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EventMap: Change GetTimeUntilEvent to return std::chrono types
This commit is contained in:
committed by
Peter Keresztes Schmidt
parent
b9795e4482
commit
8cb35b0d5f
@@ -185,7 +185,8 @@ public:
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switch (eventId)
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{
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case EVENT_IMPALE:
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if (events.GetTimeUntilEvent(EVENT_LOCUST) < 5 * IN_MILLISECONDS) break; // don't chain impale tank -> locust swarm
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if (events.GetTimeUntilEvent(EVENT_LOCUST) < 5s)
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break; // don't chain impale tank -> locust swarm
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
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DoCast(target, SPELL_IMPALE);
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else
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@@ -877,7 +877,7 @@ class boss_leviathan_mk_ii : public CreatureScript
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DoCastVictim(SPELL_SCRIPT_EFFECT_PLASMA_BLAST);
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events.RescheduleEvent(EVENT_PLASMA_BLAST, 30s, 45s, 0, PHASE_LEVIATHAN_MK_II);
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if (events.GetTimeUntilEvent(EVENT_NAPALM_SHELL) < 9000)
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if (events.GetTimeUntilEvent(EVENT_NAPALM_SHELL) < 9s)
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events.RescheduleEvent(EVENT_NAPALM_SHELL, 9s, 0, PHASE_LEVIATHAN_MK_II); // The actual spell is cast by the turret, we should not let it interrupt itself.
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break;
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case EVENT_SHOCK_BLAST:
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@@ -892,7 +892,7 @@ class boss_leviathan_mk_ii : public CreatureScript
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DoCastAOE(SPELL_FORCE_CAST_NAPALM_SHELL);
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events.RescheduleEvent(EVENT_NAPALM_SHELL, 6s, 15s, 0, PHASE_LEVIATHAN_MK_II);
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if (events.GetTimeUntilEvent(EVENT_PLASMA_BLAST) < 2000)
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if (events.GetTimeUntilEvent(EVENT_PLASMA_BLAST) < 2s)
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events.RescheduleEvent(EVENT_PLASMA_BLAST, 2s, 0, PHASE_LEVIATHAN_MK_II); // The actual spell is cast by the turret, we should not let it interrupt itself.
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break;
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case EVENT_MOVE_POINT_2:
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@@ -915,8 +915,8 @@ struct boss_illidan_stormrage : public BossAI
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 150.0f, true))
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DoCast(target, SPELL_DARK_BARRAGE);
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events.RescheduleEvent(EVENT_EYE_BLAST, Seconds(5), GROUP_PHASE_2);
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uint32 currentTime = events.GetTimeUntilEvent(EVENT_FLY_TO_RANDOM_PILLAR);
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events.RescheduleEvent(EVENT_FLY_TO_RANDOM_PILLAR, Seconds(currentTime) + Seconds(30), GROUP_PHASE_2);
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Milliseconds currentTime = events.GetTimeUntilEvent(EVENT_FLY_TO_RANDOM_PILLAR);
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events.RescheduleEvent(EVENT_FLY_TO_RANDOM_PILLAR, currentTime + 30s, GROUP_PHASE_2);
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break;
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}
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case EVENT_FIREBALL:
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