More updates to scripts (still wont build)
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@@ -8,41 +8,24 @@ using Game.Entities;
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using Game.Scripting;
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using Game.Spells;
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using System;
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using static Global;
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namespace Scripts.World.NpcGuard
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{
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struct SpellIds
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{
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public const uint BanishedShattrathA = 36642;
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public const uint BanishedShattrathS = 36671;
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public const uint BanishTeleport = 36643;
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public const uint Exile = 39533;
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}
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struct TextIds
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{
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public const uint SayGuardSilAggro = 0;
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}
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struct CreatureIds
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{
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public const uint CenarionHoldInfantry = 15184;
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public const uint StormwindCityGuard = 68;
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public const uint StormwindCityPatroller = 1976;
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public const uint OrgrimmarGrunt = 3296;
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public const uint AldorVindicator = 18549;
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}
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[Script]
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class npc_guard_generic : GuardAI
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{
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TaskScheduler _combatScheduler;
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const uint SayGuardSilAggro = 0;
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const uint NpcCenarionHoldInfantry = 15184;
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const uint NpcStormwindCityGuard = 68;
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const uint NpcStormwindCityPatroller = 1976;
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const uint NpcOrgrimmarGrunt = 3296;
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TaskScheduler _combatScheduler = new();
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public npc_guard_generic(Creature creature) : base(creature)
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{
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_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting) && !me.IsInEvadeMode() && me.IsAlive());
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_combatScheduler = new TaskScheduler();
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_combatScheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
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}
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@@ -50,14 +33,14 @@ namespace Scripts.World.NpcGuard
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{
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_scheduler.CancelAll();
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_combatScheduler.CancelAll();
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_scheduler.Schedule(TimeSpan.FromSeconds(1), task =>
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_scheduler.Schedule(TimeSpan.FromSeconds(1), context =>
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{
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// Find a spell that targets friendly and applies an aura (these are generally buffs)
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SpellInfo spellInfo = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Aura);
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if (spellInfo != null)
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DoCast(me, spellInfo.Id);
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task.Repeat(TimeSpan.FromMinutes(10));
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context.Repeat(TimeSpan.FromMinutes(10));
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});
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}
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@@ -90,9 +73,9 @@ namespace Scripts.World.NpcGuard
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{
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switch (me.GetEntry())
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{
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case CreatureIds.StormwindCityGuard:
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case CreatureIds.StormwindCityPatroller:
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case CreatureIds.OrgrimmarGrunt:
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case NpcStormwindCityGuard:
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case NpcStormwindCityPatroller:
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case NpcOrgrimmarGrunt:
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break;
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default:
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return;
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@@ -106,15 +89,15 @@ namespace Scripts.World.NpcGuard
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public override void JustEngagedWith(Unit who)
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{
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if (me.GetEntry() == CreatureIds.CenarionHoldInfantry)
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Talk(TextIds.SayGuardSilAggro, who);
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if (me.GetEntry() == NpcCenarionHoldInfantry)
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Talk(SayGuardSilAggro, who);
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_combatScheduler.Schedule(TimeSpan.FromSeconds(1), task =>
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_combatScheduler.Schedule(TimeSpan.FromSeconds(1), meleeContext =>
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{
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Unit victim = me.GetVictim();
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if (!me.IsAttackReady() || !me.IsWithinMeleeRange(victim))
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{
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task.Repeat();
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meleeContext.Repeat();
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return;
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}
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if (RandomHelper.randChance(20))
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@@ -124,16 +107,14 @@ namespace Scripts.World.NpcGuard
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{
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me.ResetAttackTimer();
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DoCastVictim(spellInfo.Id);
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task.Repeat();
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meleeContext.Repeat();
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return;
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}
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}
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me.AttackerStateUpdate(victim);
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me.ResetAttackTimer();
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task.Repeat();
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});
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_combatScheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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meleeContext.Repeat();
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}).Schedule(TimeSpan.FromSeconds(5), spellContext =>
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{
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bool healing = false;
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SpellInfo spellInfo = null;
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@@ -155,10 +136,10 @@ namespace Scripts.World.NpcGuard
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DoCast(me, spellInfo.Id);
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else
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DoCastVictim(spellInfo.Id);
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task.Repeat(TimeSpan.FromSeconds(5));
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spellContext.Repeat(TimeSpan.FromSeconds(5));
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}
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else
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task.Repeat(TimeSpan.FromSeconds(1));
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spellContext.Repeat(TimeSpan.FromSeconds(1));
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});
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}
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@@ -176,6 +157,12 @@ namespace Scripts.World.NpcGuard
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[Script]
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class npc_guard_shattrath_faction : GuardAI
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{
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const uint NpcAldorVindicator = 18549;
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const uint SpellBanishedShattrathA = 36642;
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const uint SpellBanishedShattrathS = 36671;
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const uint SpellBanishTeleport = 36643;
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const uint SpellExile = 39533;
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public npc_guard_shattrath_faction(Creature creature) : base(creature)
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{
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_scheduler.SetValidator(() => !me.HasUnitState(UnitState.Casting));
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@@ -196,31 +183,33 @@ namespace Scripts.World.NpcGuard
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if (!UpdateVictim())
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return;
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_scheduler.Update(diff, base.DoMeleeAttackIfReady);
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_scheduler.Update(diff, DoMeleeAttackIfReady);
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}
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void ScheduleVanish()
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{
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_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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_scheduler.Schedule(TimeSpan.FromSeconds(5), banishContext =>
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{
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Unit temp = me.GetVictim();
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if (temp && temp.IsTypeId(TypeId.Player))
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if (temp != null && temp.IsPlayer())
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{
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DoCast(temp, me.GetEntry() == CreatureIds.AldorVindicator ? SpellIds.BanishedShattrathS : SpellIds.BanishedShattrathA);
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DoCast(temp, me.GetEntry() == NpcAldorVindicator ? SpellBanishedShattrathS : SpellBanishedShattrathA);
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ObjectGuid playerGUID = temp.GetGUID();
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task.Schedule(TimeSpan.FromSeconds(9), task =>
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banishContext.Schedule(TimeSpan.FromSeconds(9), exileContext =>
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{
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Unit temp = Global.ObjAccessor.GetUnit(me, playerGUID);
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if (temp)
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Unit temp = ObjAccessor.GetUnit(me, playerGUID);
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if (temp != null)
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{
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temp.CastSpell(temp, SpellIds.Exile, true);
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temp.CastSpell(temp, SpellIds.BanishTeleport, true);
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temp.CastSpell(temp, SpellExile, true);
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temp.CastSpell(temp, SpellBanishTeleport, true);
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}
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ScheduleVanish();
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});
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}
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else
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task.Repeat();
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banishContext.Repeat();
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});
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}
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}
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