refactor(Scripts/World): Clean up script files (#17728)
* refactor(Scripts/World): Clean up script files * Update boss_azuregos.cpp
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0d8b1d4942
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4 changed files with 19 additions and 25 deletions
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@ -54,15 +54,15 @@ public:
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{
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boss_azuregosAI(Creature* creature) : ScriptedAI(creature)
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{
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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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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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void Reset() override
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{
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_scheduler.CancelAll();
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scheduler.CancelAll();
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me->SetNpcFlag(UNIT_NPC_FLAG_GOSSIP);
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me->RestoreFaction();
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me->GetMap()->DoForAllPlayers([&](Player* p)
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@ -89,7 +89,7 @@ public:
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DoCastSelf(SPELL_MARK_OF_FROST_AURA);
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Talk(SAY_AGGRO);
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_scheduler
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scheduler
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.Schedule(7s, [this](TaskContext context)
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{
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DoCastVictim(SPELL_CLEAVE);
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@ -149,14 +149,11 @@ public:
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return;
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}
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_scheduler.Update(diff, [this]
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{
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DoMeleeAttackIfReady();
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});
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scheduler.Update(diff, [this]
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{
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DoMeleeAttackIfReady();
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});
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}
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protected:
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TaskScheduler _scheduler;
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};
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 /*action*/) override
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@ -56,7 +56,7 @@ public:
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void Reset() override
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{
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_scheduler.CancelAll();
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scheduler.CancelAll();
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_inBerserk = false;
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}
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@ -68,7 +68,7 @@ public:
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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_scheduler.Schedule(6s, 10s, [this](TaskContext context)
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scheduler.Schedule(6s, 10s, [this](TaskContext context)
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{
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DoCastVictim(SPELL_SHADOW_VOLLEY);
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context.Repeat(4s, 6s);
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@ -132,7 +132,7 @@ public:
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if (!UpdateVictim())
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return;
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_scheduler.Update(diff);
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scheduler.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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@ -140,7 +140,6 @@ public:
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}
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private:
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TaskScheduler _scheduler;
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bool _inBerserk;
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};
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@ -50,7 +50,7 @@ public:
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void Reset() override
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{
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_inEnrage = false;
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_scheduler.CancelAll();
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scheduler.CancelAll();
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}
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void KilledUnit(Unit* victim) override
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@ -73,7 +73,7 @@ public:
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void JustEngagedWith(Unit* /*who*/) override
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{
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Talk(SAY_AGGRO);
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_scheduler.Schedule(1ms, [this](TaskContext context)
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scheduler.Schedule(1ms, [this](TaskContext context)
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{
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if (!HealthAbovePct(20))
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{
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@ -129,7 +129,7 @@ public:
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if (!UpdateVictim())
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return;
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_scheduler.Update(diff);
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scheduler.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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@ -137,7 +137,6 @@ public:
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}
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private:
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TaskScheduler _scheduler;
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bool _inEnrage;
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};
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@ -193,9 +193,9 @@ public:
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void ScheduleEvents()
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{
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_scheduler.CancelAll();
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scheduler.CancelAll();
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_scheduler.Schedule(1s, [this](TaskContext context)
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scheduler.Schedule(1s, [this](TaskContext context)
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{
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// Chase target, but don't attack - otherwise just roam around
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if (Unit* chaseTarget = GetRandomUnitFromDragonThreatList())
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@ -251,13 +251,12 @@ public:
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if (!UpdateVictim())
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return;
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_scheduler.Update(diff);
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scheduler.Update(diff);
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}
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private:
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ObjectGuid _targetGUID;
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ObjectGuid _dragonGUID;
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TaskScheduler _scheduler;
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};
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CreatureAI* GetAI(Creature* creature) const override
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