override
{
OnEffectHit += SpellEffectFn(spell_swamplord_muselek_move_away_primer::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
void AddSC_boss_swamplord_muselek()
{
RegisterTheUnderbogCreatureAI(boss_swamplord_muselek);
RegisterTheUnderbogCreatureAI(npc_claw);
RegisterSpellScript(spell_swamplord_muselek_move_away_primer);
}
@@ -81,6 +81,7 @@ void AddSC_boss_ahune();
void AddSC_instance_the_underbog();
void AddSC_boss_hungarfen();
void AddSC_boss_the_black_stalker();
void AddSC_boss_swamplord_muselek();
// Gruul's Lair
void AddSC_boss_gruul();
@@ -206,6 +207,7 @@ void AddOutlandScripts()
AddSC_instance_the_underbog();
AddSC_boss_hungarfen();
AddSC_boss_the_black_stalker();
AddSC_boss_swamplord_muselek();
// Gruul's Lair
AddSC_boss_gruul();