Trinitycore: Reliquary of the Lost 22856

Created on 21 Oct 2019  路  15Comments  路  Source: TrinityCore/TrinityCore

Plese check - https://github.com/Rochet2/TrinityCore/issues/110

Hello,
I have encountered a problem while raiding in "The Black Temple" zone.

How to reproduce the bug:

Get inside "The Black Temple".
killed the first bosses :
High Warlord Naj'entus
Supremus
Shade of Akama
Teron Gorefiend
Gurtogg Bloodboil

Try to start "Reliquary of the Lost" Encounter
https://www.wowhead.com/npc=22856/reliquary-of-the-lost

What should happen, what happens instead:
You should be able to start the boss, or even target him. instead, you cant target the boss or start the actual boss event.

gm off.

Ty!

Branch-3.3.5a Comp-C++Script Sub-Combat

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The first time you get close to the boss it will engage combat but nothing else happen, th second time it will not engage combat, also it doesn't despawn in evade:
Combat refs: (Combat state: 1 | Manager state: 1)
[PvE] Reliquary of the Lost (SpawnID 12828)
If I remove the immune to PC flag every issue is fixed:

UPDATE creature_template SET unit_flags = unit_flags-256 WHERE entry = 22856;

The boss will always engage combat, and it will spawn the npc, and it will despawn in evade.
Something is wrong with npc with UNIT_FLAG_IMMUNE_TO_PC that enter combat with players.

Changing https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/Outland/BlackTemple/boss_reliquary_of_souls.cpp#L159 to EngagementStart(nullptr); fix the issue but the boss will despawn upon the first reliquary beaten

I realy dont know what's the current state of Threat/Combat stuff.
Just remember: that script was writed before Threat Rewrite and stuffs...
So... maybe @Treeston can take a look?

why the boss even has UNIT_FLAG_IMMUNE_TO_PC ? it does not seem to be needed at all

maybe adding that new setimmune(false) to it

It's correct according to sniffs: UNIT_FIELD_FLAGS: 33554752

Hack '-'

updated :( but well why is there a evadereason call on evade of the add summons when the main boss handles all despawn? :o

The offline threat is causing this issue, allowing immune npc to have online threat fix some parts of the issue.
``` diff
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 0743d70fd3..a4e5dfd94a 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -99,10 +99,10 @@ bool ThreatReference::ShouldBeOffline() const
{
if (!_owner->CanSeeOrDetect(_victim))
return true;

  • if (!_owner->_IsTargetAcceptable(_victim) || !_owner->CanCreatureAttack(_victim))
  • return true;
  • if (!FlagsAllowFighting(_owner, _victim) || !FlagsAllowFighting(_victim, _owner))
  • return true;
    +// if (!_owner->_IsTargetAcceptable(_victim) || !_owner->CanCreatureAttack(_victim))
    +// return true;
    +// if (!FlagsAllowFighting(_owner, _victim) || !FlagsAllowFighting(_victim, _owner))
    +// return true;
    return false;
    }

So beyond the immune to npc flag, the issue with the script itself is that each essence has :
void EnterEvadeMode(EvadeReason /why/) override
{
if (Creature* reliquary = instance->GetCreature(DATA_RELIQUARY_OF_SOULS))
reliquary->AI()->EnterEvadeMode(EVADE_REASON_OTHER);
}
For some reason, enterEvadeMode is being called for the essences when they move back to the reliquary.

(just copy-pasting the C++ code to show the indents & syntax highlighting using MarkDown code fence with MD backticks + cpp)

void EnterEvadeMode(EvadeReason /*why*/) override
{
    if (Creature* reliquary = instance->GetCreature(DATA_RELIQUARY_OF_SOULS))
        reliquary->AI()->EnterEvadeMode(EVADE_REASON_OTHER);
}

The Boss is actually inactive at the moment. The event can't be start,
The boss can't target ot attacked.

I've noticed that one of the npc parameters have PASSIVE settings.

npc_flags
WoWScrnShot_041220_140054

Something is odd here.

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