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boss_illidan.cpp
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boss_illidan.cpp
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/* This file is part of the ScriptDev2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: Boss_Illidan_Stormrage
SD%Complete: 100
SDComment:
SDCategory: Black Temple
EndScriptData */
#include "AI/ScriptDevAI/include/sc_common.h"
#include "black_temple.h"
#include "AI/ScriptDevAI/base/CombatAI.h"
#include "AI/ScriptDevAI/base/escort_ai.h"
// #define FAST_TIMERS
// #define NO_SHADOWFIEND
// #define NO_SHEAR
enum
{
/************* Quotes and Sounds ***********************/
// Intro yells and gossip
SAY_AKAMA_COUNCIL_DEAD = -1564140,
SAY_AKAMA_BEWARE = -1564120,
SAY_AKAMA_OPEN_DOOR_1 = -1564131,
SAY_AKAMA_OPEN_DOOR_2 = -1564132,
SAY_UDALO_OPEN_DOOR_3 = -1564133,
SAY_OLUM_OPEN_DOOR_4 = -1564134,
SAY_AKAMA_OPEN_DOOR_5 = -1564136,
// Gossip for when a player clicks Akama
GOSSIP_ITEM_PREPARE = -3564001,
GOSSIP_ITEM_START_EVENT = -3564002,
TEXT_ID_AKAMA_ILLIDAN_PREPARE = 10465, // ToDo: fix text id - this entry is wrong -> "The time has come to face Illidan, $N. Are you ready?"
TEXT_ID_AKAMA_ILLIDAN_START = 10835,
// Event speech
SAY_ILLIDAN_SPEECH_1 = -1564097,
SAY_AKAMA_SPEECH_2 = -1564098,
SAY_ILLIDAN_SPEECH_3 = -1564099,
SAY_AKAMA_SPEECH_4 = -1564100,
SAY_ILLIDAN_SPEECH_5 = -1564101, // aggro
SAY_ILLIDAN_MINION = -1564121,
SAY_AKAMA_LEAVE = -1564122,
SAY_ILLIDAN_SPEECH_6 = -1564102,
SAY_MAIEV_SPEECH_7 = -1564103,
SAY_ILLIDAN_SPEECH_8 = -1564104,
SAY_MAIEV_SPEECH_9 = -1564105,
SAY_MAIEV_TRAP = -1564118,
SAY_MAIEV_FALL = -1564141, // unused atm
// Epilogue speech
SAY_MAIEV_EPILOGUE_1 = -1564107,
SAY_ILLIDAN_EPILOGUE_2 = -1564108,
SAY_MAIEV_EPILOGUE_3 = -1564109,
SAY_MAIEV_EPILOGUE_4 = -1564110,
SAY_AKAMA_EPILOGUE_5 = -1564111,
// Combat yells
SAY_KILL1 = -1564123,
SAY_KILL2 = -1564124,
SAY_TAKEOFF = -1564125, // phase 2 start
SAY_SUMMONFLAMES = -1564126,
SAY_EYE_BLAST = -1564127,
SAY_MORPH = -1564128,
SAY_FRENZY = -1564106,
SAY_BERSERK = -1564129,
// Note: this yells may not be used. Need additional research
SAY_TAUNT_1 = -1564112,
SAY_TAUNT_2 = -1564113,
SAY_TAUNT_3 = -1564114,
SAY_TAUNT_4 = -1564115,
SAY_MAIEV_TAUNT_1 = -1564116,
SAY_MAIEV_TAUNT_2 = -1564117,
SAY_MAIEV_TAUNT_3 = -1564119,
/************** Spells *************/
// Normal Form
SPELL_SHEAR = 41032, // Reduces Max. Health by 60% for 7 seconds. Can stack 19 times. 1.5 second cast
SPELL_FLAME_CRASH = 40832, // Summons an invis/unselect passive mob that has an uiAura of flame in a circle around him.
SPELL_DRAW_SOUL = 40904, // 5k Shadow Damage in front of him. Heals Illidan for 100k health (script effect)
SPELL_PARASITIC_SHADOWFIEND = 41917, // DoT of 3k Shadow every 2 seconds. Lasts 10 seconds. (Script effect: Summon 2 parasites once the debuff has ticked off)
// SPELL_SUMMON_PARASITICS = 41915, // Summons 2 Parasitic Shadowfiends on the target. Handled in core.
SPELL_AGONIZING_FLAMES = 40834, // triggers 40932
SPELL_FRENZY = 40683, // Increases damage by 50% and attack speed by 30%. 20 seconds, PHASE 5 ONLY
// Flying (Phase 2)
SPELL_THROW_GLAIVE = 39635, // triggers 41466 - Throws the first glaive on the ground
SPELL_THROW_GLAIVE_VISUAL = 39849, // triggers 41466 - Throws the second glaive on the ground
SPELL_GLAIVE_RETURNS = 39873, // Glaive flies back to Illidan
SPELL_FIREBALL = 40598, // 2.5k-3.5k damage in 10 yard radius. 2 second cast time.
SPELL_DARK_BARRAGE = 40585, // 10 second channeled spell, 3k shadow damage per second.
SPELL_EYE_BLAST_DUMMY = 39908, // This does the blue beam channel - targets 23070
// Demon Form
SPELL_DEMON_TRANSFORM_1 = 40511, // start transform animation - spell sequence: 40398, 40506, 40510 - handled in core
SPELL_DEMON_TRANSFORM_2 = 40398, // Second uiPhase of animations (kneel)
SPELL_DEMON_TRANSFORM_3 = 40510, // Final uiPhase of animations (stand up and roar)
SPELL_DEMON_FORM = 40506, // Transforms into Demon Illidan. Has an Aura of Dread on him.
SPELL_SHADOW_BLAST = 41078, // 8k - 11k Shadow Damage. Targets highest threat. Has a splash effect, damaging anyone in 20 yards of the target.
