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Scripts/Alterac: Update remaining scripts to new model (#26469)
Co-authored-by: offl <offl@users.noreply.github.com>
This commit is contained in:
@@ -77,116 +77,105 @@ SpellPair const _auraPairs[MAX_SPELL_PAIRS] =
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{ NPC_ICEBLOOD_WARMASTER, SPELL_ICEBLOOD_WARMASTER }
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};
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class npc_av_marshal_or_warmaster : public CreatureScript
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struct npc_av_marshal_or_warmaster : public ScriptedAI
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{
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public:
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npc_av_marshal_or_warmaster() : CreatureScript("npc_av_marshal_or_warmaster") { }
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npc_av_marshal_or_warmaster(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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}
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struct npc_av_marshal_or_warmasterAI : public ScriptedAI
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void Initialize()
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{
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_hasAura = false;
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}
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void Reset() override
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{
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Initialize();
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events.Reset();
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events.ScheduleEvent(EVENT_CHARGE_TARGET, 2s, 12s);
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events.ScheduleEvent(EVENT_CLEAVE, 1s, 11s);
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events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 2s);
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events.ScheduleEvent(EVENT_WHIRLWIND, 5s, 20s);
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events.ScheduleEvent(EVENT_ENRAGE, 5s, 20s);
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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}
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void JustAppeared() override
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{
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Reset();
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}
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void UpdateAI(uint32 diff) override
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{
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// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
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if (!_hasAura)
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{
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npc_av_marshal_or_warmasterAI(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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}
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for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
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if (_auraPairs[i].npcEntry == me->GetEntry())
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DoCast(me, _auraPairs[i].spellId);
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void Initialize()
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{
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_hasAura = false;
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}
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void Reset() override
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{
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Initialize();
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events.Reset();
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events.ScheduleEvent(EVENT_CHARGE_TARGET, 2s, 12s);
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events.ScheduleEvent(EVENT_CLEAVE, 1s, 11s);
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events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 2s);
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events.ScheduleEvent(EVENT_WHIRLWIND, 5s, 20s);
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events.ScheduleEvent(EVENT_ENRAGE, 5s, 20s);
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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}
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void JustAppeared() override
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{
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Reset();
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}
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void UpdateAI(uint32 diff) override
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{
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// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
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if (!_hasAura)
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{
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for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
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if (_auraPairs[i].npcEntry == me->GetEntry())
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DoCast(me, _auraPairs[i].spellId);
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_hasAura = true;
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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_CHARGE_TARGET:
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DoCastVictim(SPELL_CHARGE);
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events.ScheduleEvent(EVENT_CHARGE, 10s, 25s);
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break;
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case EVENT_CLEAVE:
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DoCastVictim(SPELL_CLEAVE);
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events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
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break;
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case EVENT_DEMORALIZING_SHOUT:
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DoCast(me, SPELL_DEMORALIZING_SHOUT);
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events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 10s, 15s);
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break;
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case EVENT_WHIRLWIND:
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DoCast(me, SPELL_WHIRLWIND);
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events.ScheduleEvent(EVENT_WHIRLWIND, 10s, 25s);
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break;
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case EVENT_ENRAGE:
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DoCast(me, SPELL_ENRAGE);
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events.ScheduleEvent(EVENT_ENRAGE, 10s, 30s);
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break;
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case EVENT_CHECK_RESET:
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{
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Position const& _homePosition = me->GetHomePosition();
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if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
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{
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EnterEvadeMode();
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return;
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}
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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break;
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}
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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private:
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EventMap events;
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bool _hasAura;
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_av_marshal_or_warmasterAI(creature);
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_hasAura = true;
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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_CHARGE_TARGET:
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DoCastVictim(SPELL_CHARGE);
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events.ScheduleEvent(EVENT_CHARGE, 10s, 25s);
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break;
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case EVENT_CLEAVE:
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DoCastVictim(SPELL_CLEAVE);
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events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
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break;
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case EVENT_DEMORALIZING_SHOUT:
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DoCast(me, SPELL_DEMORALIZING_SHOUT);
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events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 10s, 15s);
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break;
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case EVENT_WHIRLWIND:
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DoCast(me, SPELL_WHIRLWIND);
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events.ScheduleEvent(EVENT_WHIRLWIND, 10s, 25s);
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break;
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case EVENT_ENRAGE:
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DoCast(me, SPELL_ENRAGE);
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events.ScheduleEvent(EVENT_ENRAGE, 10s, 30s);
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break;
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case EVENT_CHECK_RESET:
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{
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Position const& _homePosition = me->GetHomePosition();
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if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
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{
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EnterEvadeMode();
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return;
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}
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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break;
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}
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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private:
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EventMap events;
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bool _hasAura;
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};
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void AddSC_alterac_valley()
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{
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new npc_av_marshal_or_warmaster();
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RegisterCreatureAI(npc_av_marshal_or_warmaster);
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}
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@@ -52,146 +52,135 @@ enum Events
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EVENT_CHECK_RESET, // Checks if Balinda or the Water Elemental are outside of building.
