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Scripts/Battlegrounds: Implement Deephaul Ravine #30393

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@Golrag Golrag commented Oct 31, 2024

Changes proposed:

  • Implement Deephaul Ravine
  • Make sure spawn group states are initialised before calling BattlegroundMapScript::OnInit

Issues addressed:

Closes: None

Tests performed:

  • Builds locally
  • Running around in battleground, capturing carts & crystals

Known issues and TODO list: (add/remove lines as needed)

  • Recheck with 11.0.5 on retail; see if they fixed some stuff that didnt match (texts like "the flag has been returned")
  • Check which achievement works and which not
  • [Out of Scope] When loading in the gates spawn in and you can run through them before they finish their closing animation. Update Object of every gameobject/npc is send AFTER the loading screen for some reason (in Map::Update).
  • [Out of Scope] The healing buff doesnt have a healing spell triggering. Some serverside spell stuff is going on and its not working in any bg.
  • The location where you have to drop the crystal already contains a crystal for some reason (something about npc animation?)
  • Crystal should be hidden till worldstate enables it

@Golrag Golrag force-pushed the bg_deephaul_ravine branch 2 times, most recently from 2e3bbba to 98a2b36 Compare November 1, 2024 20:17
void OnStart() override
{
BattlegroundScript::OnStart();
_scheduler.Schedule(15s, [&](TaskContext)
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@Nyr97 Nyr97 Nov 22, 2024

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Small improvement: do you think you can move any timer to its own enum like Timings? You can make them static constexpr std::chrono::seconds, so it's easier to maintain if anything changes rather than having magic numbs:

enum Timings { static constexpr std::chrono::seconds FlagRespawnTime = 15s; static constexpr std::chrono::seconds CartRespawnTime = 5s; }

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