aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/AI/ScriptedAI
diff options
context:
space:
mode:
authorjoschiwald <joschiwald.trinity@gmail.com>2015-08-23 14:43:11 +0200
committerShauren <shauren.trinity@gmail.com>2015-11-01 13:09:30 +0100
commit92b08fc74b368e9512c5238d91e381b6df644219 (patch)
treef5e6bba399cdca2d41a89006f6efbd0673fb5cda /src/server/game/AI/ScriptedAI
parent7b684e8813376a82526d78c44d00f282229fe471 (diff)
Scripts/VioletHold: rewrote the whole instance
thanks @MitchesD for help (cherry picked from commit df21162fe44d2ff29c201a9004586f560789c38b) (cherry picked from commit 3a4f54197c05ce4209c7e659acfd382896607265) (cherry picked from commit f50df728201849ee7185d33c5a061c91e781c8de) (cherry picked from commit 95bae7143f0f4bb7d5975f8a61daa3c533f48225) (cherry picked from commit 5406f82044e7bd6ceb024a67f33c1674400cdc1f)
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp18
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.h4
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.h4
3 files changed, 20 insertions, 6 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 512385a67b6..28f9ad591df 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -446,7 +446,13 @@ BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
instance(creature->GetInstanceScript()),
summons(creature),
_boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
- _bossId(bossId) { }
+ _bossId(bossId)
+{
+ scheduler.SetValidator([this]
+ {
+ return !me->HasUnitState(UNIT_STATE_CASTING);
+ });
+}
void BossAI::_Reset()
{
@@ -457,6 +463,7 @@ void BossAI::_Reset()
me->ResetLootMode();
events.Reset();
summons.DespawnAll();
+ scheduler.CancelAll();
if (instance)
instance->SetBossState(_bossId, NOT_STARTED);
}
@@ -465,15 +472,13 @@ void BossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
+ scheduler.CancelAll();
if (instance)
instance->SetBossState(_bossId, DONE);
}
void BossAI::_EnterCombat()
{
- me->SetCombatPulseDelay(5);
- me->setActive(true);
- DoZoneInCombat();
if (instance)
{
// bosses do not respawn, check only on enter combat
@@ -484,6 +489,11 @@ void BossAI::_EnterCombat()
}
instance->SetBossState(_bossId, IN_PROGRESS);
}
+
+ me->SetCombatPulseDelay(5);
+ me->setActive(true);
+ DoZoneInCombat();
+ ScheduleTasks();
}
void BossAI::TeleportCheaters()
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.h b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
index 74d0654dff2..49e2e0e8518 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.h
@@ -23,6 +23,7 @@
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "InstanceScript.h"
+#include "TaskScheduler.h"
#define CAST_AI(a, b) (dynamic_cast<a*>(b))
#define ENSURE_AI(a,b) (EnsureAI<a>(b))
@@ -356,6 +357,8 @@ class BossAI : public ScriptedAI
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
+ virtual void ScheduleTasks() { }
+
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
@@ -382,6 +385,7 @@ class BossAI : public ScriptedAI
EventMap events;
SummonList summons;
+ TaskScheduler scheduler;
private:
BossBoundaryMap const* const _boundary;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
index 1d71652c948..deabd1dc484 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
@@ -68,8 +68,8 @@ struct npc_escortAI : public ScriptedAI
void EnterEvadeMode() override;
- void UpdateAI(uint32 diff) override; //the "internal" update, calls UpdateEscortAI()
- virtual void UpdateEscortAI(uint32 const diff); //used when it's needed to add code in update (abilities, scripted events, etc)
+ void UpdateAI(uint32 diff) override; // the "internal" update, calls UpdateEscortAI()
+ virtual void UpdateEscortAI(uint32 diff); // used when it's needed to add code in update (abilities, scripted events, etc)
void MovementInform(uint32, uint32) override;