mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 01:08:35 +00:00
refactor(Scripts/TheEye): High Astromancer Solarian script refactored using taskscheduler (#17653)
* initial commit * some fixes * remove leftovers * no attack during invisibility
This commit is contained in:
@@ -45,17 +45,7 @@ enum Misc
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DISPLAYID_INVISIBLE = 11686,
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NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT = 18928,
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NPC_SOLARIUM_AGENT = 18925,
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NPC_SOLARIUM_PRIEST = 18806,
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EVENT_CHECK_HEALTH = 1,
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EVENT_SPELL_ARCANE_MISSILES = 2,
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EVENT_SPELL_WRATH_OF_ASTROMANCER = 3,
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EVENT_SPELL_BLINDING_LIGHT = 4,
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EVENT_SPAWN_PORTALS = 5,
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EVENT_SUMMON_ADDS = 6,
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EVENT_REAPPEAR = 7,
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EVENT_SPELL_PSYCHIC_SCREAM = 8,
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EVENT_SPELL_VOID_BOLT = 9
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NPC_SOLARIUM_PRIEST = 18806
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};
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#define INNER_PORTAL_RADIUS 14.0f
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@@ -66,179 +56,174 @@ enum Misc
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#define CENTER_O 1.06421f
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#define PORTAL_Z 17.005f
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class boss_high_astromancer_solarian : public CreatureScript
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struct boss_high_astromancer_solarian : public BossAI
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{
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public:
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boss_high_astromancer_solarian() : CreatureScript("boss_high_astromancer_solarian") { }
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struct boss_high_astromancer_solarianAI : public BossAI
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boss_high_astromancer_solarian(Creature* creature) : BossAI(creature, DATA_ASTROMANCER)
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{
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boss_high_astromancer_solarianAI(Creature* creature) : BossAI(creature, DATA_ASTROMANCER)
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scheduler.SetValidator([this]
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{
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}
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return !me->HasUnitState(UNIT_STATE_CASTING);
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});
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}
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void Reset() override
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{
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BossAI::Reset();
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me->SetModelVisible(true);
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}
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void Reset() override
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{
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BossAI::Reset();
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me->SetModelVisible(true);
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_visible = true;
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void AttackStart(Unit* who) override
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{
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if (who && me->Attack(who, true))
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me->GetMotionMaster()->MoveChase(who, (events.GetNextEventTime(EVENT_SPELL_VOID_BOLT) == 0 ? 30.0f : 0.0f));
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}
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void KilledUnit(Unit* victim) override
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{
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if (victim->GetTypeId() == TYPEID_PLAYER && roll_chance_i(50))
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Talk(SAY_KILL);
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}
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void JustDied(Unit* killer) override
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{
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me->SetModelVisible(true);
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Talk(SAY_DEATH);
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BossAI::JustDied(killer);
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}
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void JustEngagedWith(Unit* who) override
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{
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Talk(SAY_AGGRO);
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BossAI::JustEngagedWith(who);
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me->CallForHelp(105.0f);
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events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
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events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
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events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 1000);
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events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
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events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000);
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}
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void JustSummoned(Creature* summon) override
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{
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summons.Summon(summon);
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if (!summon->IsTrigger())
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summon->SetInCombatWithZone();
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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switch (events.ExecuteEvent())
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ScheduleHealthCheckEvent(20, [&]{
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scheduler.CancelAll();
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scheduler.Schedule(3s, [this](TaskContext context)
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{
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case EVENT_CHECK_HEALTH:
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if (me->HealthBelowPct(21))
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DoCastVictim(SPELL_VOID_BOLT);
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context.Repeat(7s);
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}).Schedule(7s, [this](TaskContext context)
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{
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DoCastSelf(SPELL_PSYCHIC_SCREAM);
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context.Repeat(12s);
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});
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DoCastSelf(SPELL_SOLARIAN_TRANSFORM, true);
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});
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}
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void AttackStart(Unit* who) override
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{
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if (who && me->Attack(who, true))
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{
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me->GetMotionMaster()->MoveChase(who, 0.0f);
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}
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}
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void KilledUnit(Unit* victim) override
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{
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if (victim->GetTypeId() == TYPEID_PLAYER && roll_chance_i(50))
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{
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Talk(SAY_KILL);
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}
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}
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void JustDied(Unit* killer) override
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{
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me->SetModelVisible(true);
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Talk(SAY_DEATH);
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BossAI::JustDied(killer);
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}
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void JustEngagedWith(Unit* who) override
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{
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Talk(SAY_AGGRO);
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BossAI::JustEngagedWith(who);
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me->CallForHelp(105.0f);
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scheduler.Schedule(3s, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_ARCANE_MISSILES, 0, 40.0f);
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context.Repeat(3s);
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}).Schedule(1s, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_WRATH_OF_THE_ASTROMANCER, 0, 100.0f);
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context.Repeat(22s);
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}).Schedule(40s, [this](TaskContext context)
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{
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DoCastSelf(SPELL_BLINDING_LIGHT);
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context.Repeat(40s);
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}).Schedule(50s, [this](TaskContext context)
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{
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_visible = false;
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me->SetReactState(REACT_PASSIVE);
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me->SetModelVisible(false);
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scheduler.DelayAll(21s);
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scheduler.Schedule(6s, [this](TaskContext)
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{
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Talk(SAY_SUMMON1);
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summons.DoForAllSummons([&](WorldObject* summon)
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{
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if (Creature* light = summon->ToCreature())
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{
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events.Reset();
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events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 3000);
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events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 7000);
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me->CastSpell(me, SPELL_SOLARIAN_TRANSFORM, true);
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me->GetMotionMaster()->MoveChase(me->GetVictim());
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break;
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}
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events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
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break;
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case EVENT_SPELL_ARCANE_MISSILES:
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, true))
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me->CastSpell(target, SPELL_ARCANE_MISSILES, false);
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events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
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break;
