fix(Scripts/AlteracValley): Mini bosses should evade with boss (#10544)

Fixed #10460
This commit is contained in:
UltraNix
2022-03-10 13:56:02 +01:00
committed by GitHub
parent 556cbd8f58
commit 348b374487
4 changed files with 146 additions and 3 deletions
@@ -662,7 +662,10 @@ enum BG_AV_CreaturePlace
AV_CPLACE_TRIGGER18 = 319, AV_CPLACE_TRIGGER18 = 319,
AV_CPLACE_TRIGGER19 = 320, AV_CPLACE_TRIGGER19 = 320,
AV_CPLACE_MAX = 321 AV_CPLACE_MAX = 321,
AV_CPLACE_A_BOSS = 381,
AV_CPLACE_H_BOSS = 445
}; };
//x, y, z, o //x, y, z, o
@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>. * with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "BattlegroundAV.h"
#include "ScriptMgr.h" #include "ScriptMgr.h"
#include "ScriptedCreature.h" #include "ScriptedCreature.h"
@@ -58,6 +59,11 @@ enum Events
EVENT_CHECK_RESET = 6 EVENT_CHECK_RESET = 6
}; };
enum Factions
{
FACTION_AV_ALLIANCE = 1534
};
struct SpellPair struct SpellPair
{ {
uint32 npcEntry; uint32 npcEntry;
@@ -104,6 +110,46 @@ public:
Reset(); Reset();
} }
void AttackStart(Unit* victim) override
{
ScriptedAI::AttackStart(victim);
// Boss should attack as well
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
{
if (mainBoss->IsAIEnabled && !mainBoss->IsInCombat())
{
mainBoss->AI()->AttackStart(victim);
}
}
}
}
}
void EnterEvadeMode() override
{
ScriptedAI::EnterEvadeMode();
// Evade boss
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
if (Creature* mainBoss = bg->GetBGCreature((me->GetFaction() == FACTION_AV_ALLIANCE ? AV_CPLACE_A_BOSS : AV_CPLACE_H_BOSS)))
{
if (mainBoss->IsAIEnabled && !mainBoss->IsInEvadeMode())
{
mainBoss->AI()->EnterEvadeMode();
}
}
}
}
}
void UpdateAI(uint32 diff) override void UpdateAI(uint32 diff) override
{ {
// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up. // I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>. * with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "BattlegroundAV.h"
#include "ScriptMgr.h" #include "ScriptMgr.h"
#include "ScriptedCreature.h" #include "ScriptedCreature.h"
@@ -64,7 +65,7 @@ public:
YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
} }
void EnterCombat(Unit* /*who*/) override void EnterCombat(Unit* /*victim*/) override
{ {
Talk(YELL_AGGRO); Talk(YELL_AGGRO);
} }
@@ -75,6 +76,52 @@ public:
Talk(YELL_RESPAWN); Talk(YELL_RESPAWN);
} }
void AttackStart(Unit* victim) override
{
ScriptedAI::AttackStart(victim);
// Mini bosses should attack as well
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
{
if (Creature* marshall = bg->GetBGCreature(i))
{
if (marshall->IsAIEnabled && !marshall->IsInCombat())
{
marshall->AI()->AttackStart(victim);
}
}
}
}
}
}
void EnterEvadeMode() override
{
ScriptedAI::EnterEvadeMode();
// Evade mini bosses
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
for (uint8 i = AV_CPLACE_H_MARSHAL_ICE; i <= AV_CPLACE_H_MARSHAL_WTOWER; ++i)
{
if (Creature* marshall = bg->GetBGCreature(i))
{
if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
{
marshall->AI()->EnterEvadeMode();
}
}
}
}
}
}
void UpdateAI(uint32 diff) override void UpdateAI(uint32 diff) override
{ {
if (!UpdateVictim()) if (!UpdateVictim())
@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>. * with this program. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "BattlegroundAV.h"
#include "ScriptMgr.h" #include "ScriptMgr.h"
#include "ScriptedCreature.h" #include "ScriptedCreature.h"
@@ -59,11 +60,57 @@ public:
YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
} }
void EnterCombat(Unit* /*who*/) override void EnterCombat(Unit* /*victim*/) override
{ {
Talk(YELL_AGGRO); Talk(YELL_AGGRO);
} }
void AttackStart(Unit* victim) override
{
ScriptedAI::AttackStart(victim);
// Mini bosses should attack as well
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
{
if (Creature* marshall = bg->GetBGCreature(i))
{
if (marshall->IsAIEnabled && !marshall->IsInCombat())
{
marshall->AI()->AttackStart(victim);
}
}
}
}
}
}
void EnterEvadeMode() override
{
ScriptedAI::EnterEvadeMode();
// Evade mini bosses
if (BattlegroundMap* bgMap = me->GetMap()->ToBattlegroundMap())
{
if (Battleground* bg = bgMap->GetBG())
{
for (uint8 i = AV_CPLACE_A_MARSHAL_SOUTH; i <= AV_CPLACE_A_MARSHAL_STONE; ++i)
{
if (Creature* marshall = bg->GetBGCreature(i))
{
if (marshall->IsAIEnabled && !marshall->IsInEvadeMode())
{
marshall->AI()->EnterEvadeMode();
}
}
}
}
}
}
void UpdateAI(uint32 diff) override void UpdateAI(uint32 diff) override
{ {
if (!UpdateVictim()) if (!UpdateVictim())