fix(Core/Scripts): Fix multiple ICC encounter regressions after threat system port (#25303)

Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
Co-authored-by: Treeston <treeston.mmoc@gmail.com>
Co-authored-by: Shauren <shauren.trinity@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Co-authored-by: ccrs <ccrs@users.noreply.github.com>
This commit is contained in:
blinkysc
2026-03-30 09:52:10 -05:00
committed by GitHub
parent 268ff79bc3
commit 0b9395531b
4 changed files with 153 additions and 134 deletions

View File

@@ -688,14 +688,14 @@ public:
if (_instance->GetBossState(DATA_ICECROWN_GUNSHIP_BATTLE) != IN_PROGRESS)
return;
// Blizzlike: ship wipes when all players are in cannons (vehicles) with nobody on deck
// See: azerothcore/azerothcore-wotlk#17856
bool playerOnDeck = false;
me->GetMap()->DoForAllPlayers([&](Player* player)
{
if (!player->GetVehicle() && player->IsAlive())
playerOnDeck = true;
});
// Wipe if no player is on the deck
if (!playerOnDeck)
{
// Script runs on enemy ship. We want to kill our ship.

View File

@@ -653,6 +653,8 @@ public:
_lastTalkTimeBuff = 0;
_bFrostmournePhase = false;
_bFordringMustFallYell = false;
me->SetRegeneratingHealth(true);
me->SetIsCombatDisallowed(false);
_Reset();
DoAction(ACTION_RESTORE_LIGHT);
@@ -792,12 +794,15 @@ public:
if (_phase == PHASE_THREE && HealthBelowPct(10) && !me->HasUnitState(UNIT_STATE_CASTING))
{
_phase = PHASE_OUTRO;
me->SetRegeneratingHealth(false);
me->SetIsCombatDisallowed(true);
EntryCheckPredicate pred(NPC_STRANGULATE_VEHICLE);
summons.DoAction(ACTION_TELEPORT_BACK, pred);
events.Reset();
summons.DespawnAll();
me->SetReactState(REACT_PASSIVE);
me->AttackStop();
me->CombatStop(true);
me->GetMap()->SetZoneMusic(AREA_THE_FROZEN_THRONE, MUSIC_FURY_OF_FROSTMOURNE);
me->InterruptNonMeleeSpells(true);
me->CastSpell((Unit*)nullptr, SPELL_FURY_OF_FROSTMOURNE, false);
@@ -1253,6 +1258,9 @@ public:
void EnterEvadeMode(EvadeReason why) override
{
if (_phase == PHASE_OUTRO || _phase == PHASE_FROSTMOURNE)
return;
EntryCheckPredicate pred(NPC_STRANGULATE_VEHICLE);
summons.DoAction(ACTION_TELEPORT_BACK, pred);
instance->SetBossState(DATA_THE_LICH_KING, FAIL);