SPELL_FLAME_BURST = 41126, // triggers 41131
SPELL_SUMMON_SHADOW_DEMONS = 41117, // summons 23375
// Other Illidan spells
SPELL_KNEEL_INTRO = 39656, // Before beginning encounter, this is how he appears (talking to Wilson).
SPELL_SUMMMON_MAIEV = 40403, // summons 23197
SPELL_TELEPORT_MAIEV = 41221,
SPELL_SHADOW_PRISON = 40647, // Illidan casts this spell to immobilize entire raid when he summons Maiev.
SPELL_CAGE_TRAP = 40693, // Cast by Illidan on Maiev - teleports Maiev for the trap
SPELL_DEATH = 41218, // This spell doesn't do anything except stun Illidan and set him on his knees.
SPELL_BERSERK = 45078, // Damage increased by 500%, attack speed by 150%
SPELL_PASSIVE_HIT = 43689, // applied on spawn, provides 20% hit.
SPELL_EMOTE_TALK_QUESTION = 41616, // used by illidan during P5 transition
/************** Non-Illidan Spells *************/
// Akama
SPELL_AKAMA_DOOR_FAIL = 41271, // Akama's first door attempt
SPELL_AKAMA_DOOR_CHANNEL = 41268, // Akama's channel spell on the door before the Temple Summit
SPELL_DEATHSWORN_DOOR_CHANNEL = 41269, // Olum and Udalo's channel spell on the door before the Temple Summit
SPELL_HEALING_POTION = 40535, // Akama uses this to heal himself to full.
SPELL_CHAIN_LIGHTNING = 40536,
SPELL_AKAMA_DESPAWN = 41242, // Akama despawn spell at end of outro
// Door Trigger
SPELL_ARCANE_EXPL_VISUAL = 35426,
// Maiev
SPELL_SHADOW_STRIKE = 40685,
SPELL_THROW_DAGGER = 41152,
SPELL_CAGE_TRAP_SUMMON = 40694, // summons npc 23304 and go 185916
SPELL_TELEPORT_VISUAL = 41236,
SPELL_MAIEV_DOWN = 40409, // cast when death prevention kicks in on maiev
// Misc Summoned
SPELL_FLAME_CRASH_EFFECT = 40836, // Firey blue ring of circle that the other flame crash summons
SPELL_EYE_BLAST_TRIGGER = 40017, // This summons Demon Form every few seconds and deals ~20k damage in its radius
// SPELL_DEMON_FIRE = 40029, // Blue fire trail left by Eye Blast. Deals 2k per second if players stand on it.
SPELL_BLAZE_EFFECT = 40610, // Green flame on the ground, triggers damage (5k) every few seconds
SPELL_INSTANT_BLADE_BIRTH = 40031, // Makes the blades appear instantly with no fade in
// Blade of Azzinoth
SPELL_RANGE_MARKER = 41997, // Dummy effect used by the Blade of Azzinoth to check the range of the Azzinoth flame - needs core support
SPELL_SUMMON_TEAR_AZZINOTH = 39855, // Summons 22997
SPELL_AZZINOTH_CHANNEL = 39857, // Glaives cast it on Flames
// Flame of Azzinoth
SPELL_FLAME_BLAST = 40631, // Flames of Azzinoth use this. Frontal cone AoE 7k-9k damage.
SPELL_CHARGE = 42003, // Flames of Azzinoth charges whoever is too far from them. They enrage after this
SPELL_UNCAGED_WRATH = 39869,
SPELL_BLAZE = 40637, // summons 23259
// Parasitic Shadowfiend
SPELL_PARASITIC_SHADOWFIEND_P = 41913,
SPELL_SHADOWFORM_PARASITE = 34429,
// Shadow Demon
SPELL_SHADOW_DEMON_PASSIVE = 41079, // Adds the "shadowform" uiAura to Shadow Demons.
SPELL_CONSUME_SOUL = 41080, // Once the Shadow Demons reach their target, they use this to kill them
SPELL_PARALYZE = 41083, // Shadow Demons cast this on their target
// Cage spells
SPELL_CAGE_TRAP_PERIODIC = 40760, // first periodic which triggers visuals and dmg taken spell
SPELL_CAGE_TRAP_DUMMY = 40761, // cast on illidan when trap sprung
SPELL_CAGED = 40695, // Caged Trap triggers will cast this on Illidan if he is within 3 yards
// Suicide spell
SPELL_QUIET_SUICIDE = 3617,
/************** Creature Summons **************/
/*NPC_ILLIDARI_ELITE = 23226, // attacks Akama on the stairs
NPC_FLAME_CRASH = 23336, // has aura 40836
NPC_PARASITIC_SHADOWFIEND = 23498, // has aura 41913 (in c_t_a)
NPC_BLADE_OF_AZZINOTH = 22996, // has aura 41997 and summons 22997 on spawn
NPC_FLAME_OF_AZZINOTH = 22997,
NPC_ILLIDAN_TARGET = 23070, // the eye blast target - has aura 40017
NPC_DEMON_FIRE = 23069, // has aura 40029 (in EventAI)
NPC_BLAZE = 23259, // has aura 40610
NPC_SHADOW_DEMON = 23375,
