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https://github.com/mod-playerbots/azerothcore-wotlk.git
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chore(Scripts/ShadowLabyrinth): Modernize Ambassador Hellmaw (#15944)
* chore(Scripts/ShadowLabyrinth): Modernize Ambassador Hellmaw * Update boss_ambassador_hellmaw.cpp
This commit is contained in:
@@ -42,217 +42,194 @@ enum eEnums
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SOUND_INTRO = 9349
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};
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class boss_ambassador_hellmaw : public CreatureScript
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struct boss_ambassador_hellmaw : public BossAI
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{
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public:
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boss_ambassador_hellmaw() : CreatureScript("boss_ambassador_hellmaw") { }
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boss_ambassador_hellmaw(Creature* creature) : BossAI(creature, TYPE_HELLMAW) { }
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CreatureAI* GetAI(Creature* creature) const override
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bool isBanished;
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void InitializeAI() override
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{
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return GetShadowLabyrinthAI<boss_ambassador_hellmawAI>(creature);
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}
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Reset();
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struct boss_ambassador_hellmawAI : public ScriptedAI
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{
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boss_ambassador_hellmawAI(Creature* creature) : ScriptedAI(creature)
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if (instance->GetData(TYPE_RITUALISTS) != DONE)
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{
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instance = creature->GetInstanceScript();
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isBanished = true;
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me->SetImmuneToAll(true);
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me->m_Events.AddEventAtOffset([this]()
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{
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DoCastSelf(SPELL_BANISH, true);
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}, 500ms);
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}
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InstanceScript* instance;
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EventMap events;
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bool isBanished;
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void InitializeAI() override
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else
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{
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Reset();
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if (instance && instance->GetData(TYPE_RITUALISTS) != DONE)
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{
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isBanished = true;
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me->SetImmuneToAll(true);
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me->m_Events.AddEventAtOffset([this]()
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{
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DoCastSelf(SPELL_BANISH, true);
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}, 500ms);
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}
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else
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{
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me->GetMotionMaster()->MovePath(PATH_ID_START, false);
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}
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}
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void Reset() override
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{
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events.Reset();
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isBanished = false;
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me->SetImmuneToAll(false);
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if (instance)
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{
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instance->SetData(TYPE_HELLMAW, NOT_STARTED);
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}
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}
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void DoAction(int32 param) override
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{
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if (param != 1)
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{
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return;
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}
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me->RemoveAurasDueToSpell(SPELL_BANISH);
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Talk(SAY_INTRO);
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DoPlaySoundToSet(me, SOUND_INTRO);
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isBanished = false;
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me->SetImmuneToAll(false);
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me->GetMotionMaster()->MovePath(PATH_ID_START, false);
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}
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}
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void JustEngagedWith(Unit*) override
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void Reset() override
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{
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_Reset();
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isBanished = false;
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me->SetImmuneToAll(false);
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}
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void DoAction(int32 param) override
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{
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if (param != 1)
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{
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if (isBanished)
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{
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return;
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}
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Talk(SAY_AGGRO);
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events.ScheduleEvent(EVENT_SPELL_CORROSIVE, urand(5000, 10000));
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events.ScheduleEvent(EVENT_SPELL_FEAR, urand(15000, 20000));
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if (IsHeroic())
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{
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events.ScheduleEvent(EVENT_SPELL_ENRAGE, 180000);
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}
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if (instance)
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{
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instance->SetData(TYPE_HELLMAW, IN_PROGRESS);
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}
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return;
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (isBanished)
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{
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return;
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}
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me->RemoveAurasDueToSpell(SPELL_BANISH);
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Talk(SAY_INTRO);
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DoPlaySoundToSet(me, SOUND_INTRO);
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isBanished = false;
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me->SetImmuneToAll(false);
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me->GetMotionMaster()->MovePath(PATH_ID_START, false);
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}
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ScriptedAI::MoveInLineOfSight(who);
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void JustEngagedWith(Unit*) override
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{
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if (isBanished)
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{
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return;
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}
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void AttackStart(Unit* who) override
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{
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if (isBanished)
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{
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return;
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}
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Talk(SAY_AGGRO);
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events.ScheduleEvent(EVENT_SPELL_CORROSIVE, urand(5000, 10000));
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ScriptedAI::AttackStart(who);
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scheduler.Schedule(5s, 10s, [this](TaskContext context)
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{
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DoCastVictim(SPELL_CORROSIVE_ACID);
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context.Repeat(15s, 25s);
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}).Schedule(15s, 20s, [this](TaskContext context)
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{
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DoCastAOE(SPELL_FEAR);
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context.Repeat(20s, 35s);
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});
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if (IsHeroic())
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{
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scheduler.Schedule(5min, [this](TaskContext)
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{
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DoCastSelf(SPELL_ENRAGE, true);
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});
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}
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void PathEndReached(uint32 pathId) override
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_JustEngagedWith();
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}
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void MoveInLineOfSight(Unit* who) override
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{
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if (isBanished)
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{
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if (pathId == PATH_ID_START)
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return;
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}
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ScriptedAI::MoveInLineOfSight(who);