View File

@@ -508,31 +508,26 @@ public:
void Reset() override
{
events.Reset();
summons.DespawnAll();
if (instance->GetBossState(DATA_VALITHRIA_DREAMWALKER) != DONE)
instance->SetBossState(DATA_VALITHRIA_DREAMWALKER, NOT_STARTED);
_Reset();
me->SetReactState(REACT_PASSIVE);
checkTimer = 5000;
}
void JustEngagedWith(Unit* target) override
void JustEnteredCombat(Unit* target) override
{
if (IsEngaged())
return;
if (!instance->CheckRequiredBosses(DATA_VALITHRIA_DREAMWALKER, target->ToPlayer()))
{
me->setActive(true);
EnterEvadeMode();
EnterEvadeMode(EVADE_REASON_SEQUENCE_BREAK);
instance->DoCastSpellOnPlayers(LIGHT_S_HAMMER_TELEPORT);
return;
}
if (instance->GetBossState(DATA_VALITHRIA_DREAMWALKER) == DONE)
{
me->CombatStop();
return;
}
EngagementStart(target);
me->setActive(true);
me->SetInCombatWithZone();
DoZoneInCombat();
instance->SetBossState(DATA_VALITHRIA_DREAMWALKER, IN_PROGRESS);
if (Creature* valithria = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_VALITHRIA_DREAMWALKER)))
valithria->AI()->DoAction(ACTION_ENTER_COMBAT);
@@ -547,17 +542,6 @@ public:
(*itr)->AI()->DoAction(ACTION_ENTER_COMBAT);
}
void AttackStart(Unit* target) override
{
if (target->IsPlayer())
BossAI::AttackStart(target);
}
void EnterEvadeMode(EvadeReason why = EVADE_REASON_OTHER) override
{
CreatureAI::EnterEvadeMode(why);
}
void MoveInLineOfSight(Unit* /*who*/) override {}
bool CanAIAttack(Unit const* target) const override
@@ -565,48 +549,27 @@ public:
return target->IsPlayer();
}
void JustReachedHome() override
void JustExitedCombat() override
{
if (instance->GetBossState(DATA_VALITHRIA_DREAMWALKER) != DONE)
DoAction(ACTION_DEATH); // setActive(false) in ValithriaDespawner
else
_JustReachedHome();
EngagementOver();
me->setActive(false);
if (!me->IsAlive())
return;
DoAction(ACTION_DEATH);
}
void DoAction(int32 action) override
{
if (action == ACTION_DEATH)
{
instance->SetBossState(DATA_VALITHRIA_DREAMWALKER, NOT_STARTED);
me->m_Events.AddEventAtOffset(new ValithriaDespawner(me), 5s);
else if (action == ACTION_ENTER_COMBAT)
{
if (!me->IsInCombat())
me->SetInCombatWithZone();
if (Creature* lichKing = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_VALITHRIA_LICH_KING)))
lichKing->AI()->EnterEvadeMode();
}
}
void UpdateAI(uint32 diff) override
{
if (!me->IsInCombat())
return;
if (checkTimer <= diff)
{
checkTimer = 3000;
me->SetInCombatWithZone();
for (ThreatReference const* ref : me->GetThreatMgr().GetUnsortedThreatList())
{
if (Unit* target = ref->GetVictim())
if (target->IsAlive() && target->IsPlayer() && me->GetExactDist(target) < 200.0f && !target->IsImmunedToDamageOrSchool(SPELL_SCHOOL_MASK_ALL))
return;
}
EnterEvadeMode();
}
else
checkTimer -= diff;
}
private:
uint16 checkTimer;
};
CreatureAI* GetAI(Creature* creature) const override
@@ -712,7 +675,7 @@ public:
struct npc_risen_archmageAI : public ScriptedAI
{
npc_risen_archmageAI(Creature* creature) : ScriptedAI(creature),
_instance(creature->GetInstanceScript())
_instance(creature->GetInstanceScript()), _isInitialArchmage(false)
{
}
@@ -725,23 +688,34 @@ public:
{
_events.Reset();
_events.ScheduleEvent(EVENT_FROSTBOLT_VOLLEY, 5s, 15s);
_events.ScheduleEvent(EVENT_MANA_VOID, 15s, 25s);
_events.ScheduleEvent(EVENT_MANA_VOID, 20s, 25s);
_events.ScheduleEvent(EVENT_COLUMN_OF_FROST, 10s, 20s);
_isInitialArchmage = me->GetSpawnId() != 0;
}
void JustEngagedWith(Unit* /*target*/) override
void JustEnteredCombat(Unit* who) override
{
me->FinishSpell(CURRENT_CHANNELED_SPELL, false);
me->SetInCombatWithZone();
if (me->GetSpawnId())
if (IsEngaged())
return;
me->InterruptNonMeleeSpells(false);
EngagementStart(who);
if (_isInitialArchmage)
{
if (Creature* lichKing = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_VALITHRIA_LICH_KING)))
DoZoneInCombat(lichKing);
if (Creature* trigger = ObjectAccessor::GetCreature(*me, _instance->GetGuidData(DATA_VALITHRIA_TRIGGER)))
trigger->AI()->DoAction(ACTION_ENTER_COMBAT);
DoZoneInCombat(trigger);
}
}
void DoAction(int32 action) override
{
if (action == ACTION_ENTER_COMBAT && !me->IsInCombat())
me->SetInCombatWithZone();
if (action == ACTION_ENTER_COMBAT)
DoZoneInCombat();
}
void JustSummoned(Creature* summon) override
@@ -754,10 +728,8 @@ public:
void UpdateAI(uint32 diff) override
{
if (!me->IsInCombat())
if (me->GetSpawnId())
if (!me->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
me->CastSpell(me, SPELL_CORRUPTION, true);
if (!me->IsInCombat() && me->IsAlive() && _isInitialArchmage && !me->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
DoCastSelf(SPELL_CORRUPTION);
if (!UpdateVictim())
return;
@@ -796,6 +768,7 @@ public:
private:
EventMap _events;
InstanceScript* _instance;
bool _isInitialArchmage;
};
CreatureAI* GetAI(Creature* creature) const override