NPC_CAGE_TRAP_DISTURB_TRIGGER = 23304,*/
NPC_CAGE_TRAP_TRIGGER_1 = 23292,
NPC_CAGE_TRAP_TRIGGER_2 = 23293,
NPC_CAGE_TRAP_TRIGGER_3 = 23294,
NPC_CAGE_TRAP_TRIGGER_4 = 23295,
NPC_CAGE_TRAP_TRIGGER_5 = 23296,
NPC_CAGE_TRAP_TRIGGER_6 = 23297,
NPC_CAGE_TRAP_TRIGGER_7 = 23298,
NPC_CAGE_TRAP_TRIGGER_8 = 23299,
GO_CAGE_TRAP = 185916,
/************** Others **************/
EQUIP_ID_MAIN_HAND = 32837,
EQUIP_ID_OFF_HAND = 32838,
MAX_ILLIDARI_ELITES = 10,
MAX_CAGE_SPELLS = 8,
MAX_FLAME_AZZINOTH = 2,
DUMMY_EMOTE_ID_1 = 1,
DUMMY_EMOTE_ID_2 = 2,
DUMMY_EMOTE_ID_3 = 3,
DUMMY_EMOTE_ID_4 = 4,
DUMMY_EMOTE_ID_5 = 7,
POINT_ILLIDAN_FLIGHT = 0,
POINT_ILLIDAN_FLIGHT_RANDOM = 1,
POINT_ILLIDAN_LANDING = 2,
POINT_AKAMA_ILLIDAN_CLOSE = 1,
POINT_AKAMA_COUNCIL_DEAD_END = 2,
POINT_AKAMA_DOOR_STOP = 8,
POINT_AKAMA_ILLIDAN_STOP = 5,
POINT_AKAMA_ILLDARI = 7,
POINT_AKAMA_BACK_UP = 6,
PATH_ID_AKAMA_COUNCIL_DEAD = 1,
PATH_ID_AKAMA_COUNCIL_PRE_DOOR = 2,
PATH_ID_AKAMA_COUNCIL_POST_DOOR = 3,
PATH_ID_AKAMA_ILLIDAN = 4,
PATH_ID_AKAMA_FIGHT_ILLIDARI = 5,
PATH_ID_AKAMA_BACK_UP = 6,
SOUND_KIT_AKAMA_CHANNEL_DOOR = 11717,
SOUND_KIT_ILLIDAN_AGGRO = 11725,
SOUND_KIT_ILLIDAN_90 = 11726,
SOUND_KIT_ILLIDAN_TAKEOFF = 11727,
SOUND_KIT_ILLIDAN_P3 = 11728,
SOUND_KIT_ILLIDAN_P5 = 11729,
};
static const uint32 aCagedSummonSpells[MAX_CAGE_SPELLS] = { 40696, 40697, 40698, 40699, 40700, 40701, 40702, 40703 };
static const uint32 aCagedVisualSpells[MAX_CAGE_SPELLS] = { 40704, 40707, 40708, 40709, 40710, 40711, 40712, 40713 };
static const DialogueEntry aIntroDialogue[] =
{
{SAY_AKAMA_COUNCIL_DEAD, NPC_AKAMA, 0},
{DUMMY_EMOTE_ID_1, 0, 5000},
{SAY_AKAMA_OPEN_DOOR_1, NPC_AKAMA, 3500},
{SPELL_AKAMA_DOOR_FAIL, 0, 10000},
{SAY_AKAMA_OPEN_DOOR_2, NPC_AKAMA, 6000},
{NPC_SPIRIT_OF_OLUM, 0, 1500},
{SAY_UDALO_OPEN_DOOR_3, NPC_SPIRIT_OF_UDALO, 6000},
{SAY_OLUM_OPEN_DOOR_4, NPC_SPIRIT_OF_OLUM, 8000},
{SPELL_AKAMA_DOOR_CHANNEL, 0, 11000},
{GO_ILLIDAN_GATE, 0, 6500},
{SAY_AKAMA_OPEN_DOOR_5, NPC_AKAMA, 8000},
{EMOTE_ONESHOT_SALUTE, 0, 3000},
{NPC_SPIRIT_OF_UDALO, 0, 0},
{0, 0, 0},
};
static const DialogueEntry aEventDialogue[] =
{
// Akama intro
{NPC_AKAMA, 0, 2000},
{SAY_ILLIDAN_SPEECH_1, NPC_ILLIDAN_STORMRAGE, 3000},
{EMOTE_ONESHOT_QUESTION, 0, 3000},
{DUMMY_EMOTE_ID_1, 0, 3000},
{DUMMY_EMOTE_ID_2, 0, 3000},
{SAY_AKAMA_SPEECH_2, NPC_AKAMA, 10000},
{SAY_ILLIDAN_SPEECH_3, NPC_ILLIDAN_STORMRAGE, 3000},
{DUMMY_EMOTE_ID_3, 0, 4000},
{SAY_AKAMA_SPEECH_4, NPC_AKAMA, 4000},
{SAY_ILLIDAN_SPEECH_5, NPC_ILLIDAN_STORMRAGE, 1000},
{EQUIP_ID_MAIN_HAND, 0, 4000},
{NPC_ILLIDAN_STORMRAGE, 0, 0},
// Akama leaves fight
{SAY_ILLIDAN_MINION, NPC_ILLIDAN_STORMRAGE, 8000},
{SAY_AKAMA_LEAVE, NPC_AKAMA, 0},
// Maiev cutscene
{DUMMY_EMOTE_ID_4, 0, 1500},
{SAY_ILLIDAN_SPEECH_6, NPC_ILLIDAN_STORMRAGE, 7000},
{SPELL_SUMMMON_MAIEV, 0, 1000},
{SAY_MAIEV_SPEECH_7, NPC_MAIEV_SHADOWSONG, 2000},
{EMOTE_ONESHOT_EXCLAMATION, 0, 6000},
{SAY_ILLIDAN_SPEECH_8, NPC_ILLIDAN_STORMRAGE, 4000},
{EMOTE_STATE_READY1H, 0, 2000},
{SAY_MAIEV_SPEECH_9, NPC_MAIEV_SHADOWSONG, 2000},
{EMOTE_ONESHOT_YES, 0, 2500},
{EMOTE_ONESHOT_ROAR, 0, 2500},
{DUMMY_EMOTE_ID_5, 0, 1000},
{NPC_MAIEV_SHADOWSONG, 0, 0},
{0, 0, 0},
};
static const DialogueEntry aEpilogueDialogue[] =
{
{SAY_MAIEV_EPILOGUE_1, NPC_MAIEV_SHADOWSONG, 6000},
{SAY_ILLIDAN_EPILOGUE_2, NPC_ILLIDAN_STORMRAGE, 18000},
{NPC_ILLIDAN_STORMRAGE, 0, 2000},
{SAY_MAIEV_EPILOGUE_3, NPC_MAIEV_SHADOWSONG, 13000},
{SAY_MAIEV_EPILOGUE_4, NPC_MAIEV_SHADOWSONG, 2000},
{SPELL_TELEPORT_VISUAL, 0, 0},
{0, 0, 0},
};
/*** Phase Names ***/
enum Phase
{
PHASE_1_AKAMA,
PHASE_2_FLIGHT,
PHASE_3_NORMAL,
PHASE_4_DEMON,
PHASE_5_MAIEV,
PHASE_TRANSITION,
};
enum PhaseTransition
{
PHASETRANSITION_NONE,
PHASETRANSITION_LIFTOFF,
PHASETRANSITION_LAND,
PHASETRANSITION_MAIEV,
};
struct Locations
{
float fX, fY, fZ;
};
static const Locations aCenterLoc[] =
{
{676.648f, 304.7607f, 354.1909f}, // Landing location
