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Scripts/Auchindoun: Replace the Blackheart the Inciter hack-filled script with a slightly less hack-filled script that actually mostly works. This should at least make the boss encounter possible to complete. No claims to correctness, of course.
This commit is contained in:
3
sql/updates/world/3.3.5/2017_07_21_00_world.sql
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3
sql/updates/world/3.3.5/2017_07_21_00_world.sql
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@@ -0,0 +1,3 @@
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--
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DELETE FROM `spell_script_names` WHERE `scriptname`="spell_blackheart_incite_chaos";
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INSERT INTO `spell_script_names` (`spell_id`,`scriptname`) VALUES (33676,"spell_blackheart_incite_chaos");
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@@ -1316,7 +1316,7 @@ void SimpleCharmedPlayerAI::UpdateAI(const uint32 diff)
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if (charmer->IsEngaged())
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{
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Unit* target = me->GetVictim();
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if (!target || !charmer->IsValidAttackTarget(target) || target->HasBreakableByDamageCrowdControlAura())
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if (!target || !charmer->IsValidAttackTarget(target) || !me->IsValidAttackTarget(target) || target->HasBreakableByDamageCrowdControlAura())
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{
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target = SelectAttackTarget();
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if (!target)
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@@ -16,15 +16,9 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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Name: Boss_Blackheart_the_Inciter
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%Complete: 75
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Comment: Incite Chaos not functional since core lacks Mind Control support
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Category: Auchindoun, Shadow Labyrinth
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*/
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#include "ScriptMgr.h"
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#include "ObjectAccessor.h"
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#include "PlayerAI.h"
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "shadow_labyrinth.h"
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@@ -56,94 +50,145 @@ enum Events
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EVENT_WAR_STOMP = 3
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};
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class boss_blackheart_the_inciter : public CreatureScript
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class BlackheartCharmedPlayerAI : public SimpleCharmedPlayerAI
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{
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public:
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boss_blackheart_the_inciter() : CreatureScript("boss_blackheart_the_inciter") { }
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struct boss_blackheart_the_inciterAI : public BossAI
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using SimpleCharmedPlayerAI::SimpleCharmedPlayerAI;
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Unit* SelectAttackTarget() const override
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{
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if (Unit* charmer = me->GetCharmer())
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{
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boss_blackheart_the_inciterAI(Creature* creature) : BossAI(creature, DATA_BLACKHEART_THE_INCITER) { }
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void Reset() override
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if (charmer->m_Controlled.size() <= 1)
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return nullptr;
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Unit* target = nullptr;
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do
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{
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_Reset();
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}
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void EnterCombat(Unit* /*who*/) override
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{
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_EnterCombat();
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events.ScheduleEvent(EVENT_INCITE_CHAOS, 20000);
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events.ScheduleEvent(EVENT_CHARGE_ATTACK, 5000);
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events.ScheduleEvent(EVENT_WAR_STOMP, 15000);
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Talk(SAY_AGGRO);
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}
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void KilledUnit(Unit* who) override
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{
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if (who->GetTypeId() == TYPEID_PLAYER)
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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_INCITE_CHAOS:
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{
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DoCast(me, SPELL_INCITE_CHAOS);
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for (ThreatReference const* ref : me->GetThreatManager().GetUnsortedThreatList())
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if (ref->GetVictim()->GetTypeId() == TYPEID_PLAYER)
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me->CastSpell(ref->GetVictim(), SPELL_INCITE_CHAOS_B, true);
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ResetThreatList();
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events.ScheduleEvent(EVENT_INCITE_CHAOS, 40000);
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break;
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}
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case EVENT_CHARGE_ATTACK:
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_CHARGE);
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events.ScheduleEvent(EVENT_CHARGE, urand(15000, 25000));
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break;
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case EVENT_WAR_STOMP:
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DoCast(me, SPELL_WAR_STOMP);
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events.ScheduleEvent(EVENT_WAR_STOMP, urand(18000, 24000));
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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 GetShadowLabyrinthAI<boss_blackheart_the_inciterAI>(creature);
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auto it = charmer->m_Controlled.begin();
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std::advance(it, urand(0, charmer->m_Controlled.size() - 1));
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target = *it;
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} while (target == me);
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return target;
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}
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return nullptr;
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}
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void OnCharmed(bool apply) override
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{
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SimpleCharmedPlayerAI::OnCharmed(apply);
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if (apply)
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if (Unit* charmer = GetCharmer())
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{
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// @todo hack to be removed in new combat system
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charmer->SetInCombatState(false);
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me->SetInCombatState(false);
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}
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}
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};
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struct boss_blackheart_the_inciter : public BossAI
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{
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boss_blackheart_the_inciter(Creature* creature) : BossAI(creature, DATA_BLACKHEART_THE_INCITER) { }
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void Reset() override
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{
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me->SetReactState(REACT_AGGRESSIVE);
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_Reset();
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}
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void EnterCombat(Unit* /*who*/) override
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{
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_EnterCombat();
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events.ScheduleEvent(EVENT_INCITE_CHAOS, 20000);
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events.ScheduleEvent(EVENT_CHARGE_ATTACK, 5000);
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events.ScheduleEvent(EVENT_WAR_STOMP, 15000);
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Talk(SAY_AGGRO);
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}
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void KilledUnit(Unit* who) override
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{
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if (who->GetTypeId() == TYPEID_PLAYER)
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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 (me->HasReactState(REACT_PASSIVE) && me->m_Controlled.empty())
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me->SetReactState(REACT_AGGRESSIVE);
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if (me->HasReactState(REACT_PASSIVE) || !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_INCITE_CHAOS:
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{
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if (me->GetThreatManager().GetThreatListSize() > 1)
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{
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me->SetReactState(REACT_PASSIVE);
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DoCast(me, SPELL_INCITE_CHAOS);
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}
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events.ScheduleEvent(EVENT_INCITE_CHAOS, 40000);
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break;
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}
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case EVENT_CHARGE_ATTACK:
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if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
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DoCast(target, SPELL_CHARGE);
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events.ScheduleEvent(EVENT_CHARGE, urand(15000, 25000));
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break;
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case EVENT_WAR_STOMP:
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DoCast(me, SPELL_WAR_STOMP);
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events.ScheduleEvent(EVENT_WAR_STOMP, urand(18000, 24000));
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break;
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}
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if (me->HasReactState(REACT_PASSIVE) || 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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PlayerAI* GetAIForCharmedPlayer(Player* player) override
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{
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return new BlackheartCharmedPlayerAI(player);
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}
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};
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class spell_blackheart_incite_chaos : public SpellScript
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{
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PrepareSpellScript(spell_blackheart_incite_chaos);
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bool Validate(SpellInfo const* /*spell*/) override
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{
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return ValidateSpellInfo({ SPELL_INCITE_CHAOS_B });
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}
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void HandleDummy(SpellEffIndex /*effIndex*/)
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{
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if (Unit* caster = GetCaster())
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if (Unit* target = GetHitUnit())
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caster->CastSpell(target, SPELL_INCITE_CHAOS_B, true);
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}
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void Register() override
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{
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OnEffectHitTarget += SpellEffectFn(spell_blackheart_incite_chaos::HandleDummy, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
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}
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};
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void AddSC_boss_blackheart_the_inciter()
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{
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new boss_blackheart_the_inciter();
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RegisterCreatureAIWithFactory(boss_blackheart_the_inciter, GetShadowLabyrinthAI);
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RegisterSpellScript(spell_blackheart_incite_chaos);
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}
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