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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
refactor(Scripts/SSC): The Lurker Below boss script updated (#17082)
* initial * restore me->CastSpell() because apparently there is no overload of docastself that has triggerflags if I understand it correctly * fix timers may need some work - comments/thoughts welcome * ms * make kitzunu slightly less sad * fixes * revert * Update boss_lurker_below.cpp Co-authored-by: Angelo Venturini <Nefertumm@github.com> * Update boss_lurker_below.cpp --------- Co-authored-by: Angelo Venturini <Nefertumm@github.com>
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@@ -26,7 +26,10 @@ enum Spells
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SPELL_GEYSER = 37478,
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SPELL_SPOUT_VISUAL = 37431,
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SPELL_SPOUT_PERIODIC = 37430,
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SPELL_LURKER_SPAWN_TRIGGER = 54587 // Needed for achievement
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SPELL_LURKER_SPAWN_TRIGGER = 54587, // Needed for achievement
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SPELL_CLEAR_ALL_DEBUFFS = 34098,
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SPELL_SUBMERGE_VISUAL = 28819,
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};
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enum Misc
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@@ -37,13 +40,12 @@ enum Misc
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NPC_COILFANG_GUARDIAN = 21873,
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NPC_COILFANG_AMBUSHER = 21865,
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};
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EVENT_PHASE_1 = 1,
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EVENT_PHASE_2 = 2,
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EVENT_SPELL_WHIRL = 3,
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EVENT_SPELL_SPOUT = 4,
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EVENT_SPELL_GEYSER = 5,
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EVENT_SPELL_SPOUT_PERIODIC = 6
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enum Groups
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{
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GROUP_WHIRL = 1,
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GROUP_GEYSER = 2
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};
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const Position positions[MAX_SUMMONS] =
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@@ -59,152 +61,149 @@ const Position positions[MAX_SUMMONS] =
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{42.471519f, -445.115295f, -19.769423f, 0.0f}
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};
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class boss_the_lurker_below : public CreatureScript
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struct boss_the_lurker_below : public BossAI
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{
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public:
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boss_the_lurker_below() : CreatureScript("boss_the_lurker_below") { }
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CreatureAI* GetAI(Creature* creature) const override
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boss_the_lurker_below(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW)
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{
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return GetSerpentShrineAI<boss_the_lurker_belowAI>(creature);
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scheduler.SetValidator([this]
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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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struct boss_the_lurker_belowAI : public BossAI
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void Reset() override
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{
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boss_the_lurker_belowAI(Creature* creature) : BossAI(creature, DATA_THE_LURKER_BELOW) { }
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BossAI::Reset();
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me->SetReactState(REACT_PASSIVE);
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me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
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me->SetVisible(false);
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me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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}
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void Reset() override
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void DoAction(int32 action) override
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{
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if (action == ACTION_START_EVENT)
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{
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BossAI::Reset();
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me->SetReactState(REACT_AGGRESSIVE);
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me->setAttackTimer(BASE_ATTACK, 6000);
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me->SetVisible(true);
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me->UpdateObjectVisibility(true);
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->SetInCombatWithZone();
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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->GetReactState() == REACT_AGGRESSIVE)
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{
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me->Attack(who, true);
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}
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}
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void JustEngagedWith(Unit* who) override
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{
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BossAI::JustEngagedWith(who);
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SchedulerPhaseOne(38800ms, 91000ms);
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}
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void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
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{
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scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
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{
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DoCastRandomTarget(SPELL_GEYSER);
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context.Repeat(10200ms, 54900ms);
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}).Schedule(18150ms, GROUP_WHIRL, [this](TaskContext context)
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{
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DoCastSelf(SPELL_WHIRL);
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context.Repeat(34150ms, 68550ms);
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}).Schedule(spoutTimer, [this](TaskContext context)
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{
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Talk(EMOTE_TAKE_BREATH);
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me->CastSpell(me, SPELL_SPOUT_VISUAL, TRIGGERED_IGNORE_SET_FACING);
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me->SetReactState(REACT_PASSIVE);
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me->SetFacingToObject(me->GetVictim());
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me->SetTarget();
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scheduler.RescheduleGroup(GROUP_GEYSER, 25s);
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scheduler.RescheduleGroup(GROUP_WHIRL, 18s);
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scheduler.Schedule(3s, [this](TaskContext)
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{
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me->InterruptNonMeleeSpells(false);
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DoCastSelf(SPELL_SPOUT_PERIODIC, true);
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});
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context.Repeat(60s);
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}).Schedule(p2Timer, [this](TaskContext)
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{
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//phase2
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scheduler.CancelAll();
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DoCastSelf(SPELL_SUBMERGE_VISUAL, true);
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DoCastSelf(SPELL_CLEAR_ALL_DEBUFFS, true);
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me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
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me->SetVisible(false);
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me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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// Reset summons
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summons.DespawnAll();
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}
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void JustSummoned(Creature* summon) override
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{
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summon->SetInCombatWithZone();
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summons.Summon(summon);
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}
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void DoAction(int32 param) override
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{
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if (param == ACTION_START_EVENT)
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for (uint8 i = 0; i < MAX_SUMMONS; ++i)
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{
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me->SetReactState(REACT_AGGRESSIVE);
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me->setAttackTimer(BASE_ATTACK, 6000);
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me->SetVisible(true);
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me->UpdateObjectVisibility(true);
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->SetInCombatWithZone();
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//needs sniffed spell probably
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me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