};
static const Locations aIllidariElitesPos[MAX_ILLIDARI_ELITES] =
{
{743.9686f, 289.6447f, 311.1807f},
{753.8425f, 286.562f, 310.9353f},
{745.2552f, 322.1574f, 310.4596f},
{745.3237f, 283.986f, 309.2765f},
{750.0472f, 282.3274f, 309.4353f},
{747.0576f, 326.4268f, 309.0688f},
{751.0878f, 327.6505f, 309.4576f},
{748.8422f, 288.062f, 310.9782f},
{750.0322f, 323.6064f, 310.2757f},
{754.0332f, 325.8136f, 310.3195f},
};
static const Locations illidanFlightPos[] =
{
{ 658.8175f, 266.0992f, 370.0833f},
{ 705.2382f, 273.1146f, 370.0833f},
{ 657.8459f, 343.9125f, 370.0833f},
{ 705.9218f, 336.1461f, 370.0815f},
};
static const Locations aEyeBlastPos[] =
{
// spawn
{642.7164f, 305.2436f, 353.5596f},
{652.105f, 259.5127f, 353.0794f},
{710.8815f, 306.4028f, 353.5962f},
{708.8524f, 342.2623f, 353.0794f},
};
enum IllidanActions
{
ILLIDAN_ACTION_BERSERK,
ILLIDAN_ACTION_AKAMA,
ILLIDAN_ACTION_PHASE_2,
ILLIDAN_ACTION_PHASE_3,
ILLIDAN_ACTION_PHASE_5,
ILLIDAN_ACTION_TRANSFORM,
ILLIDAN_ACTION_TRAP,
ILLIDAN_ACTION_ENRAGE,
ILLIDAN_ACTION_SHADOW_DEMON,
ILLIDAN_ACTION_FLAME_BURST,
ILLIDAN_ACTION_SHADOW_BLAST,
ILLIDAN_ACTION_AGONISING_FLAMES,
ILLIDAN_ACTION_EYE_BLAST,
ILLIDAN_ACTION_DARK_BARRAGE,
ILLIDAN_ACTION_FIREBALL,
ILLIDAN_ACTION_SHADOW_FIEND,
ILLIDAN_ACTION_FLAME_CRASH,
ILLIDAN_ACTION_SHEAR,
ILLIDAN_ACTION_DRAW_SOUL,
ILLIDAN_ACTIONS_MAX,
ILLIDAN_ACTION_PHASE_TRANSITION,
};
/*######
## boss_illidan_stormrage
######*/
struct boss_illidan_stormrageAI : public CombatAI, private DialogueHelper
{
boss_illidan_stormrageAI(Creature* creature) : CombatAI(creature, ILLIDAN_ACTIONS_MAX),
DialogueHelper(aEventDialogue), m_instance(static_cast<instance_black_temple*>(creature->GetInstanceData()))
{
//TODO: Review timers
AddCombatAction(ILLIDAN_ACTION_BERSERK, 1500000u); // 25 minutes
AddTimerlessCombatAction(ILLIDAN_ACTION_AKAMA, true);
AddTimerlessCombatAction(ILLIDAN_ACTION_PHASE_2, true);
AddTimerlessCombatAction(ILLIDAN_ACTION_PHASE_3, false);
AddTimerlessCombatAction(ILLIDAN_ACTION_PHASE_5, true);
AddCombatAction(ILLIDAN_ACTION_TRANSFORM, true);
AddCombatAction(ILLIDAN_ACTION_ENRAGE, true);
AddCombatAction(ILLIDAN_ACTION_TRAP, true);
AddCombatAction(ILLIDAN_ACTION_SHADOW_DEMON, true);
AddCombatAction(ILLIDAN_ACTION_FLAME_BURST, true);
AddCombatAction(ILLIDAN_ACTION_SHADOW_BLAST, true);
AddCombatAction(ILLIDAN_ACTION_AGONISING_FLAMES, true);
AddCombatAction(ILLIDAN_ACTION_EYE_BLAST, true);
AddCombatAction(ILLIDAN_ACTION_DARK_BARRAGE, true);
AddCombatAction(ILLIDAN_ACTION_FIREBALL, true);
AddCombatAction(ILLIDAN_ACTION_SHADOW_FIEND, true);
AddCombatAction(ILLIDAN_ACTION_FLAME_CRASH, true);
AddCombatAction(ILLIDAN_ACTION_SHEAR, true);
AddCombatAction(ILLIDAN_ACTION_DRAW_SOUL, true);
AddCustomAction(ILLIDAN_ACTION_PHASE_TRANSITION, true, [&]() { HandlePhaseTransition(); });
SetDeathPrevention(true);
if (m_instance)
{
m_creature->GetCombatManager().SetLeashingCheck([](Unit* unit, float x, float y, float z)
{
return static_cast<ScriptedInstance*>(unit->GetInstanceData())->GetPlayerInMap(true, false) == nullptr;
});
}
InitializeDialogueHelper(m_instance);
Reset();
m_creature->GetCombatManager().SetLeashingCheck([&](Unit*, float x, float y, float z)
{
return z < 352.0f;
});
}
instance_black_temple* m_instance;
Phase m_phase;
float m_targetMoveX, m_targetMoveY, m_targetMoveZ;
uint8 m_flameAzzinothKilled;
Phase m_prevPhase; // store the previous phase in transition
PhaseTransition m_currentTransition; // store the current transition between phases
uint32 m_phaseTransitionStage;
uint8 m_curEyeBlastLoc;
ObjectGuid m_curEyeBlastTarget;
GuidList m_bladesGuidList;
GuidVector m_cageTrapVisualGuids;
void Reset() override
{
CombatAI::Reset();
m_phase = PHASE_1_AKAMA;
m_currentTransition = PHASETRANSITION_NONE;
m_flameAzzinothKilled = 0;
SetMeleeEnabled(true);
m_attackDistance = 0.0f;
m_bladesGuidList.clear();
