Implement generic script loaders to greatly reduce code duplication
This commit is contained in:
+67
-87
@@ -23,111 +23,91 @@ using Game.Scripting;
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namespace Scripts.Pets
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{
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[Script]
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class npc_pet_shaman_earth_elemental : CreatureScript
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class npc_pet_shaman_earth_elemental : ScriptedAI
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{
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public npc_pet_shaman_earth_elemental() : base("npc_pet_shaman_earth_elemental") { }
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public npc_pet_shaman_earth_elemental(Creature creature) : base(creature) { }
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class npc_pet_shaman_earth_elementalAI : ScriptedAI
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public override void Reset()
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{
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public npc_pet_shaman_earth_elementalAI(Creature creature) : base(creature) { }
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public override void Reset()
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{
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_events.Reset();
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_events.ScheduleEvent(EventAngeredEarth, 0);
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me.ApplySpellImmune(0, SpellImmunity.School, SpellSchoolMask.Nature, true);
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}
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public override void UpdateAI(uint diff)
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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 (_events.ExecuteEvent() == EventAngeredEarth)
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{
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DoCastVictim(SpellAngeredEarth);
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_events.ScheduleEvent(EventAngeredEarth, RandomHelper.URand(5000, 20000));
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}
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DoMeleeAttackIfReady();
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}
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const int EventAngeredEarth = 1;
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const uint SpellAngeredEarth = 36213;
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_events.Reset();
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_events.ScheduleEvent(EventAngeredEarth, 0);
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me.ApplySpellImmune(0, SpellImmunity.School, SpellSchoolMask.Nature, true);
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}
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public override CreatureAI GetAI(Creature creature)
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public override void UpdateAI(uint diff)
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{
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return new npc_pet_shaman_earth_elementalAI(creature);
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if (!UpdateVictim())
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return;
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_events.Update(diff);
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if (_events.ExecuteEvent() == EventAngeredEarth)
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{
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DoCastVictim(SpellAngeredEarth);
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_events.ScheduleEvent(EventAngeredEarth, RandomHelper.URand(5000, 20000));
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}
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DoMeleeAttackIfReady();
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}
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const int EventAngeredEarth = 1;
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const uint SpellAngeredEarth = 36213;
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}
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[Script]
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class npc_pet_shaman_fire_elemental : CreatureScript
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public class npc_pet_shaman_fire_elemental : ScriptedAI
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{
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public npc_pet_shaman_fire_elemental() : base("npc_pet_shaman_fire_elemental") { }
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public npc_pet_shaman_fire_elemental(Creature creature) : base(creature) { }
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public class npc_pet_shaman_fire_elementalAI : ScriptedAI
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public override void Reset()
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{
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public npc_pet_shaman_fire_elementalAI(Creature creature) : base(creature) { }
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_events.Reset();
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_events.ScheduleEvent(EventFireNova, RandomHelper.URand(5000, 20000));
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_events.ScheduleEvent(EventFireBlast, RandomHelper.URand(5000, 20000));
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_events.ScheduleEvent(EventFireShield, 0);
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me.ApplySpellImmune(0, SpellImmunity.School, SpellSchoolMask.Fire, true);
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}
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public override void Reset()
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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if (me.HasUnitState(UnitState.Casting))
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return;
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_events.Update(diff);
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_events.ExecuteEvents(eventId =>
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{
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_events.Reset();
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_events.ScheduleEvent(EventFireNova, RandomHelper.URand(5000, 20000));
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_events.ScheduleEvent(EventFireBlast, RandomHelper.URand(5000, 20000));
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_events.ScheduleEvent(EventFireShield, 0);
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me.ApplySpellImmune(0, SpellImmunity.School, SpellSchoolMask.Fire, true);
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}
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public override void UpdateAI(uint diff)
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{
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if (!UpdateVictim())
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return;
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if (me.HasUnitState(UnitState.Casting))
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return;
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_events.Update(diff);
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_events.ExecuteEvents(eventId =>
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switch (eventId)
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{
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switch (eventId)
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{
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case EventFireNova:
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DoCastVictim(SpellFireNova);
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_events.ScheduleEvent(EventFireNova, RandomHelper.URand(5000, 20000));
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break;
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case EventFireShield:
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DoCastVictim(SpellFireShield);
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_events.ScheduleEvent(EventFireShield, 2000);
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break;
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case EventFireBlast:
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DoCastVictim(SpellFireBlast);
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_events.ScheduleEvent(EventFireBlast, RandomHelper.URand(5000, 20000));
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break;
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default:
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break;
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}
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});
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case EventFireNova:
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DoCastVictim(SpellFireNova);
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_events.ScheduleEvent(EventFireNova, RandomHelper.URand(5000, 20000));
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break;
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case EventFireShield:
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DoCastVictim(SpellFireShield);
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_events.ScheduleEvent(EventFireShield, 2000);
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break;
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case EventFireBlast:
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DoCastVictim(SpellFireBlast);
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_events.ScheduleEvent(EventFireBlast, RandomHelper.URand(5000, 20000));
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break;
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default:
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break;
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}
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});
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DoMeleeAttackIfReady();
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}
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const int EventFireNova = 1;
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const int EventFireShield = 2;
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const int EventFireBlast = 3;
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const uint SpellFireBlast = 57984;
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const uint SpellFireNova = 12470;
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const uint SpellFireShield = 13376;
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DoMeleeAttackIfReady();
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}
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public override CreatureAI GetAI(Creature creature)
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{
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return new npc_pet_shaman_fire_elementalAI(creature);
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}
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const int EventFireNova = 1;
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const int EventFireShield = 2;
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const int EventFireBlast = 3;
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const uint SpellFireBlast = 57984;
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const uint SpellFireNova = 12470;
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const uint SpellFireShield = 13376;
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}
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}
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