diff --git a/src/server/game/Battlegrounds/Zones/BattlegroundAV.h b/src/server/game/Battlegrounds/Zones/BattlegroundAV.h
index b04cc8301..faef47175 100644
--- a/src/server/game/Battlegrounds/Zones/BattlegroundAV.h
+++ b/src/server/game/Battlegrounds/Zones/BattlegroundAV.h
@@ -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
diff --git a/src/server/scripts/EasternKingdoms/AlteracValley/alterac_valley.cpp b/src/server/scripts/EasternKingdoms/AlteracValley/alterac_valley.cpp
index ee428aeab..806b69e18 100644
--- a/src/server/scripts/EasternKingdoms/AlteracValley/alterac_valley.cpp
+++ b/src/server/scripts/EasternKingdoms/AlteracValley/alterac_valley.cpp
@@ -15,6 +15,7 @@
* with this program. If not, see .
*/
+#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -77,6 +78,11 @@ SpellPair const _auraPairs[MAX_SPELL_PAIRS] =
{ NPC_ICEBLOOD_WARMASTER, SPELL_ICEBLOOD_WARMASTER }
};
+enum Factions
+{
+ FACTION_AV_ALLIANCE = 1534
+};
+
class npc_av_marshal_or_warmaster : public CreatureScript
{
public:
@@ -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->GetVictim())
+ {
+ 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.
diff --git a/src/server/scripts/EasternKingdoms/AlteracValley/boss_drekthar.cpp b/src/server/scripts/EasternKingdoms/AlteracValley/boss_drekthar.cpp
index f9a1019a3..902c94bb6 100644
--- a/src/server/scripts/EasternKingdoms/AlteracValley/boss_drekthar.cpp
+++ b/src/server/scripts/EasternKingdoms/AlteracValley/boss_drekthar.cpp
@@ -15,6 +15,7 @@
* with this program. If not, see .
*/
+#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -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->GetVictim())
+ {
+ 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())
diff --git a/src/server/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp b/src/server/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp
index f28d7d202..e139c7353 100644
--- a/src/server/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp
+++ b/src/server/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp
@@ -15,6 +15,7 @@
* with this program. If not, see .
*/
+#include "BattlegroundAV.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -64,6 +65,52 @@ public:
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->GetVictim())
+ {
+ 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())