// Reset boss
m_creature->SetHover(false);
m_creature->SetLevitate(false);
m_creature->SetImmobilizedState(false);
SetCombatMovement(true);
m_creature->SetWalk(false, true);
SetCombatScriptStatus(false);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PLAYER);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
m_creature->SetSheath(SHEATH_STATE_UNARMED);
m_creature->HandleEmoteState(0);
DoCastSpellIfCan(nullptr, SPELL_KNEEL_INTRO, CAST_TRIGGERED | CAST_AURA_NOT_PRESENT);
DoCastSpellIfCan(nullptr, SPELL_PASSIVE_HIT, CAST_TRIGGERED | CAST_AURA_NOT_PRESENT);
}
uint32 GetInitialActionTimer(IllidanActions id)
{
switch (id)
{
case ILLIDAN_ACTION_TRANSFORM: return 60000;
case ILLIDAN_ACTION_ENRAGE: return 40000;
case ILLIDAN_ACTION_TRAP: return 30000;
case ILLIDAN_ACTION_SHADOW_DEMON: return 20000;
case ILLIDAN_ACTION_FLAME_BURST: return 7500;
case ILLIDAN_ACTION_SHADOW_BLAST: return urand(1000, 2000);
case ILLIDAN_ACTION_AGONISING_FLAMES: return 25000;
case ILLIDAN_ACTION_EYE_BLAST: return 10000;
case ILLIDAN_ACTION_DARK_BARRAGE: return 77000;
case ILLIDAN_ACTION_FIREBALL: return 0;
case ILLIDAN_ACTION_SHADOW_FIEND: return 25000;
case ILLIDAN_ACTION_FLAME_CRASH: return urand(25000, 30000);
case ILLIDAN_ACTION_SHEAR: return 10000;
case ILLIDAN_ACTION_DRAW_SOUL: return 32000;
default: return 0;
}
}
void GetAIInformation(ChatHandler& reader) override
{
reader.PSendSysMessage("Boss Illidan, current uiPhase = %u", m_phase);
}
void Aggro(Unit* /*who*/) override
{
if (m_instance)
m_instance->SetData(TYPE_ILLIDAN, IN_PROGRESS);
m_creature->PlayMusic(SOUND_KIT_ILLIDAN_AGGRO);
}
void JustReachedHome() override
{
if (m_instance)
m_instance->SetData(TYPE_ILLIDAN, FAIL);
}
void JustRespawned() override
{
CombatAI::JustRespawned();
DisableDialogue();
}
void CorpseRemoved(uint32& respawnDelay) override
{
// Respawn after 10 seconds
if (m_instance->GetData(TYPE_ILLIDAN) == FAIL)
respawnDelay = 10;
}
void JustDied(Unit* /*killer*/) override
{
if (m_instance->GetData(TYPE_ILLIDAN) != FAIL) // akama died
{
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
if (m_instance)
m_instance->SetData(TYPE_ILLIDAN, DONE);
}
}
void KilledUnit(Unit* victim) override
{
if (victim->GetTypeId() != TYPEID_PLAYER)
return;
DoScriptText(urand(0, 1) ? SAY_KILL1 : SAY_KILL2, m_creature);
}
void ReceiveAIEvent(AIEventType eventType, Unit* /*sender*/, Unit* /*invoker*/, uint32 miscValue) override
{
if (eventType == AI_EVENT_CUSTOM_A) // encounter wipe
{
m_creature->ForcedDespawn();
if (Creature* akama = m_instance->GetSingleCreatureFromStorage(NPC_AKAMA))
akama->ForcedDespawn();
if (Creature* akama = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
akama->ForcedDespawn();
DespawnGuids(m_instance->GetIllidanSpawns());
}
else if (eventType == AI_EVENT_CUSTOM_B) // Demon Transform 1 aura
{
if (miscValue == 1)
m_creature->CastSpell(nullptr, SPELL_DEMON_TRANSFORM_2, TRIGGERED_OLD_TRIGGERED);
else if (miscValue == 2)
{
if (m_phase != PHASE_4_DEMON)
DoScriptText(SAY_MORPH, m_creature);
}
}
else if (eventType == AI_EVENT_CUSTOM_C) // Demon Transform 2 aura
{
if (m_phase != PHASE_4_DEMON)
{
if (miscValue == 2)
m_creature->CastSpell(nullptr, SPELL_DEMON_FORM, TRIGGERED_OLD_TRIGGERED);
else if (miscValue == 3)
m_creature->CastSpell(nullptr, SPELL_DEMON_TRANSFORM_3, TRIGGERED_OLD_TRIGGERED);
}
else
{
if (miscValue == 1)
m_creature->RemoveAurasDueToSpell(SPELL_DEMON_FORM);
else if (miscValue == 2)
m_creature->CastSpell(nullptr, SPELL_DEMON_TRANSFORM_3, TRIGGERED_OLD_TRIGGERED);
else if (miscValue == 3)
SetEquipmentSlots(true);
}
}
else if (eventType == AI_EVENT_CUSTOM_D) // Demon Transform 3 aura end
{
m_creature->RemoveAurasDueToSpell(SPELL_DEMON_TRANSFORM_2);
if (m_phase != PHASE_4_DEMON)
{
m_prevPhase = m_phase;
m_phase = PHASE_4_DEMON;
}
else
{
m_phase = m_prevPhase;
m_creature->CastSpell(nullptr, SPELL_PASSIVE_HIT, TRIGGERED_OLD_TRIGGERED);
