fix(Scripts/Gundrak): modernise Eck the Ferocious script (#24224)

This commit is contained in:
Dan
2025-12-29 04:55:54 +01:00
committed by GitHub
parent 5f0a9ec16c
commit 5ac4cc1095
@@ -33,115 +33,69 @@ enum Misc
{ {
POINT_START = 0, POINT_START = 0,
EVENT_ECK_BERSERK = 1, EVENT_ECK_BERSERK = 1,
EVENT_ECK_BITE = 2, EVENT_ECK_CRAZED_EMOTE = 2,
EVENT_ECK_SPIT = 3,
EVENT_ECK_SPRING = 4,
EVENT_ECK_CRAZED_EMOTE = 5,
EMOTE_CRAZED = 1 EMOTE_CRAZED = 1
}; };
class boss_eck : public CreatureScript Position const EckHomePosition = { 1642.712f, 934.646f, 107.205f, 0.767f };
{ Position const EckCombatStartPosition = { 1638.55f, 919.76f, 104.95f, 0.00f };
public:
boss_eck() : CreatureScript("boss_eck") { }
CreatureAI* GetAI(Creature* creature) const override struct boss_eck : public BossAI
{
boss_eck(Creature* creature) : BossAI(creature, DATA_ECK_THE_FEROCIOUS)
{ {
return GetGundrakAI<boss_eckAI>(creature); scheduler.SetValidator([this]
{
return !me->HasUnitState(UNIT_STATE_CASTING);
});
} }
struct boss_eckAI : public BossAI void InitializeAI() override
{ {
boss_eckAI(Creature* creature) : BossAI(creature, DATA_ECK_THE_FEROCIOUS) BossAI::InitializeAI();
me->GetMotionMaster()->MovePoint(POINT_START, EckCombatStartPosition, FORCED_MOVEMENT_NONE, 0.f, false);
me->SetHomePosition(EckHomePosition);
me->SetReactState(REACT_PASSIVE);
}
void MovementInform(uint32 type, uint32 id) override
{
if (type == POINT_MOTION_TYPE && id == POINT_START)
{ {
me->CastSpell(me, SPELL_ECK_SPRING_INIT, true);
me->SetReactState(REACT_AGGRESSIVE);
} }
}
void InitializeAI() override void SpellHitTarget(Unit* target, SpellInfo const* spell) override
{
if (spell->Id == SPELL_ECK_SPRING)
{ {
BossAI::InitializeAI(); me->GetThreatMgr().ResetAllThreat();
me->GetMotionMaster()->MovePoint(POINT_START, 1638.55f, 919.76f, 104.95f, FORCED_MOVEMENT_NONE, 0.f, 0.f, false); me->AddThreat(target, 1.0f);
me->SetHomePosition(1642.712f, 934.646f, 107.205f, 0.767f);
me->SetReactState(REACT_PASSIVE);
} }
}
void MovementInform(uint32 type, uint32 id) override void JustEngagedWith(Unit* who) override
{ {
if (type == POINT_MOTION_TYPE && id == POINT_START) BossAI::JustEngagedWith(who);
{ ScheduleUniqueTimedEvent(77s, [&] {
me->CastSpell(me, SPELL_ECK_SPRING_INIT, true); Talk(EMOTE_CRAZED);
me->SetReactState(REACT_AGGRESSIVE); }, EVENT_ECK_CRAZED_EMOTE);
} ScheduleTimedEvent(5s, [&] {
} DoCastVictim(SPELL_ECK_BITE);
}, 8s, 12s);
void SpellHitTarget(Unit* target, SpellInfo const* spell) override ScheduleTimedEvent(10s, 37s, [&] {
{ DoCastVictim(SPELL_ECK_SPIT);
if (spell->Id == SPELL_ECK_SPRING) }, 8s, 12s);
{ ScheduleTimedEvent(10s, 24s, [&] {
me->GetThreatMgr().ResetAllThreat(); DoCastRandomTarget(SPELL_ECK_SPRING, 0, 30.0f, true);
me->AddThreat(target, 1.0f); }, 10s, 24s);
} ScheduleEnrageTimer(SPELL_ECK_BERSERK, 90s);
} }
void Reset() override
{
BossAI::Reset();
}
void JustEngagedWith(Unit* who) override
{
BossAI::JustEngagedWith(who);
events.ScheduleEvent(EVENT_ECK_CRAZED_EMOTE, 76s, 78s);
events.ScheduleEvent(EVENT_ECK_BERSERK, 90s);
events.ScheduleEvent(EVENT_ECK_BITE, 5s);
events.ScheduleEvent(EVENT_ECK_SPIT, 10s, 37s);
events.ScheduleEvent(EVENT_ECK_SPRING, 10s, 24s);
}
void JustDied(Unit* killer) override
{
BossAI::JustDied(killer);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
{
case EVENT_ECK_CRAZED_EMOTE:
Talk(EMOTE_CRAZED);
break;
case EVENT_ECK_BERSERK:
me->CastSpell(me, SPELL_ECK_BERSERK, false);
break;
case EVENT_ECK_BITE:
me->CastSpell(me->GetVictim(), SPELL_ECK_BITE, false);
events.ScheduleEvent(EVENT_ECK_BITE, 8s, 12s);
break;
case EVENT_ECK_SPIT:
me->CastSpell(me->GetVictim(), SPELL_ECK_SPIT, false);
events.ScheduleEvent(EVENT_ECK_SPIT, 11s, 24s);
break;
case EVENT_ECK_SPRING:
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 30.0f, true, false))
{
me->CastSpell(target, SPELL_ECK_SPRING, false);
}
events.ScheduleEvent(EVENT_ECK_SPRING, 10s, 24s);
break;
}
DoMeleeAttackIfReady();
}
};
}; };
void AddSC_boss_eck() void AddSC_boss_eck()
{ {
new boss_eck(); RegisterGundrakCreatureAI(boss_eck);
} }