mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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Another big repo refactoring, should be latest
I've restored old paths for scripts and flattened the src structure
This commit is contained in:
116
src/scripts/EasternKingdoms/ZulGurub/boss_grilek.cpp
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116
src/scripts/EasternKingdoms/ZulGurub/boss_grilek.cpp
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/*
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* Copyright (C)
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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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/* ScriptData
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SDName: Boss_Grilek
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SD%Complete: 100
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SDComment:
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SDCategory: Zul'Gurub
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EndScriptData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "zulgurub.h"
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enum Spells
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{
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SPELL_AVATAR = 24646, // Enrage Spell
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SPELL_GROUND_TREMOR = 6524
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};
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enum Events
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{
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EVENT_AVATAR = 1,
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EVENT_GROUND_TREMOR = 2
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};
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class boss_grilek : public CreatureScript // grilek
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{
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public: boss_grilek() : CreatureScript("boss_grilek") { }
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struct boss_grilekAI : public BossAI
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{
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boss_grilekAI(Creature* creature) : BossAI(creature, DATA_EDGE_OF_MADNESS) { }
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void Reset()
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{
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_Reset();
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}
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void JustDied(Unit* /*killer*/)
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{
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_JustDied();
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}
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void EnterCombat(Unit* /*who*/)
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{
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_EnterCombat();
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events.ScheduleEvent(EVENT_AVATAR, urand(15000, 25000));
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events.ScheduleEvent(EVENT_GROUND_TREMOR, urand(15000, 25000));
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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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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_AVATAR:
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DoCast(me, SPELL_AVATAR);
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if (Unit* victim = me->GetVictim())
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{
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if (DoGetThreat(victim))
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DoModifyThreatPercent(victim, -50);
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}
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1))
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AttackStart(target);
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events.ScheduleEvent(EVENT_AVATAR, urand(25000, 35000));
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break;
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case EVENT_GROUND_TREMOR:
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DoCastVictim(SPELL_GROUND_TREMOR, true);
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events.ScheduleEvent(EVENT_GROUND_TREMOR, urand(12000, 16000));
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break;
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default:
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break;
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}
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}
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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_grilekAI(creature);
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}
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};
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void AddSC_boss_grilek()
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{
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new boss_grilek();
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}
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