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};
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class boss_balinda : public CreatureScript
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struct boss_balinda : public ScriptedAI
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{
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public:
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boss_balinda() : CreatureScript("boss_balinda") { }
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struct boss_balindaAI : public ScriptedAI
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boss_balinda(Creature* creature) : ScriptedAI(creature), summons(me)
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{
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boss_balindaAI(Creature* creature) : ScriptedAI(creature), summons(me)
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{
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Initialize();
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}
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Initialize();
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}
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void Initialize()
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{
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WaterElementalGUID.Clear();
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HasCastIceblock = false;
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}
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void Initialize()
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{
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WaterElementalGUID.Clear();
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HasCastIceblock = false;
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}
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void Reset() override
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{
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Initialize();
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events.Reset();
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summons.DespawnAll();
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}
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void Reset() override
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{
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Initialize();
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events.Reset();
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summons.DespawnAll();
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
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events.ScheduleEvent(EVENT_CONE_OF_COLD, 8s);
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events.ScheduleEvent(EVENT_FIREBOLT, 1s);
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events.ScheduleEvent(EVENT_FROSTBOLT, 4s);
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events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 3s);
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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}
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void JustSummoned(Creature* summoned) override
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{
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summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
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summoned->SetFaction(me->GetFaction());
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WaterElementalGUID = summoned->GetGUID();
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summons.Summon(summoned);
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}
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void SummonedCreatureDespawn(Creature* summoned) override
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{
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summons.Despawn(summoned);
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}
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void JustDied(Unit* /*killer*/) override
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{
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summons.DespawnAll();
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}
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void DoAction(int32 actionId) override
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{
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if (actionId == ACTION_BUFF_YELL)
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Talk(SAY_AGGRO);
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events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
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events.ScheduleEvent(EVENT_CONE_OF_COLD, 8s);
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events.ScheduleEvent(EVENT_FIREBOLT, 1s);
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events.ScheduleEvent(EVENT_FROSTBOLT, 4s);
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events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 3s);
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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}
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}
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void JustSummoned(Creature* summoned) override
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void DamageTaken(Unit* /*attacker*/, uint32& damage) override
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{
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if (me->HealthBelowPctDamaged(40, damage) && !HasCastIceblock)
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{
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summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
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summoned->SetFaction(me->GetFaction());
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WaterElementalGUID = summoned->GetGUID();