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}
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void AttackStart(Unit* who) override
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{
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if (isBanished)
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{
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return;
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}
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ScriptedAI::AttackStart(who);
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}
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void PathEndReached(uint32 pathId) override
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{
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if (pathId == PATH_ID_START)
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{
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me->m_Events.AddEventAtOffset([this]()
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{
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me->m_Events.AddEventAtOffset([this]()
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me->GetMotionMaster()->MovePath(PATH_ID_PATHING, true);
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}, 20s);
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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->IsPlayer() && urand(0, 1))
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{
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Talk(SAY_SLAY);
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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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Talk(SAY_DEATH);
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_JustDied();
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}
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bool CanAIAttack(Unit const* /*unit*/) const override
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{
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return !isBanished;
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}
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void DoMeleeAttackIfReady(bool ignoreCasting)
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{
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if (!ignoreCasting && me->HasUnitState(UNIT_STATE_CASTING))
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{
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return;
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}
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Unit* victim = me->GetVictim();
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if (!victim || !victim->IsInWorld())
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{
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return;
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}
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if (!me->IsWithinMeleeRange(victim))
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{
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return;
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}
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady())
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{
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// xinef: prevent base and off attack in same time, delay attack at 0.2 sec
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if (me->haveOffhandWeapon())
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{
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if (me->getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
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{
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me->GetMotionMaster()->MovePath(PATH_ID_PATHING, true);
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}, 20s);
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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 && urand(0, 1))
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Talk(SAY_SLAY);
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}
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void JustDied(Unit* /*killer*/) override
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{
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Talk(SAY_DEATH);
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if (instance)
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instance->SetData(TYPE_HELLMAW, DONE);
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}
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bool CanAIAttack(Unit const* /*unit*/) const override
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{
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return !isBanished;
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}
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void DoMeleeAttackIfReady(bool ignoreCasting)
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{
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if (!ignoreCasting && me->HasUnitState(UNIT_STATE_CASTING))
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{
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return;
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}
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Unit* victim = me->GetVictim();
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if (!victim || !victim->IsInWorld())
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{
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return;
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}
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if (!me->IsWithinMeleeRange(victim))
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{
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return;
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}
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady())
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{
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// xinef: prevent base and off attack in same time, delay attack at 0.2 sec
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if (me->haveOffhandWeapon())
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{
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if (me->getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
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{
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me->setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
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}
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me->setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
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}
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me->AttackerStateUpdate(victim, BASE_ATTACK, false, ignoreCasting);
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me->resetAttackTimer();
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}
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if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
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{
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// xinef: delay main hand attack if both will hit at the same time (players code)
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if (me->getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
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{
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me->setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
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}
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me->AttackerStateUpdate(victim, OFF_ATTACK, false, ignoreCasting);
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me->resetAttackTimer(OFF_ATTACK);
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}
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me->AttackerStateUpdate(victim, BASE_ATTACK, false, ignoreCasting);
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me->resetAttackTimer();
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}
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void UpdateAI(uint32 diff) override
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if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
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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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switch (events.ExecuteEvent())
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// xinef: delay main hand attack if both will hit at the same time (players code)
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if (me->getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
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{
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case EVENT_SPELL_CORROSIVE:
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me->CastSpell(me->GetVictim(), SPELL_CORROSIVE_ACID, false);
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events.RepeatEvent(urand(15000, 25000));
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break;
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case EVENT_SPELL_FEAR:
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me->CastSpell(me, SPELL_FEAR, false);
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events.RepeatEvent(urand(20000, 35000));
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break;
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case EVENT_SPELL_ENRAGE:
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me->CastSpell(me->GetVictim(), SPELL_ENRAGE, false);
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break;
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me->setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
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}
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DoMeleeAttackIfReady(me->FindCurrentSpellBySpellId(SPELL_CORROSIVE_ACID) != nullptr);
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me->AttackerStateUpdate(victim, OFF_ATTACK, false, ignoreCasting);
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me->resetAttackTimer(OFF_ATTACK);
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}
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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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DoMeleeAttackIfReady(me->FindCurrentSpellBySpellId(SPELL_CORROSIVE_ACID) != nullptr);
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}
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};
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void AddSC_boss_ambassador_hellmaw()
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{
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new boss_ambassador_hellmaw();
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RegisterShadowLabyrinthCreatureAI(boss_ambassador_hellmaw);
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}
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@@ -50,4 +50,6 @@ inline AI* GetShadowLabyrinthAI(T* obj)
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return GetInstanceAI<AI>(obj, ShadowLabyrinthScriptName);
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}
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#define RegisterShadowLabyrinthCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetShadowLabyrinthAI)
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#endif
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