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

View File

@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -58,6 +59,11 @@ enum Events
EVENT_CHECK_RESET = 6
};
enum Factions
{
FACTION_AV_ALLIANCE = 1534
};
struct SpellPair
{
uint32 npcEntry;
@@ -104,6 +110,46 @@ public:
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.

View File

@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -64,7 +65,7 @@ public:
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);
}
@@ -75,6 +76,52 @@ public:
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())

View File

@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -59,11 +60,57 @@ public:
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())