Scripts/Alterac: Update remaining scripts to new model (#26469)

Co-authored-by: offl <offl@users.noreply.github.com>
This commit is contained in:
offl
2021-04-26 10:18:15 +03:00
committed by GitHub
parent 0d9125d8e4
commit 9f188d70fe
4 changed files with 331 additions and 375 deletions

View File

@@ -77,116 +77,105 @@ SpellPair const _auraPairs[MAX_SPELL_PAIRS] =
{ NPC_ICEBLOOD_WARMASTER, SPELL_ICEBLOOD_WARMASTER }
};
class npc_av_marshal_or_warmaster : public CreatureScript
struct npc_av_marshal_or_warmaster : public ScriptedAI
{
public:
npc_av_marshal_or_warmaster() : CreatureScript("npc_av_marshal_or_warmaster") { }
npc_av_marshal_or_warmaster(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
struct npc_av_marshal_or_warmasterAI : public ScriptedAI
void Initialize()
{
_hasAura = false;
}
void Reset() override
{
Initialize();
events.Reset();
events.ScheduleEvent(EVENT_CHARGE_TARGET, 2s, 12s);
events.ScheduleEvent(EVENT_CLEAVE, 1s, 11s);
events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 2s);
events.ScheduleEvent(EVENT_WHIRLWIND, 5s, 20s);
events.ScheduleEvent(EVENT_ENRAGE, 5s, 20s);
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
}
void JustAppeared() override
{
Reset();
}
void UpdateAI(uint32 diff) override
{
// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
if (!_hasAura)
{
npc_av_marshal_or_warmasterAI(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
if (_auraPairs[i].npcEntry == me->GetEntry())
DoCast(me, _auraPairs[i].spellId);
void Initialize()
{
_hasAura = false;
}
void Reset() override
{
Initialize();
events.Reset();
events.ScheduleEvent(EVENT_CHARGE_TARGET, 2s, 12s);
events.ScheduleEvent(EVENT_CLEAVE, 1s, 11s);
events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 2s);
events.ScheduleEvent(EVENT_WHIRLWIND, 5s, 20s);
events.ScheduleEvent(EVENT_ENRAGE, 5s, 20s);
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
}
void JustAppeared() override
{
Reset();
}
void UpdateAI(uint32 diff) override
{
// I have a feeling this isn't blizzlike, but owell, I'm only passing by and cleaning up.
if (!_hasAura)
{
for (uint8 i = 0; i < MAX_SPELL_PAIRS; ++i)
if (_auraPairs[i].npcEntry == me->GetEntry())
DoCast(me, _auraPairs[i].spellId);
_hasAura = true;
}
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_CHARGE_TARGET:
DoCastVictim(SPELL_CHARGE);
events.ScheduleEvent(EVENT_CHARGE, 10s, 25s);
break;
case EVENT_CLEAVE:
DoCastVictim(SPELL_CLEAVE);
events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
break;
case EVENT_DEMORALIZING_SHOUT:
DoCast(me, SPELL_DEMORALIZING_SHOUT);
events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 10s, 15s);
break;
case EVENT_WHIRLWIND:
DoCast(me, SPELL_WHIRLWIND);
events.ScheduleEvent(EVENT_WHIRLWIND, 10s, 25s);
break;
case EVENT_ENRAGE:
DoCast(me, SPELL_ENRAGE);
events.ScheduleEvent(EVENT_ENRAGE, 10s, 30s);
break;
case EVENT_CHECK_RESET:
{
Position const& _homePosition = me->GetHomePosition();
if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
{
EnterEvadeMode();
return;
}
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
break;
}
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
EventMap events;
bool _hasAura;
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_av_marshal_or_warmasterAI(creature);
_hasAura = true;
}
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_CHARGE_TARGET:
DoCastVictim(SPELL_CHARGE);
events.ScheduleEvent(EVENT_CHARGE, 10s, 25s);
break;
case EVENT_CLEAVE:
DoCastVictim(SPELL_CLEAVE);
events.ScheduleEvent(EVENT_CLEAVE, 10s, 16s);
break;
case EVENT_DEMORALIZING_SHOUT:
DoCast(me, SPELL_DEMORALIZING_SHOUT);
events.ScheduleEvent(EVENT_DEMORALIZING_SHOUT, 10s, 15s);
break;
case EVENT_WHIRLWIND:
DoCast(me, SPELL_WHIRLWIND);
events.ScheduleEvent(EVENT_WHIRLWIND, 10s, 25s);
break;
case EVENT_ENRAGE:
DoCast(me, SPELL_ENRAGE);
events.ScheduleEvent(EVENT_ENRAGE, 10s, 30s);
break;
case EVENT_CHECK_RESET:
{
Position const& _homePosition = me->GetHomePosition();
if (me->GetDistance2d(_homePosition.GetPositionX(), _homePosition.GetPositionY()) > 50.0f)
{
EnterEvadeMode();
return;
}
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
break;
}
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
EventMap events;
bool _hasAura;
};
void AddSC_alterac_valley()
{
new npc_av_marshal_or_warmaster();
RegisterCreatureAI(npc_av_marshal_or_warmaster);
}