}
SetCombatScriptStatus(false);
SetCombatMovement(true);
SetMeleeEnabled(true);
SetDeathPrevention(true);
PreparePhaseTimers();
DoStartMovement(m_creature->GetVictim());
// Phase 4 Transition End
if (Creature* maiev = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
SendAIEvent(AI_EVENT_CUSTOM_A, maiev, maiev, m_phase);
}
else if (eventType == AI_EVENT_CUSTOM_E) // End of Eye Blast
{
m_creature->SetImmobilizedState(false);
if (GetActionReadyStatus(ILLIDAN_ACTION_PHASE_3))
return;
int32 randVal = urand(1, 2);
if (randVal == 2)
randVal = -1;
m_curEyeBlastLoc = (m_curEyeBlastLoc + randVal + 4) % 4; // make sure he only goes left or right
SetCombatScriptStatus(true);
m_creature->GetMotionMaster()->MovePoint(POINT_ILLIDAN_FLIGHT_RANDOM, illidanFlightPos[m_curEyeBlastLoc].fX, illidanFlightPos[m_curEyeBlastLoc].fY, illidanFlightPos[m_curEyeBlastLoc].fZ, FORCED_MOVEMENT_RUN);
}
else if (eventType == AI_EVENT_CUSTOM_F)
{
m_creature->CastSpell(nullptr, SPELL_CAGED, TRIGGERED_OLD_TRIGGERED);
// Cast the visual effects
for (uint32 aCagedSummonSpell : aCagedSummonSpells)
m_creature->CastSpell(nullptr, aCagedSummonSpell, TRIGGERED_OLD_TRIGGERED);
for (uint32 i = 0; i < 8; ++i)
if (Creature* trigger = m_creature->GetMap()->GetCreature(m_cageTrapVisualGuids[i]))
trigger->CastSpell(nullptr, aCagedVisualSpells[i], TRIGGERED_NONE);
m_cageTrapVisualGuids.clear();
}
}
void JustPreventedDeath(Unit* attacker) override
{
if (m_phase == PHASE_4_DEMON)
HandlePhaseBehaviour();
else
{
m_creature->InterruptNonMeleeSpells(true);
m_creature->StopMoving();
m_creature->RemoveAllAurasOnDeath();
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
m_creature->ClearAllReactives();
DoCastSpellIfCan(nullptr, SPELL_DEATH);
DoCastSpellIfCan(m_creature, SPELL_TELEPORT_MAIEV, CAST_TRIGGERED);
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
// Signal Maiev to start the outro dialogue
if (m_instance)
{
// DespawnGuids(m_instance->GetIllidanSpawns());
if (Creature* maiev = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
maiev->AI()->KilledUnit(m_creature);
}
}
}
void JustDidDialogueStep(int32 entry) override
{
switch (entry)
{
case NPC_AKAMA:
m_creature->RemoveAurasDueToSpell(SPELL_KNEEL_INTRO);
break;
case EMOTE_ONESHOT_QUESTION:
case DUMMY_EMOTE_ID_1:
case DUMMY_EMOTE_ID_2:
case DUMMY_EMOTE_ID_3:
//TODO: move to SD2 SQL if emotes can be added
m_creature->HandleEmote(EMOTE_ONESHOT_QUESTION);
break;
case EQUIP_ID_MAIN_HAND:
m_creature->SetSheath(SHEATH_STATE_MELEE);
break;
case NPC_ILLIDAN_STORMRAGE:
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PLAYER);
m_creature->SetInCombatWithZone();
AttackClosestEnemy();
PreparePhaseTimers(); // Phase 1 start
if (m_instance)
{
if (Creature* akama = m_instance->GetSingleCreatureFromStorage(NPC_AKAMA))
{
akama->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
akama->AI()->AttackStart(m_creature);
}
}
break;
case SAY_AKAMA_LEAVE:
if (m_instance)
// Remove Akama from threat list and allow him to fight the Illidari elites
if (Creature* akama = m_instance->GetSingleCreatureFromStorage(NPC_AKAMA))
akama->AI()->SendAIEvent(AI_EVENT_CUSTOM_B, akama, akama);
break;
case SAY_ILLIDAN_SPEECH_6:
m_creature->CastSpell(nullptr, SPELL_EMOTE_TALK_QUESTION, TRIGGERED_NONE);
break;
case SPELL_SUMMMON_MAIEV:
DoCastSpellIfCan(nullptr, SPELL_SUMMMON_MAIEV);
break;
case EMOTE_ONESHOT_EXCLAMATION:
if (m_instance)
if (Creature* maiev = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
maiev->HandleEmote(EMOTE_ONESHOT_EXCLAMATION);
break;
case EMOTE_STATE_READY1H:
m_creature->HandleEmote(EMOTE_STATE_READY1H);
break;
case EMOTE_ONESHOT_YES:
case EMOTE_ONESHOT_ROAR:
if (m_instance)
if (Creature* maiev = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
maiev->HandleEmote(uint32(entry));
break;
case DUMMY_EMOTE_ID_5:
// Resume combat and attack Maiev
