fix(Scripts/Temple of AhnQiraj): Cthun's Eye should always focus on b… (#13796)
fix(Scripts/Temple of AhnQiraj): Cthun's Eye should always focus on beam target. Fixes #13673
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1 changed files with 11 additions and 2 deletions
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@ -199,11 +199,15 @@ struct boss_eye_of_cthun : public BossAI
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// Z checks are necessary here because AQ maps do funky stuff.
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if (me->IsWithinLOSInMap(who) && me->IsWithinDist2d(who, 90.0f) && who->GetPositionZ() > 100.0f)
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{
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AttackStart(who);
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me->Attack(who, false);
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}
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}
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}
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void AttackStart(Unit* /*victim*/) override
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{
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}
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void DoAction(int32 action) override
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{
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if (action == ACTION_SPAWN_EYE_TENTACLES)
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@ -238,6 +242,7 @@ struct boss_eye_of_cthun : public BossAI
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if (Unit* target = ObjectAccessor::GetUnit(*me, _beamTarget))
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{
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DoCast(target, SPELL_GREEN_BEAM);
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me->Attack(target, false);
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}
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task.Repeat();
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@ -246,7 +251,11 @@ struct boss_eye_of_cthun : public BossAI
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{
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_scheduler.Schedule(5s, [this](TaskContext task)
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{
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DoCastRandomTarget(SPELL_GREEN_BEAM);
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.f, 0))
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{
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DoCast(target, SPELL_GREEN_BEAM);
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me->Attack(target, false);
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}
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task.SetGroup(GROUP_BEAM_PHASE);
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task.Repeat(3s);
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