View File

@@ -345,11 +345,17 @@ public:
return;
}
uint32 corpseDelay = creature->GetCorpseDelay();
uint32 respawnDelay = creature->GetRespawnDelay();
creature->SetCorpseDelay(1);
creature->SetRespawnDelay(2);
if (CreatureData const* data = creature->GetCreatureData())
creature->SetPosition(data->posX, data->posY, data->posZ, data->orientation);
creature->DespawnOrUnsummon();
creature->SetRespawnTime(5);
creature->SetCorpseDelay(corpseDelay);
creature->SetRespawnDelay(respawnDelay);
}
};
@@ -730,7 +736,7 @@ public:
{
me->SetReactState(REACT_DEFENSIVE);
_didUnderTenPercentText = false;
_wipeCheckTimer = 3000;
_wipeCheckTimer = 1000;
_handledWP4 = false;
_events.Reset();
@@ -868,6 +874,27 @@ public:
void DamageTaken(Unit*, uint32& damage, DamageEffectType, SpellSchoolMask) override
{
if (!_wipeCheckTimer)
{
_wipeCheckTimer = 1000;
Player* player = nullptr;
Acore::AnyPlayerInObjectRangeCheck check(me, 60.0f);
Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(me, player, check);
Cell::VisitObjects(me, searcher, 60.0f);
// wipe
if (!player)
{
damage *= 100;
if (damage >= me->GetHealth())
{
FrostwingGauntletRespawner respawner;
Acore::CreatureWorker<FrostwingGauntletRespawner> worker(me, respawner);
Cell::VisitObjects(me, worker, 333.0f);
return;
}
}
}
if (HealthBelowPct(10))
{
if (!_didUnderTenPercentText)
@@ -885,37 +912,21 @@ public:
}
}
void UpdateEscortAI(uint32 /*diff*/) override {}
void UpdateEscortAI(uint32 diff) override
{
if (_wipeCheckTimer <= diff)
_wipeCheckTimer = 0;
else
_wipeCheckTimer -= diff;
}
void UpdateAI(uint32 diff) override
{
npc_escortAI::UpdateAI(diff);
//Position pos = me->GetHomePosition();
if (!me->isActiveObject()/* && me->GetExactDist(&pos) < 5.0f*/) // during event
if (!me->isActiveObject())
return;
if (_wipeCheckTimer <= diff)
{
_wipeCheckTimer = 3000;
Player* player = nullptr;
Acore::AnyPlayerInObjectRangeCheck check(me, 140.0f);
Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(me, player, check);
Cell::VisitObjects(me, searcher, 140.0f);
// wipe
if (!player || me->GetExactDist(4357.0f, 2606.0f, 350.0f) > 125.0f)
{
//Talk(SAY_CROK_DEATH);
FrostwingGauntletRespawner respawner;
Acore::CreatureWorker<FrostwingGauntletRespawner> worker(me, respawner);
Cell::VisitObjects(me, worker, 333.0f);
return;
}
}
else
_wipeCheckTimer -= diff;
UpdateVictim();
_events.Update(diff);
@@ -968,7 +979,7 @@ public:
bool CanAIAttack(Unit const* target) const override
{
// do not see targets inside Frostwing Halls when we are not there
return !target->IsPlayer() && (me->GetPositionY() > 2660.0f) == (target->GetPositionY() > 2660.0f) && target->GetEntry() != NPC_SINDRAGOSA;
return (me->GetPositionY() > 2660.0f) == (target->GetPositionY() > 2660.0f);
}
private:
@@ -995,18 +1006,30 @@ public:
struct boss_sister_svalnaAI : public BossAI
{
boss_sister_svalnaAI(Creature* creature) : BossAI(creature, DATA_SISTER_SVALNA)