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summons.Summon(summoned);
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DoCast(SPELL_ICEBLOCK);
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HasCastIceblock = true;
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}
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}
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void SummonedCreatureDespawn(Creature* summoned) override
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{
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summons.Despawn(summoned);
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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void JustDied(Unit* /*killer*/) override
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{
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summons.DespawnAll();
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}
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events.Update(diff);
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void DoAction(int32 actionId) override
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{
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if (actionId == ACTION_BUFF_YELL)
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Talk(SAY_AGGRO);
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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void DamageTaken(Unit* /*attacker*/, uint32& damage) override
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while (uint32 eventId = events.ExecuteEvent())
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{
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if (me->HealthBelowPctDamaged(40, damage) && !HasCastIceblock)
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switch (eventId)
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{
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DoCast(SPELL_ICEBLOCK);
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HasCastIceblock = true;
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case EVENT_ARCANE_EXPLOSION:
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DoCastVictim(SPELL_ARCANE_EXPLOSION);
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events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
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break;
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case EVENT_CONE_OF_COLD:
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DoCastVictim(SPELL_CONE_OF_COLD);
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events.ScheduleEvent(EVENT_CONE_OF_COLD, 10s, 20s);
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break;
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case EVENT_FIREBOLT:
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DoCastVictim(SPELL_FIREBALL);
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events.ScheduleEvent(EVENT_FIREBOLT, 5s, 9s);
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break;
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case EVENT_FROSTBOLT:
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DoCastVictim(SPELL_FROSTBOLT);
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events.ScheduleEvent(EVENT_FROSTBOLT, 4s, 12s);
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break;
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case EVENT_SUMMON_WATER_ELEMENTAL:
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if (summons.empty())
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DoCast(SPELL_SUMMON_WATER_ELEMENTAL);
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events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 50s);
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break;
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case EVENT_CHECK_RESET:
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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(SAY_EVADE);
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}
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if (Creature* elemental = ObjectAccessor::GetCreature(*me, WaterElementalGUID))
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if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
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elemental->AI()->EnterEvadeMode();
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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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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void UpdateAI(uint32 diff) override
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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_ARCANE_EXPLOSION:
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DoCastVictim(SPELL_ARCANE_EXPLOSION);
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events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
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break;
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case EVENT_CONE_OF_COLD:
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DoCastVictim(SPELL_CONE_OF_COLD);
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events.ScheduleEvent(EVENT_CONE_OF_COLD, 10s, 20s);
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break;
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case EVENT_FIREBOLT:
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DoCastVictim(SPELL_FIREBALL);
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events.ScheduleEvent(EVENT_FIREBOLT, 5s, 9s);
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break;
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case EVENT_FROSTBOLT:
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DoCastVictim(SPELL_FROSTBOLT);
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events.ScheduleEvent(EVENT_FROSTBOLT, 4s, 12s);
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break;
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case EVENT_SUMMON_WATER_ELEMENTAL:
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if (summons.empty())
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DoCast(SPELL_SUMMON_WATER_ELEMENTAL);
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events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 50s);
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break;
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case EVENT_CHECK_RESET:
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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(SAY_EVADE);
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}
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if (Creature* elemental = ObjectAccessor::GetCreature(*me, WaterElementalGUID))
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if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
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elemental->AI()->EnterEvadeMode();
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events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
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break;
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default:
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break;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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private:
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EventMap events;
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SummonList summons;
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ObjectGuid WaterElementalGUID;
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bool HasCastIceblock;
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new boss_balindaAI(creature);
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DoMeleeAttackIfReady();
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}
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private:
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EventMap events;
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SummonList summons;
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ObjectGuid WaterElementalGUID;
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bool HasCastIceblock;
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};
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void AddSC_boss_balinda()
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{
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new boss_balinda;
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RegisterCreatureAI(boss_balinda);
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}
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@@ -47,104 +47,93 @@ enum Events
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EVENT_RANDOM_YELL
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};
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class boss_drekthar : public CreatureScript
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struct boss_drekthar : public ScriptedAI
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{
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public:
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boss_drekthar() : CreatureScript("boss_drekthar") { }
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boss_drekthar(Creature* creature) : ScriptedAI(creature) { }
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struct boss_drektharAI : public ScriptedAI
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void Reset() override
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||||
{
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boss_drektharAI(Creature* creature) : ScriptedAI(creature) { }
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events.Reset();
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}
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||||
|
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void Reset() override
|
||||
void JustEngagedWith(Unit* /*who*/) override
|
||||
{
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND, 1s, 20s);
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||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 1s, 20s);
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||||
events.ScheduleEvent(EVENT_KNOCKDOWN, 12s);
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||||
events.ScheduleEvent(EVENT_FRENZY, 6s);
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events.ScheduleEvent(EVENT_RANDOM_YELL, 20s, 30s);
|
||||
}
|
||||
|
||||
void JustAppeared() override
|
||||
{
|
||||
Reset();
|
||||
Talk(SAY_RESPAWN);
|
||||
}
|
||||
|
||||
bool CheckInRoom() override
|
||||
{
|
||||
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
|
||||
{
|
||||
events.Reset();
|
||||
EnterEvadeMode();
|
||||
Talk(SAY_EVADE);
|
||||
return false;
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* /*who*/) override
|
||||
{
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND, 1s, 20s);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 1s, 20s);
|
||||
events.ScheduleEvent(EVENT_KNOCKDOWN, 12s);
|
||||
events.ScheduleEvent(EVENT_FRENZY, 6s);
|
||||
events.ScheduleEvent(EVENT_RANDOM_YELL, 20s, 30s);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void JustAppeared() override
|
||||
{
|
||||
Reset();
|
||||
Talk(SAY_RESPAWN);
|
||||
}
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim() || !CheckInRoom())
|
||||
return;
|
||||
|
||||
bool CheckInRoom() override
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
|
||||
switch (eventId)
|
||||
{
|
||||
EnterEvadeMode();
|
||||
Talk(SAY_EVADE);
|
||||
return false;
|
||||
case EVENT_WHIRLWIND:
|
||||
DoCastVictim(SPELL_WHIRLWIND);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND, 8s, 18s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND2:
|
||||
DoCastVictim(SPELL_WHIRLWIND2);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 7s, 25s);
|
||||
break;
|
||||
case EVENT_KNOCKDOWN:
|
||||
DoCastVictim(SPELL_KNOCKDOWN);
|
||||
events.ScheduleEvent(EVENT_KNOCKDOWN, 10s, 15s);
|
||||
