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fix(Scripts/AlteracValley): Mini bosses should evade with boss (azero…
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UltraNix committed Mar 10, 2022
1 parent 556cbd8 commit 348b374
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Showing 4 changed files with 146 additions and 3 deletions.
5 changes: 4 additions & 1 deletion src/server/game/Battlegrounds/Zones/BattlegroundAV.h
Original file line number Diff line number Diff line change
Expand Up @@ -662,7 +662,10 @@ enum BG_AV_CreaturePlace
AV_CPLACE_TRIGGER18 = 319,
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
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Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"

Expand Down Expand Up @@ -58,6 +59,11 @@ enum Events
EVENT_CHECK_RESET = 6
};

enum Factions
{
FACTION_AV_ALLIANCE = 1534
};

struct SpellPair
{
uint32 npcEntry;
Expand Down Expand Up @@ -104,6 +110,46 @@ class npc_av_marshal_or_warmaster : public CreatureScript
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
{
// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
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Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"

Expand Down Expand Up @@ -64,7 +65,7 @@ class boss_drekthar : public CreatureScript
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);
}
Expand All @@ -75,6 +76,52 @@ class boss_drekthar : public CreatureScript
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
{
if (!UpdateVictim())
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Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"

Expand Down Expand Up @@ -59,11 +60,57 @@ class boss_vanndar : public CreatureScript
YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
}

void EnterCombat(Unit* /*who*/) override
void EnterCombat(Unit* /*victim*/) override
{
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
{
if (!UpdateVictim())
Expand Down

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