View File

@@ -52,146 +52,135 @@ enum Events
EVENT_CHECK_RESET, // Checks if Balinda or the Water Elemental are outside of building.
};
class boss_balinda : public CreatureScript
struct boss_balinda : public ScriptedAI
{
public:
boss_balinda() : CreatureScript("boss_balinda") { }
struct boss_balindaAI : public ScriptedAI
boss_balinda(Creature* creature) : ScriptedAI(creature), summons(me)
{
boss_balindaAI(Creature* creature) : ScriptedAI(creature), summons(me)
{
Initialize();
}
Initialize();
}
void Initialize()
{
WaterElementalGUID.Clear();
HasCastIceblock = false;
}
void Initialize()
{
WaterElementalGUID.Clear();
HasCastIceblock = false;
}
void Reset() override
{
Initialize();
events.Reset();
summons.DespawnAll();
}
void Reset() override
{
Initialize();
events.Reset();
summons.DespawnAll();
}
void JustEngagedWith(Unit* /*who*/) override
{
void JustEngagedWith(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
events.ScheduleEvent(EVENT_CONE_OF_COLD, 8s);
events.ScheduleEvent(EVENT_FIREBOLT, 1s);
events.ScheduleEvent(EVENT_FROSTBOLT, 4s);
events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 3s);
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
}
void JustSummoned(Creature* summoned) override
{
summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
summoned->SetFaction(me->GetFaction());
WaterElementalGUID = summoned->GetGUID();
summons.Summon(summoned);
}
void SummonedCreatureDespawn(Creature* summoned) override
{
summons.Despawn(summoned);
}
void JustDied(Unit* /*killer*/) override
{
summons.DespawnAll();
}
void DoAction(int32 actionId) override
{
if (actionId == ACTION_BUFF_YELL)
Talk(SAY_AGGRO);
events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
events.ScheduleEvent(EVENT_CONE_OF_COLD, 8s);
events.ScheduleEvent(EVENT_FIREBOLT, 1s);
events.ScheduleEvent(EVENT_FROSTBOLT, 4s);
events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 3s);
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
}
}
void JustSummoned(Creature* summoned) override
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
{
if (me->HealthBelowPctDamaged(40, damage) && !HasCastIceblock)
{
summoned->AI()->AttackStart(SelectTarget(SelectTargetMethod::Random, 0, 50, true));
summoned->SetFaction(me->GetFaction());
WaterElementalGUID = summoned->GetGUID();
summons.Summon(summoned);
DoCast(SPELL_ICEBLOCK);
HasCastIceblock = true;
}
}
void SummonedCreatureDespawn(Creature* summoned) override
{
summons.Despawn(summoned);
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
void JustDied(Unit* /*killer*/) override
{
summons.DespawnAll();
}
events.Update(diff);
void DoAction(int32 actionId) override
{
if (actionId == ACTION_BUFF_YELL)
Talk(SAY_AGGRO);
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
void DamageTaken(Unit* /*attacker*/, uint32& damage) override
while (uint32 eventId = events.ExecuteEvent())
{
if (me->HealthBelowPctDamaged(40, damage) && !HasCastIceblock)
switch (eventId)
{
DoCast(SPELL_ICEBLOCK);
HasCastIceblock = true;
case EVENT_ARCANE_EXPLOSION:
DoCastVictim(SPELL_ARCANE_EXPLOSION);