break;
|
||||
case EVENT_FRENZY:
|
||||
DoCastVictim(SPELL_FRENZY);
|
||||
events.ScheduleEvent(EVENT_FRENZY, 20s, 30s);
|
||||
break;
|
||||
case EVENT_RANDOM_YELL:
|
||||
Talk(SAY_RANDOM);
|
||||
events.ScheduleEvent(EVENT_RANDOM_YELL, 20s, 30s);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim() || !CheckInRoom())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_WHIRLWIND:
|
||||
DoCastVictim(SPELL_WHIRLWIND);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND, 8s, 18s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND2:
|
||||
DoCastVictim(SPELL_WHIRLWIND2);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 7s, 25s);
|
||||
break;
|
||||
case EVENT_KNOCKDOWN:
|
||||
DoCastVictim(SPELL_KNOCKDOWN);
|
||||
events.ScheduleEvent(EVENT_KNOCKDOWN, 10s, 15s);
|
||||
break;
|
||||
case EVENT_FRENZY:
|
||||
DoCastVictim(SPELL_FRENZY);
|
||||
events.ScheduleEvent(EVENT_FRENZY, 20s, 30s);
|
||||
break;
|
||||
case EVENT_RANDOM_YELL:
|
||||
Talk(SAY_RANDOM);
|
||||
events.ScheduleEvent(EVENT_RANDOM_YELL, 20s, 30s);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap events;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return new boss_drektharAI(creature);
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap events;
|
||||
};
|
||||
|
||||
void AddSC_boss_drekthar()
|
||||
{
|
||||
new boss_drekthar;
|
||||
RegisterCreatureAI(boss_drekthar);
|
||||
}
|
||||
|
||||
@@ -48,104 +48,93 @@ enum Action
|
||||
ACTION_BUFF_YELL = -30001 // shared from Battleground
|
||||
};
|
||||
|
||||
class boss_galvangar : public CreatureScript
|
||||
struct boss_galvangar : public ScriptedAI
|
||||
{
|
||||
public:
|
||||
boss_galvangar() : CreatureScript("boss_galvangar") { }
|
||||
boss_galvangar(Creature* creature) : ScriptedAI(creature) { }
|
||||
|
||||
struct boss_galvangarAI : public ScriptedAI
|
||||
void Reset() override
|
||||
{
|
||||
boss_galvangarAI(Creature* creature) : ScriptedAI(creature) { }
|
||||
events.Reset();
|
||||
}
|
||||
|
||||
void Reset() override
|
||||
void JustEngagedWith(Unit* /*who*/) override
|
||||
{
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_CLEAVE, 1s, 9s);
|
||||
events.ScheduleEvent(EVENT_FRIGHTENING_SHOUT, 2s, 19s);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND1, 1s, 13s);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 5s, 20s);
|
||||
events.ScheduleEvent(EVENT_MORTAL_STRIKE, 5s, 20s);
|
||||
}
|
||||
|
||||
void DoAction(int32 actionId) override
|
||||
{
|
||||
if (actionId == ACTION_BUFF_YELL)
|
||||
Talk(SAY_BUFF);
|
||||
}
|
||||
|
||||
bool CheckInRoom() override
|
||||
{
|
||||
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
|
||||
{
|
||||
events.Reset();
|
||||
EnterEvadeMode();
|
||||
Talk(SAY_EVADE);
|
||||
return false;
|
||||
}
|
||||
|
||||
void JustEngagedWith(Unit* /*who*/) override
|
||||
{
|
||||
Talk(SAY_AGGRO);
|
||||
events.ScheduleEvent(EVENT_CLEAVE, 1s, 9s);
|
||||
events.ScheduleEvent(EVENT_FRIGHTENING_SHOUT, 2s, 19s);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND1, 1s, 13s);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 5s, 20s);
|
||||
events.ScheduleEvent(EVENT_MORTAL_STRIKE, 5s, 20s);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void DoAction(int32 actionId) override
|
||||
{
|
||||
if (actionId == ACTION_BUFF_YELL)
|
||||
Talk(SAY_BUFF);
|
||||
}
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim() || !CheckInRoom())
|
||||
return;
|
||||
|
||||
bool CheckInRoom() override
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
|
||||
switch (eventId)
|
||||
{
|
||||
EnterEvadeMode();
|
||||
Talk(SAY_EVADE);
|
||||
return false;
|
||||
case EVENT_CLEAVE:
|
||||
DoCastVictim(SPELL_CLEAVE);
|
||||
events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
|
||||
break;
|
||||
case EVENT_FRIGHTENING_SHOUT:
|
||||
DoCastVictim(SPELL_FRIGHTENING_SHOUT);
|
||||
events.ScheduleEvent(EVENT_FRIGHTENING_SHOUT, 10s, 15s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND1:
|
||||
DoCastVictim(SPELL_WHIRLWIND1);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND1, 6s, 10s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND2:
|
||||
DoCastVictim(SPELL_WHIRLWIND2);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 10s, 25s);
|
||||
break;
|
||||
case EVENT_MORTAL_STRIKE:
|
||||
DoCastVictim(SPELL_MORTAL_STRIKE);
|
||||
events.ScheduleEvent(EVENT_MORTAL_STRIKE, 10s, 30s);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void UpdateAI(uint32 diff) override
|
||||
{
|
||||
if (!UpdateVictim() || !CheckInRoom())
|
||||
return;
|
||||
|
||||
events.Update(diff);
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
|
||||
while (uint32 eventId = events.ExecuteEvent())
|
||||
{
|
||||
switch (eventId)
|
||||
{
|
||||
case EVENT_CLEAVE:
|
||||
DoCastVictim(SPELL_CLEAVE);
|
||||
events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
|
||||
break;
|
||||
case EVENT_FRIGHTENING_SHOUT:
|
||||
DoCastVictim(SPELL_FRIGHTENING_SHOUT);
|
||||
events.ScheduleEvent(EVENT_FRIGHTENING_SHOUT, 10s, 15s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND1:
|
||||
DoCastVictim(SPELL_WHIRLWIND1);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND1, 6s, 10s);
|
||||
break;
|
||||
case EVENT_WHIRLWIND2:
|
||||
DoCastVictim(SPELL_WHIRLWIND2);
|
||||
events.ScheduleEvent(EVENT_WHIRLWIND2, 10s, 25s);
|
||||
break;
|
||||
case EVENT_MORTAL_STRIKE:
|
||||
DoCastVictim(SPELL_MORTAL_STRIKE);
|
||||
events.ScheduleEvent(EVENT_MORTAL_STRIKE, 10s, 30s);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (me->HasUnitState(UNIT_STATE_CASTING))
|
||||
return;
|
||||
}
|
||||
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap events;
|
||||
};
|
||||
|
||||
CreatureAI* GetAI(Creature* creature) const override
|
||||
{
|
||||
return new boss_galvangarAI(creature);
|
||||
DoMeleeAttackIfReady();
|
||||
}
|
||||
|
||||
private:
|
||||
EventMap events;
|
||||
};
|
||||
|
||||
void AddSC_boss_galvangar()
|
||||
{
|
||||
new boss_galvangar;
|
||||
RegisterCreatureAI(boss_galvangar);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user