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case EVENT_SPELL_WRATH_OF_ASTROMANCER:
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
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me->CastSpell(target, SPELL_WRATH_OF_THE_ASTROMANCER, false);
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events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 22000);
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break;
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case EVENT_SPELL_BLINDING_LIGHT:
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me->CastSpell(me, SPELL_BLINDING_LIGHT, false);
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events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
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break;
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case EVENT_SPAWN_PORTALS:
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me->setAttackTimer(BASE_ATTACK, 21000);
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me->SetModelVisible(false);
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events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000);
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events.DelayEvents(21000);
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events.ScheduleEvent(EVENT_SUMMON_ADDS, 6000);
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events.ScheduleEvent(EVENT_REAPPEAR, 20000);
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for (uint8 i = 0; i < 3; ++i)
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{
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float o = rand_norm() * 2 * M_PI;
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if (i == 0)
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me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
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else
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me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
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}
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break;
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case EVENT_SUMMON_ADDS:
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Talk(SAY_SUMMON1);
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for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
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{
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if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
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if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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{
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if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
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{
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me->SetPosition(*light);
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me->StopMovingOnCurrentPos();
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}
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for (uint8 j = 0; j < 4; ++j)
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me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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}
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}
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break;
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case EVENT_REAPPEAR:
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Talk(SAY_SUMMON2);
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for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
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{
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if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
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if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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{
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if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
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{
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light->RemoveAllAuras();
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if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
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me->SetModelVisible(true);
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else
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me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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me->SetPosition(*light);
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me->StopMovingOnCurrentPos();
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}
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for (uint8 j = 0; j < 4; ++j)
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{
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me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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}
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}
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}
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// protection
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if (me->GetDisplayId() != me->GetNativeDisplayId())
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});
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}).Schedule(20s, [this](TaskContext)
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{
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_visible = true;
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me->SetReactState(REACT_AGGRESSIVE);
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Talk(SAY_SUMMON2);
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summons.DoForAllSummons([&](WorldObject* summon)
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{
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if (Creature* light = summon->ToCreature())
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{
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me->SetModelVisible(true);
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me->SummonCreature(NPC_SOLARIUM_PRIEST, me->GetPositionX() + frand(-3.0f, 3.0f), me->GetPositionY() + frand(-3.0f, 3.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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me->SummonCreature(NPC_SOLARIUM_PRIEST, me->GetPositionX() + frand(-3.0f, 3.0f), me->GetPositionY() + frand(-3.0f, 3.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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{
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light->RemoveAllAuras();
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if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
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{
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me->SetModelVisible(true);
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}
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else
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{
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me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
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}
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}
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}
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break;
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case EVENT_SPELL_VOID_BOLT:
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me->CastSpell(me->GetVictim(), SPELL_VOID_BOLT, false);
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events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 7000);
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break;
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case EVENT_SPELL_PSYCHIC_SCREAM:
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me->CastSpell(me, SPELL_PSYCHIC_SCREAM, false);
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events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 12000);
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break;
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}
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});
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});
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for (uint8 i = 0; i < 3; ++i)
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{
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float o = rand_norm() * 2 * M_PI;
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if (i == 0)
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{
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me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*INNER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*INNER_PORTAL_RADIUS, CENTER_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
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}
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else
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{
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me->SummonCreature(NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, CENTER_X + cos(o)*OUTER_PORTAL_RADIUS, CENTER_Y + std::sin(o)*OUTER_PORTAL_RADIUS, PORTAL_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 26000);
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}
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}
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context.Repeat(50s);
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});
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}
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void UpdateAI(uint32 diff) override
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{
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if (!UpdateVictim())
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return;
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scheduler.Update(diff);
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if (_visible)
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{
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DoMeleeAttackIfReady();
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}
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bool CheckEvadeIfOutOfCombatArea() const override
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{
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return me->GetDistance2d(432.59f, -371.93f) > 105.0f;
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return GetTheEyeAI<boss_high_astromancer_solarianAI>(creature);
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}
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void JustSummoned(Creature* summon) override
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{
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summons.Summon(summon);
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if (!summon->IsTrigger())
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{
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summon->SetInCombatWithZone();
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}
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}
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bool CheckEvadeIfOutOfCombatArea() const override
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{
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return me->GetDistance2d(432.59f, -371.93f) > 105.0f;
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}
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private:
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bool _visible;
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};
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class spell_astromancer_wrath_of_the_astromancer : public SpellScriptLoader
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@@ -305,7 +290,7 @@ public:
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void AddSC_boss_high_astromancer_solarian()
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{
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new boss_high_astromancer_solarian();
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RegisterTheEyeAI(boss_high_astromancer_solarian);
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new spell_astromancer_wrath_of_the_astromancer();
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new spell_astromancer_solarian_transform();
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}
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