events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
break;
case EVENT_CONE_OF_COLD:
DoCastVictim(SPELL_CONE_OF_COLD);
events.ScheduleEvent(EVENT_CONE_OF_COLD, 10s, 20s);
break;
case EVENT_FIREBOLT:
DoCastVictim(SPELL_FIREBALL);
events.ScheduleEvent(EVENT_FIREBOLT, 5s, 9s);
break;
case EVENT_FROSTBOLT:
DoCastVictim(SPELL_FROSTBOLT);
events.ScheduleEvent(EVENT_FROSTBOLT, 4s, 12s);
break;
case EVENT_SUMMON_WATER_ELEMENTAL:
if (summons.empty())
DoCast(SPELL_SUMMON_WATER_ELEMENTAL);
events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 50s);
break;
case EVENT_CHECK_RESET:
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
{
EnterEvadeMode();
Talk(SAY_EVADE);
}
if (Creature* elemental = ObjectAccessor::GetCreature(*me, WaterElementalGUID))
if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
elemental->AI()->EnterEvadeMode();
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
break;
default:
break;
}
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_ARCANE_EXPLOSION:
DoCastVictim(SPELL_ARCANE_EXPLOSION);
events.ScheduleEvent(EVENT_ARCANE_EXPLOSION, 5s, 15s);
break;
case EVENT_CONE_OF_COLD:
DoCastVictim(SPELL_CONE_OF_COLD);
events.ScheduleEvent(EVENT_CONE_OF_COLD, 10s, 20s);
break;
case EVENT_FIREBOLT:
DoCastVictim(SPELL_FIREBALL);
events.ScheduleEvent(EVENT_FIREBOLT, 5s, 9s);
break;
case EVENT_FROSTBOLT:
DoCastVictim(SPELL_FROSTBOLT);
events.ScheduleEvent(EVENT_FROSTBOLT, 4s, 12s);
break;
case EVENT_SUMMON_WATER_ELEMENTAL:
if (summons.empty())
DoCast(SPELL_SUMMON_WATER_ELEMENTAL);
events.ScheduleEvent(EVENT_SUMMON_WATER_ELEMENTAL, 50s);
break;
case EVENT_CHECK_RESET:
if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
{
EnterEvadeMode();
Talk(SAY_EVADE);
}
if (Creature* elemental = ObjectAccessor::GetCreature(*me, WaterElementalGUID))
if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
elemental->AI()->EnterEvadeMode();
events.ScheduleEvent(EVENT_CHECK_RESET, 5s);
break;
default:
break;
}
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
}
DoMeleeAttackIfReady();
}
private:
EventMap events;
SummonList summons;
ObjectGuid WaterElementalGUID;
bool HasCastIceblock;
};
CreatureAI* GetAI(Creature* creature) const override
{
return new boss_balindaAI(creature);
DoMeleeAttackIfReady();
}
private:
EventMap events;
SummonList summons;
ObjectGuid WaterElementalGUID;
bool HasCastIceblock;
};
void AddSC_boss_balinda()
{
new boss_balinda;
RegisterCreatureAI(boss_balinda);
}

View File

@@ -47,104 +47,93 @@ enum Events
EVENT_RANDOM_YELL
};
class boss_drekthar : public CreatureScript
struct boss_drekthar : public ScriptedAI
{
public:
boss_drekthar() : CreatureScript("boss_drekthar") { }
boss_drekthar(Creature* creature) : ScriptedAI(creature) { }
struct boss_drektharAI : public ScriptedAI
void Reset() override
{
boss_drektharAI(Creature* creature) : ScriptedAI(creature) { }
events.Reset();
}
void Reset() override
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);
}
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);
}

View File

@@ -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);
}