boss_sister_svalnaAI(Creature* creature) : BossAI(creature, DATA_SISTER_SVALNA),
_isEventInProgress(false)
{
}
void InitializeAI() override
{
if (!me->isDead())
Reset();
me->SetReactState(REACT_PASSIVE);
}
void Reset() override
{
_Reset();
me->SetImmuneToAll(true);
me->SetReactState(REACT_DEFENSIVE);
_isEventInProgress = false;
}
void JustReachedHome() override
{
_JustReachedHome();
me->SetReactState(REACT_PASSIVE);
me->SetCanFly(true);
me->SetDisableGravity(true);
me->SendMovementFlagUpdate();
me->SetDisableGravity(false);
}
void JustDied(Unit* /*killer*/) override
@@ -1080,6 +1103,8 @@ public:
break;
case ACTION_START_GAUNTLET:
me->setActive(true);
me->SetImmuneToAll(true);
_isEventInProgress = true;
events.ScheduleEvent(EVENT_SVALNA_START, 25s);
break;
case ACTION_RESURRECT_CAPTAINS:
@@ -1106,16 +1131,21 @@ public:
}
}
void JustExitedCombat() override
{
if (_isEventInProgress)
return;
CreatureAI::JustExitedCombat();
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != EFFECT_MOTION_TYPE || id != POINT_LAND)
return;
_isEventInProgress = false;
me->setActive(false);
me->SetImmuneToAll(false);
me->SetCanFly(false);
me->SetDisableGravity(false);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat(nullptr, 150.0f);
}
void SpellHitTarget(Unit* target, SpellInfo const* spell) override
@@ -1140,43 +1170,51 @@ public:
void UpdateAI(uint32 diff) override
{
if (!me->isActiveObject())
if (!UpdateVictim() && !_isEventInProgress)
return;
UpdateVictim();
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
while (uint32 eventId = events.ExecuteEvent())
{
case EVENT_SVALNA_START:
Talk(SAY_SVALNA_EVENT_START);
break;
case EVENT_SVALNA_RESURRECT:
Talk(SAY_SVALNA_RESURRECT_CAPTAINS);
me->CastSpell(me, SPELL_REVIVE_CHAMPION, false);
break;
case EVENT_SVALNA_COMBAT:
Talk(SAY_SVALNA_AGGRO);
break;
case EVENT_IMPALING_SPEAR:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true, false, -SPELL_IMPALING_SPEAR))
{
DoCast(me, SPELL_AETHER_SHIELD);
me->AddAura(70203, me);
DoCast(target, SPELL_IMPALING_SPEAR);
}
events.ScheduleEvent(EVENT_IMPALING_SPEAR, 20s, 25s);
break;
default:
break;
switch (eventId)
{
case EVENT_SVALNA_START:
Talk(SAY_SVALNA_EVENT_START);
break;
case EVENT_SVALNA_RESURRECT:
Talk(SAY_SVALNA_RESURRECT_CAPTAINS);
me->CastSpell(me, SPELL_REVIVE_CHAMPION, false);
break;
case EVENT_SVALNA_COMBAT:
me->SetReactState(REACT_DEFENSIVE);
Talk(SAY_SVALNA_AGGRO);
break;
case EVENT_IMPALING_SPEAR:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true, false, -SPELL_IMPALING_SPEAR))
{
DoCast(me, SPELL_AETHER_SHIELD);
me->AddAura(70203, me);
DoCast(target, SPELL_IMPALING_SPEAR);
}
events.ScheduleEvent(EVENT_IMPALING_SPEAR, 20s, 25s);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
bool _isEventInProgress;
};
CreatureAI* GetAI(Creature* creature) const override