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Scripts/Mechanar: Update gatewatchers to new model (#26471)
Co-authored-by: offl <offl@users.noreply.github.com>
(cherry picked from commit 2b6632e50a)
This commit is contained in:
@@ -50,81 +50,70 @@ enum Events
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EVENT_SHADOW_POWER = 3
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};
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class boss_gatewatcher_gyrokill : public CreatureScript
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struct boss_gatewatcher_gyrokill : public BossAI
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{
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public:
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boss_gatewatcher_gyrokill() : CreatureScript("boss_gatewatcher_gyrokill") { }
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boss_gatewatcher_gyrokill(Creature* creature) : BossAI(creature, DATA_GATEWATCHER_GYROKILL) { }
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struct boss_gatewatcher_gyrokillAI : public BossAI
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void JustDied(Unit* /*killer*/) override
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{
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_JustDied();
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Talk(SAY_DEATH);
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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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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 10s);
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events.ScheduleEvent(EVENT_SAW_BLADE, 20s);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 25s);
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Talk(SAY_AGGRO);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_SLAY);
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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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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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boss_gatewatcher_gyrokillAI(Creature* creature) : BossAI(creature, DATA_GATEWATCHER_GYROKILL) { }
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void JustDied(Unit* /*killer*/) override
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switch (eventId)
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{
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_JustDied();
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Talk(SAY_DEATH);
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case EVENT_STREAM_OF_MACHINE_FLUID:
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DoCastVictim(SPELL_STREAM_OF_MACHINE_FLUID, true);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 13s, 17s);
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break;
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case EVENT_SAW_BLADE:
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DoCast(me, SPELL_SAW_BLADE);
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Talk(SAY_SAW_BLADEs);
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events.ScheduleEvent(EVENT_SAW_BLADE, 20s, 30s);
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break;
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case EVENT_SHADOW_POWER:
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DoCast(me, SPELL_SHADOW_POWER);
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events.ScheduleEvent(EVENT_SAW_BLADE, 25s, 35s);
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break;
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default:
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break;
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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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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 10s);
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events.ScheduleEvent(EVENT_SAW_BLADE, 20s);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 25s);
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Talk(SAY_AGGRO);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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Talk(SAY_SLAY);
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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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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_STREAM_OF_MACHINE_FLUID:
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DoCastVictim(SPELL_STREAM_OF_MACHINE_FLUID, true);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 13s, 17s);
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break;
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case EVENT_SAW_BLADE:
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DoCast(me, SPELL_SAW_BLADE);
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Talk(SAY_SAW_BLADEs);
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events.ScheduleEvent(EVENT_SAW_BLADE, 20s, 30s);
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break;
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case EVENT_SHADOW_POWER:
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DoCast(me, SPELL_SHADOW_POWER);
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events.ScheduleEvent(EVENT_SAW_BLADE, 25s, 35s);
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break;
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default:
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break;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return GetMechanarAI<boss_gatewatcher_gyrokillAI>(creature);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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void AddSC_boss_gatewatcher_gyrokill()
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{
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new boss_gatewatcher_gyrokill();
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RegisterMechanarCreatureAI(boss_gatewatcher_gyrokill);
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}
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@@ -52,85 +52,74 @@ enum Events
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EVENT_SHADOW_POWER = 3
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};
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class boss_gatewatcher_iron_hand : public CreatureScript
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struct boss_gatewatcher_iron_hand : public BossAI
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{
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public:
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boss_gatewatcher_iron_hand(): CreatureScript("boss_gatewatcher_iron_hand") { }
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boss_gatewatcher_iron_hand(Creature* creature) : BossAI(creature, DATA_GATEWATCHER_IRON_HAND) { }
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struct boss_gatewatcher_iron_handAI : public BossAI
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void JustEngagedWith(Unit* who) override
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{
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BossAI::JustEngagedWith(who);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 55s);
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events.ScheduleEvent(EVENT_JACKHAMMER, 45s);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 25s);
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Talk(SAY_AGGRO);
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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if (roll_chance_i(50))
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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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_JustDied();
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Talk(SAY_DEATH);
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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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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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boss_gatewatcher_iron_handAI(Creature* creature) : BossAI(creature, DATA_GATEWATCHER_IRON_HAND) { }
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void JustEngagedWith(Unit* who) override
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switch (eventId)
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{
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BossAI::JustEngagedWith(who);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 55s);
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events.ScheduleEvent(EVENT_JACKHAMMER, 45s);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 25s);
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Talk(SAY_AGGRO);
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case EVENT_STREAM_OF_MACHINE_FLUID:
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DoCastVictim(SPELL_STREAM_OF_MACHINE_FLUID, true);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 35s, 50s);
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break;
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case EVENT_JACKHAMMER:
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Talk(EMOTE_HAMMER);
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/// @todo expect cast this about 5 times in a row (?), announce it by emote only once
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DoCastVictim(SPELL_JACKHAMMER, true);
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if (roll_chance_i(50))
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Talk(SAY_HAMMER);
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events.ScheduleEvent(EVENT_JACKHAMMER, 30s);
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break;
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case EVENT_SHADOW_POWER:
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DoCast(me, SPELL_SHADOW_POWER);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 20s, 28s);
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break;
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default:
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break;
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}
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void KilledUnit(Unit* /*victim*/) override
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{
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if (roll_chance_i(50))
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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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_JustDied();
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Talk(SAY_DEATH);
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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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events.Update(diff);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_STREAM_OF_MACHINE_FLUID:
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DoCastVictim(SPELL_STREAM_OF_MACHINE_FLUID, true);
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events.ScheduleEvent(EVENT_STREAM_OF_MACHINE_FLUID, 35s, 50s);
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break;
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case EVENT_JACKHAMMER:
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Talk(EMOTE_HAMMER);
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/// @todo expect cast this about 5 times in a row (?), announce it by emote only once
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DoCastVictim(SPELL_JACKHAMMER, true);
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if (roll_chance_i(50))
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Talk(SAY_HAMMER);
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events.ScheduleEvent(EVENT_JACKHAMMER, 30s);
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break;
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case EVENT_SHADOW_POWER:
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DoCast(me, SPELL_SHADOW_POWER);
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events.ScheduleEvent(EVENT_SHADOW_POWER, 20s, 28s);
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break;
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default:
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break;
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}
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return GetMechanarAI<boss_gatewatcher_iron_handAI>(creature);
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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void AddSC_boss_gatewatcher_iron_hand()
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{
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new boss_gatewatcher_iron_hand();
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RegisterMechanarCreatureAI(boss_gatewatcher_iron_hand);
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}
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@@ -47,4 +47,6 @@ inline AI* GetMechanarAI(T* obj)
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return GetInstanceAI<AI>(obj, MechanarScriptName);
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}
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#define RegisterMechanarCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetMechanarAI)
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#endif
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