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Ulduar: Convert Auriaya to BossAI and Spell Lists #440
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src/game/AI/ScriptDevAI/scripts/northrend/ulduar/ulduar/boss_auriaya.cpp
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src/game/AI/ScriptDevAI/scripts/northrend/ulduar/ulduar/boss_auriaya.cpp
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Also move Id: 64456 to the auriaya file |
struct boss_auriayaAI : public BossAI | ||
{ | ||
boss_auriayaAI(Creature* creature) : BossAI(creature, AURIAYA_ACTIONS_MAX), | ||
m_instance(dynamic_cast<instance_ulduar*>(creature->GetInstanceData())), |
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Static cast is enough afaik.
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It usually is, but with this I can be 100% certain that the instance is what I think it will be. Yes dynamic_cast is more expensive than static_cast, but in this case it's only invoked once at construction, so I believe the overall impact should be negligible in return for guaranteeing that I can't accidentally call some m_instance->
function that is only available in instance_ulduar
if someone spawns this Boss outside of Ulduar for a giggle for example
src/game/AI/ScriptDevAI/scripts/northrend/ulduar/ulduar/boss_auriaya.cpp
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src/game/AI/ScriptDevAI/scripts/northrend/ulduar/ulduar/boss_auriaya.cpp
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src/game/AI/ScriptDevAI/scripts/northrend/ulduar/ulduar/boss_auriaya.cpp
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Ok feature wise pr is complete, for sql, im missing the defender abilities and the 2 (normal) 4 (hc) creatures that accompany her, also in spell lists. They are both integral parts of the fight. After that, ill give it a test ingame and can be merged. |
Her adds are currently scripted in EAI. I can convert them to spellscript too, but it didn't seem necessary at the time. |
They are such an integral part of the fight in this case that it is kinda necessary. Either way after that we can merge it. |
Alright, will do |
🍰 Pullrequest
This PR converts Auriaya to BossAI and adds Spell Lists
Todo / Checklist