m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
SetCombatScriptStatus(false);
SetCombatMovement(true);
SetMeleeEnabled(true);
if (Unit* victim = m_creature->GetVictim())
{
m_creature->SetTarget(victim);
DoStartMovement(victim);
}
m_phase = PHASE_5_MAIEV;
PreparePhaseTimers();
break;
case NPC_MAIEV_SHADOWSONG:
if (m_instance)
if (Creature* maiev = m_instance->GetSingleCreatureFromStorage(NPC_MAIEV_SHADOWSONG))
maiev->AI()->AttackStart(m_creature);
break;
}
}
void JustSummoned(Creature* summoned) override
{
switch (summoned->GetEntry())
{
case NPC_FLAME_CRASH:
summoned->SetCanEnterCombat(false);
summoned->AI()->SetCombatMovement(false);
summoned->CastSpell(nullptr, SPELL_INSTANT_BLADE_BIRTH, TRIGGERED_NONE);
summoned->AI()->DoCastSpellIfCan(nullptr, SPELL_FLAME_CRASH_EFFECT, CAST_TRIGGERED | CAST_AURA_NOT_PRESENT);
break;
case NPC_BLADE_OF_AZZINOTH:
summoned->CastSpell(nullptr, SPELL_INSTANT_BLADE_BIRTH, TRIGGERED_NONE);
summoned->CastSpell(nullptr, SPELL_RANGE_MARKER, TRIGGERED_OLD_TRIGGERED);
summoned->CastSpell(nullptr, SPELL_SUMMON_TEAR_AZZINOTH, TRIGGERED_OLD_TRIGGERED);
m_bladesGuidList.push_back(summoned->GetObjectGuid());
break;
case NPC_ILLIDAN_TARGET:
summoned->AI()->SetCombatMovement(false);
summoned->AI()->SetReactState(REACT_PASSIVE);
summoned->CastSpell(nullptr, SPELL_EYE_BLAST_TRIGGER, TRIGGERED_OLD_TRIGGERED);
summoned->SetCanEnterCombat(false);
DoCastSpellIfCan(summoned, SPELL_EYE_BLAST_DUMMY);
break;
case NPC_SHADOW_DEMON:
break;
case NPC_MAIEV_SHADOWSONG:
summoned->SetFacingToObject(m_creature);
m_creature->SetTarget(summoned);
break;
case NPC_CAGE_TRAP_TRIGGER_1:
case NPC_CAGE_TRAP_TRIGGER_2:
case NPC_CAGE_TRAP_TRIGGER_3:
case NPC_CAGE_TRAP_TRIGGER_4:
case NPC_CAGE_TRAP_TRIGGER_5:
case NPC_CAGE_TRAP_TRIGGER_6:
case NPC_CAGE_TRAP_TRIGGER_7:
case NPC_CAGE_TRAP_TRIGGER_8:
m_cageTrapVisualGuids.push_back(summoned->GetObjectGuid());
break;
}
}
void HandlePhaseBehaviour()
{
switch (m_phase)
{
case PHASE_5_MAIEV:
{
DisableCombatAction(ILLIDAN_ACTION_ENRAGE);
DisableCombatAction(ILLIDAN_ACTION_TRAP);
}
case PHASE_3_NORMAL:
{
DoCastSpellIfCan(nullptr, SPELL_DEMON_TRANSFORM_1);
m_attackDistance = 80.f;
SetCombatScriptStatus(true);
SetMeleeEnabled(false);
SetCombatMovement(false);
SetEquipmentSlots(false, EQUIP_UNEQUIP, EQUIP_UNEQUIP, EQUIP_NO_CHANGE);
m_creature->RemoveAurasDueToSpell(SPELL_PASSIVE_HIT);
DoResetThreat();
break;
}
case PHASE_4_DEMON:
{
DoCastSpellIfCan(nullptr, SPELL_DEMON_TRANSFORM_1);
m_attackDistance = 0.f;
SetCombatScriptStatus(true);
SetMeleeEnabled(false);
SetCombatMovement(false);
DoResetThreat();
break;
}
case PHASE_2_FLIGHT:
{
m_currentTransition = PHASETRANSITION_LAND;
m_phaseTransitionStage = 0;
SetCombatScriptStatus(true);
ResetTimer(ILLIDAN_ACTION_PHASE_TRANSITION, 1000u);
break;
}
case PHASE_1_AKAMA:
{
//Do transition movement/summons
m_currentTransition = PHASETRANSITION_LIFTOFF;
m_phaseTransitionStage = 0;
SetCombatScriptStatus(true);
ResetTimer(ILLIDAN_ACTION_PHASE_TRANSITION, 1000u);
break;
}
default: break;
}
}
void PreparePhaseTimers() // called on entering specific phase
{
switch (m_phase)
{
case PHASE_1_AKAMA:
{
ResetCombatAction(ILLIDAN_ACTION_SHADOW_FIEND, GetInitialActionTimer(ILLIDAN_ACTION_SHADOW_FIEND));
ResetCombatAction(ILLIDAN_ACTION_FLAME_CRASH, GetInitialActionTimer(ILLIDAN_ACTION_FLAME_CRASH));
ResetCombatAction(ILLIDAN_ACTION_SHEAR, GetInitialActionTimer(ILLIDAN_ACTION_SHEAR));
ResetCombatAction(ILLIDAN_ACTION_DRAW_SOUL, GetInitialActionTimer(ILLIDAN_ACTION_DRAW_SOUL));
break;
}
case PHASE_2_FLIGHT:
{
DisableCombatAction(ILLIDAN_ACTION_DRAW_SOUL);
DisableCombatAction(ILLIDAN_ACTION_FLAME_CRASH);
DisableCombatAction(ILLIDAN_ACTION_SHEAR);
DisableCombatAction(ILLIDAN_ACTION_SHADOW_FIEND);
ResetCombatAction(ILLIDAN_ACTION_EYE_BLAST, GetInitialActionTimer(ILLIDAN_ACTION_EYE_BLAST));
ResetCombatAction(ILLIDAN_ACTION_DARK_BARRAGE, GetInitialActionTimer(ILLIDAN_ACTION_DARK_BARRAGE));
