mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-22 21:26:23 +00:00
Another big repo refactoring, should be latest
I've restored old paths for scripts and flattened the src structure
This commit is contained in:
120
src/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp
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120
src/scripts/EasternKingdoms/AlteracValley/boss_vanndar.cpp
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/*
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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enum Yells
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{
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YELL_AGGRO = 0,
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YELL_EVADE = 1,
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//YELL_RESPAWN1 = -1810010, // Missing in database
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//YELL_RESPAWN2 = -1810011, // Missing in database
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YELL_RANDOM = 2,
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YELL_SPELL = 3,
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};
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enum Spells
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{
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SPELL_AVATAR = 19135,
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SPELL_THUNDERCLAP = 15588,
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SPELL_STORMBOLT = 20685 // not sure
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};
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class boss_vanndar : public CreatureScript
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{
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public:
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boss_vanndar() : CreatureScript("boss_vanndar") { }
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struct boss_vanndarAI : public ScriptedAI
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{
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boss_vanndarAI(Creature* creature) : ScriptedAI(creature) { }
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uint32 AvatarTimer;
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uint32 ThunderclapTimer;
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uint32 StormboltTimer;
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uint32 ResetTimer;
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uint32 YellTimer;
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void Reset()
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{
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AvatarTimer = 3 * IN_MILLISECONDS;
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ThunderclapTimer = 4 * IN_MILLISECONDS;
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StormboltTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
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}
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void EnterCombat(Unit* /*who*/)
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{
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Talk(YELL_AGGRO);
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}
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void UpdateAI(uint32 diff)
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{
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if (!UpdateVictim())
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return;
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if (AvatarTimer <= diff)
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{
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DoCastVictim(SPELL_AVATAR);
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AvatarTimer = urand(15 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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} else AvatarTimer -= diff;
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if (ThunderclapTimer <= diff)
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{
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DoCastVictim(SPELL_THUNDERCLAP);
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ThunderclapTimer = urand(5 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
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} else ThunderclapTimer -= diff;
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if (StormboltTimer <= diff)
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{
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DoCastVictim(SPELL_STORMBOLT);
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StormboltTimer = urand(10 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
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} else StormboltTimer -= diff;
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if (YellTimer <= diff)
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{
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Talk(YELL_RANDOM);
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
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} else YellTimer -= diff;
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// check if creature is not outside of building
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if (ResetTimer <= diff)
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{
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if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
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{
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EnterEvadeMode();
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Talk(YELL_EVADE);
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}
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ResetTimer = 5 * IN_MILLISECONDS;
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} else ResetTimer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI(Creature* creature) const
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{
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return new boss_vanndarAI(creature);
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}
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};
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void AddSC_boss_vanndar()
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{
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new boss_vanndar;
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}
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