Start adding missing scripts Part5
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/*
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* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.AI;
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using Game.Entities;
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using Game.Maps;
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using Game.Scripting;
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using Game.Spells;
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namespace Scripts.EasternKingdoms.Deadmines
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{
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struct SpellIds
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{
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public const uint Trash = 3391;
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public const uint SmiteStomp = 6432;
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public const uint SmiteSlam = 6435;
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}
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struct EquipIds
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{
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public const int Sword = 5191;
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public const int Axe = 5196;
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public const int Mace = 7230;
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}
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struct TextIds
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{
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public const uint SayPhase1 = 2;
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public const uint SayPhase2 = 3;
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}
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[Script]
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class boss_mr_smite : ScriptedAI
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{
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InstanceScript instance;
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uint uiTrashTimer;
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uint uiSlamTimer;
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byte uiHealth;
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uint uiPhase;
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uint uiTimer;
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bool uiIsMoving;
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public boss_mr_smite(Creature creature) : base(creature)
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{
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Initialize();
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instance = creature.GetInstanceScript();
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}
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void Initialize()
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{
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uiTrashTimer = RandomHelper.URand(5000, 9000);
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uiSlamTimer = 9000;
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uiHealth = 0;
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uiPhase = 0;
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uiTimer = 0;
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uiIsMoving = false;
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}
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public override void Reset()
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{
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Initialize();
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SetEquipmentSlots(false, EquipIds.Sword, 0);
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me.SetStandState(UnitStandStateType.Stand);
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me.SetReactState(ReactStates.Aggressive);
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me.SetNoCallAssistance(true);
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}
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public override void JustEngagedWith(Unit who) { }
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bool bCheckChances()
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{
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uint uiChances = RandomHelper.URand(0, 99);
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if (uiChances <= 15)
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return false;
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else
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return true;
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}
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public override void UpdateAI(uint uiDiff)
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{
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if (!UpdateVictim())
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return;
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if (!uiIsMoving) // halt abilities in between phases
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{
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if (uiTrashTimer <= uiDiff)
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{
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if (bCheckChances())
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DoCast(me, SpellIds.Trash);
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uiTrashTimer = RandomHelper.URand(6000, 15500);
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}
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else uiTrashTimer -= uiDiff;
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if (uiSlamTimer <= uiDiff)
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{
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if (bCheckChances())
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DoCastVictim(SpellIds.SmiteSlam);
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uiSlamTimer = 11000;
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}
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else uiSlamTimer -= uiDiff;
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}
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if ((uiHealth == 0 && !HealthAbovePct(66)) || (uiHealth == 1 && !HealthAbovePct(33)))
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{
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++uiHealth;
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DoCastAOE(SpellIds.SmiteStomp, new CastSpellExtraArgs(false));
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SetCombatMovement(false);
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me.AttackStop();
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me.InterruptNonMeleeSpells(false);
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me.SetReactState(ReactStates.Passive);
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uiTimer = 2500;
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uiPhase = 1;
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switch (uiHealth)
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{
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case 1:
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Talk(TextIds.SayPhase1);
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break;
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case 2:
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Talk(TextIds.SayPhase2);
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break;
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}
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}
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if (uiPhase != 0)
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{
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if (uiTimer <= uiDiff)
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{
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switch (uiPhase)
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{
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case 1:
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{
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if (uiIsMoving)
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break;
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GameObject go = ObjectAccessor.GetGameObject(me, instance.GetGuidData(DataTypes.SmiteChest));
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if (go)
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{
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MovePoint(1, go.GetPositionX() - 1.5f, go.GetPositionY() + 1.4f, go.GetPositionZ());
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uiIsMoving = true;
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}
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break;
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}
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case 2:
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if (uiHealth == 1)
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SetEquipmentSlots(false, EquipIds.Axe, EquipIds.Axe);
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else
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SetEquipmentSlots(false, EquipIds.Mace, 0);
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uiTimer = 500;
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uiPhase = 3;
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break;
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case 3:
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me.SetStandState(UnitStandStateType.Stand);
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uiTimer = 750;
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uiPhase = 4;
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break;
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case 4:
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me.SetReactState(ReactStates.Aggressive);
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SetCombatMovement(true);
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me.GetMotionMaster().MoveChase(me.GetVictim(), me.m_CombatDistance);
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uiIsMoving = false;
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uiPhase = 0;
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break;
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}
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}
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else uiTimer -= uiDiff;
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}
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DoMeleeAttackIfReady();
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}
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public override void MovementInform(MovementGeneratorType uiType, uint uiId)
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{
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if (uiType != MovementGeneratorType.Point)
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return;
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me.SetFacingTo(5.47f);
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me.SetStandState(UnitStandStateType.Kneel);
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uiTimer = 2000;
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uiPhase = 2;
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}
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}
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}
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