ResetCombatAction(ILLIDAN_ACTION_FIREBALL, GetInitialActionTimer(ILLIDAN_ACTION_FIREBALL));
break;
}
case PHASE_4_DEMON:
{
DisableCombatAction(ILLIDAN_ACTION_DRAW_SOUL);
DisableCombatAction(ILLIDAN_ACTION_FLAME_CRASH);
DisableCombatAction(ILLIDAN_ACTION_SHEAR);
DisableCombatAction(ILLIDAN_ACTION_SHADOW_FIEND);
DisableCombatAction(ILLIDAN_ACTION_AGONISING_FLAMES);
ResetCombatAction(ILLIDAN_ACTION_FLAME_BURST, GetInitialActionTimer(ILLIDAN_ACTION_FLAME_BURST));
ResetCombatAction(ILLIDAN_ACTION_SHADOW_BLAST, GetInitialActionTimer(ILLIDAN_ACTION_SHADOW_BLAST));
ResetCombatAction(ILLIDAN_ACTION_SHADOW_DEMON, GetInitialActionTimer(ILLIDAN_ACTION_SHADOW_DEMON));
ResetCombatAction(ILLIDAN_ACTION_TRANSFORM, 50000u);
break;
}
case PHASE_5_MAIEV:
ResetCombatAction(ILLIDAN_ACTION_ENRAGE, GetInitialActionTimer(ILLIDAN_ACTION_ENRAGE));
ResetCombatAction(ILLIDAN_ACTION_TRAP, GetInitialActionTimer(ILLIDAN_ACTION_TRAP));
ResetCombatAction(ILLIDAN_ACTION_TRANSFORM, GetInitialActionTimer(ILLIDAN_ACTION_TRANSFORM));
// [fallthrough]
case PHASE_3_NORMAL:
{
// phase 2 cleanup
DisableCombatAction(ILLIDAN_ACTION_EYE_BLAST);
DisableCombatAction(ILLIDAN_ACTION_DARK_BARRAGE);
DisableCombatAction(ILLIDAN_ACTION_FIREBALL);
// phase 4 cleanup
DisableCombatAction(ILLIDAN_ACTION_FLAME_BURST);
DisableCombatAction(ILLIDAN_ACTION_SHADOW_BLAST);
DisableCombatAction(ILLIDAN_ACTION_SHADOW_DEMON);
// phase 3 abilities
ResetCombatAction(ILLIDAN_ACTION_DRAW_SOUL, GetInitialActionTimer(ILLIDAN_ACTION_DRAW_SOUL));
ResetCombatAction(ILLIDAN_ACTION_FLAME_CRASH, GetInitialActionTimer(ILLIDAN_ACTION_FLAME_CRASH));
ResetCombatAction(ILLIDAN_ACTION_SHEAR, GetInitialActionTimer(ILLIDAN_ACTION_SHEAR));
ResetCombatAction(ILLIDAN_ACTION_SHADOW_FIEND, GetInitialActionTimer(ILLIDAN_ACTION_SHADOW_FIEND));
ResetCombatAction(ILLIDAN_ACTION_AGONISING_FLAMES, GetInitialActionTimer(ILLIDAN_ACTION_AGONISING_FLAMES));
ResetCombatAction(ILLIDAN_ACTION_TRANSFORM, GetInitialActionTimer(ILLIDAN_ACTION_TRANSFORM));
break;
}
default: break;
}
}
void HandlePhaseTransition()
{
uint32 nextTimer = 0;
switch (m_currentTransition)
{
case PHASETRANSITION_LIFTOFF:
{
switch (m_phaseTransitionStage)
{
case 0:
{
m_creature->RemoveAllAuras();
m_creature->GetMotionMaster()->Clear(false, true);
m_creature->GetMotionMaster()->MoveIdle();
m_creature->HandleEmote(EMOTE_ONESHOT_LIFTOFF);
m_creature->SetLevitate(true);
m_creature->SetHover(true);
m_creature->SetFacingTo(0.659198f);
SetCombatMovement(false);
SetMeleeEnabled(false);
m_creature->SetTarget(nullptr);
m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
nextTimer = 3500;
break;
}
case 1:
{
DoScriptText(SAY_TAKEOFF, m_creature);
nextTimer = 3000;
break;
}
case 2: // picks closest trigger out of the 3 and flies towards it
{
GuidVector& lowerTriggers = m_instance->GetIllidanTriggersLower();
Creature* closestTrigger = nullptr;
for (ObjectGuid guid : lowerTriggers)
{
if (Creature* trigger = m_creature->GetMap()->GetCreature(guid))
{
if (closestTrigger)
{
if (closestTrigger->GetDistance(m_creature, true, DIST_CALC_NONE) > trigger->GetDistance(m_creature, true, DIST_CALC_NONE))
closestTrigger = trigger;
}
else
closestTrigger = trigger;
}
}
float x, y, z;
closestTrigger->GetPosition(x, y, z);
m_creature->GetMotionMaster()->MovePoint(POINT_ILLIDAN_FLIGHT, x, y, z, FORCED_MOVEMENT_RUN);
break;
}
case 3:
{
if (m_instance)
{
// Need to provide explicit glaive targets
GuidVector targets;
m_instance->GetGlaiveTargetGuidVector(targets);
Creature* glaive1 = m_creature->GetMap()->GetCreature(targets[0]);
if (!glaive1)
break;
// Summon both blades and remove them from equipment
DoCastSpellIfCan(glaive1, SPELL_THROW_GLAIVE_VISUAL);
nextTimer = 2000;
}
break;
}
case 4:
{
if (m_instance)
{
// Need to provide explicit glaive targets
GuidVector targets;
m_instance->GetGlaiveTargetGuidVector(targets);