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}
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SchedulerPhaseTwo();
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});
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}
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void SchedulerPhaseTwo()
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{
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scheduler.Schedule(60s, [this](TaskContext)
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{
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me->setAttackTimer(BASE_ATTACK, 6000);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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scheduler.CancelAll();
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SchedulerPhaseOne(10000ms, 90750ms);
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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 (me->getStandState() != UNIT_STAND_STATE_STAND || !me->isAttackReady() || me->GetReactState() != REACT_AGGRESSIVE)
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return;
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Unit* target = nullptr;
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if (me->IsWithinMeleeRange(me->GetVictim()))
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{
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target = me->GetVictim();
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}
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else
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{
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ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
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for (ThreatReference const* ref : t_list)
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{
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if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, ref->getUnitGuid()))
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{
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if (me->IsWithinMeleeRange(threatTarget))
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{
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target = threatTarget;
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break;
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}
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}
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}
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}
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void JustDied(Unit* killer) override
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if (target)
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{
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BossAI::JustDied(killer);
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me->AttackerStateUpdate(target);
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}
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void AttackStart(Unit* who) override
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else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
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{
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if (who && me->GetReactState() == REACT_AGGRESSIVE)
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me->Attack(who, true);
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me->CastSpell(target, SPELL_WATER_BOLT, false);
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}
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void JustEngagedWith(Unit* /*who*/) override
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{
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events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
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events.ScheduleEvent(EVENT_SPELL_SPOUT, 45000);
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events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
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events.ScheduleEvent(EVENT_PHASE_2, 125000);
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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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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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events.Update(diff);
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switch (events.ExecuteEvent())
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{
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case EVENT_SPELL_WHIRL:
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me->CastSpell(me, SPELL_WHIRL, false);
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events.ScheduleEvent(EVENT_SPELL_WHIRL, 18000);
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break;
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case EVENT_SPELL_GEYSER:
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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me->CastSpell(target, SPELL_GEYSER, false);
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events.ScheduleEvent(EVENT_SPELL_GEYSER, 10000);
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break;
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case EVENT_SPELL_SPOUT:
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Talk(EMOTE_TAKE_BREATH);
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me->CastSpell(me, SPELL_SPOUT_VISUAL, TRIGGERED_IGNORE_SET_FACING);
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me->SetReactState(REACT_PASSIVE);
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me->SetFacingToObject(me->GetVictim());
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me->SetTarget();
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events.ScheduleEvent(EVENT_SPELL_SPOUT, 60000);
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events.RescheduleEvent(EVENT_SPELL_WHIRL, 18000);
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events.RescheduleEvent(EVENT_SPELL_GEYSER, 25000);
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events.ScheduleEvent(EVENT_SPELL_SPOUT_PERIODIC, 3000);
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break;
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case EVENT_SPELL_SPOUT_PERIODIC:
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me->InterruptNonMeleeSpells(false);
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me->CastSpell(me, SPELL_SPOUT_PERIODIC, true);
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break;
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case EVENT_PHASE_2:
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events.Reset();
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events.ScheduleEvent(EVENT_PHASE_1, 60000);
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me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
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me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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for (uint8 i = 0; i < MAX_SUMMONS; ++i)
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me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
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break;
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case EVENT_PHASE_1:
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me->setAttackTimer(BASE_ATTACK, 6000);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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events.Reset();
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events.ScheduleEvent(EVENT_SPELL_SPOUT, 10000);
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events.ScheduleEvent(EVENT_PHASE_2, 120000);
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break;
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}
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if (me->getStandState() != UNIT_STAND_STATE_STAND || !me->isAttackReady() || me->GetReactState() != REACT_AGGRESSIVE)
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return;
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Unit* target = nullptr;
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if (me->IsWithinMeleeRange(me->GetVictim()))
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target = me->GetVictim();
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else
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{
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ThreatContainer::StorageType const& t_list = me->GetThreatMgr().GetThreatList();
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for (ThreatContainer::StorageType::const_iterator itr = t_list.begin(); itr != t_list.end(); ++itr)
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if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, (*itr)->getUnitGuid()))
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if (me->IsWithinMeleeRange(threatTarget))
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{
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target = threatTarget;
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break;
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}
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}
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if (target)
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me->AttackerStateUpdate(target);
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else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
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me->CastSpell(target, SPELL_WATER_BOLT, false);
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me->resetAttackTimer();
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}
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};
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me->resetAttackTimer();
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}
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};
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class go_strange_pool : public GameObjectScript
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@@ -315,7 +314,7 @@ public:
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void AddSC_boss_the_lurker_below()
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{
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new boss_the_lurker_below();
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RegisterSerpentShrineAI(boss_the_lurker_below);
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new go_strange_pool();
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new spell_lurker_below_spout();
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new spell_lurker_below_spout_cone();
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