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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:
137
src/scripts/EasternKingdoms/AlteracValley/boss_drekthar.cpp
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137
src/scripts/EasternKingdoms/AlteracValley/boss_drekthar.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 Spells
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{
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SPELL_WHIRLWIND = 15589,
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SPELL_WHIRLWIND2 = 13736,
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SPELL_KNOCKDOWN = 19128,
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SPELL_FRENZY = 8269,
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SPELL_SWEEPING_STRIKES = 18765, // not sure
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SPELL_CLEAVE = 20677, // not sure
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SPELL_WINDFURY = 35886, // not sure
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SPELL_STORMPIKE = 51876 // not sure
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};
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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_RESPAWN = 2,
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YELL_RANDOM = 3
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};
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class boss_drekthar : public CreatureScript
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{
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public:
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boss_drekthar() : CreatureScript("boss_drekthar") { }
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struct boss_drektharAI : public ScriptedAI
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{
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boss_drektharAI(Creature* creature) : ScriptedAI(creature) { }
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uint32 WhirlwindTimer;
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uint32 Whirlwind2Timer;
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uint32 KnockdownTimer;
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uint32 FrenzyTimer;
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uint32 YellTimer;
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uint32 ResetTimer;
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void Reset()
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{
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WhirlwindTimer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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Whirlwind2Timer = urand(1 * IN_MILLISECONDS, 20 * IN_MILLISECONDS);
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KnockdownTimer = 12 * IN_MILLISECONDS;
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FrenzyTimer = 6 * IN_MILLISECONDS;
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ResetTimer = 5 * IN_MILLISECONDS;
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YellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
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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 JustRespawned()
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{
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Reset();
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Talk(YELL_RESPAWN);
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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 (WhirlwindTimer <= diff)
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{
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DoCastVictim(SPELL_WHIRLWIND);
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WhirlwindTimer = urand(8 * IN_MILLISECONDS, 18 * IN_MILLISECONDS);
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} else WhirlwindTimer -= diff;
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if (Whirlwind2Timer <= diff)
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{
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DoCastVictim(SPELL_WHIRLWIND2);
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Whirlwind2Timer = urand(7 * IN_MILLISECONDS, 25 * IN_MILLISECONDS);
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} else Whirlwind2Timer -= diff;
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if (KnockdownTimer <= diff)
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{
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DoCastVictim(SPELL_KNOCKDOWN);
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KnockdownTimer = urand(10 * IN_MILLISECONDS, 15 * IN_MILLISECONDS);
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} else KnockdownTimer -= diff;
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if (FrenzyTimer <= diff)
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{
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DoCastVictim(SPELL_FRENZY);
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FrenzyTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
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} else FrenzyTimer -= 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_drektharAI(creature);
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}
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};
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void AddSC_boss_drekthar()
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{
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new boss_drekthar;
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}
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