Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 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.Scripting;
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using Game.Spells;
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using System;
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namespace Scripts.World
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{
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public struct GuardsConst
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{
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public const int CreatureCooldown = 5000;
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public const int SaySilAggro = 0;
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}
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struct CreatureIds
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{
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public const int CenarionHoldIndantry = 15184;
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public const int StormwindCityGuard = 68;
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public const int StormwindCityPatroller = 1976;
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public const int OrgimmarGrunt = 3296;
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}
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struct Spells
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{
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public const uint BanishedA = 36642;
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public const uint BanishedS = 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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[Script]
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class guard_generic : GuardAI
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{
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public guard_generic(Creature creature) : base(creature) { }
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public override void Reset()
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{
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globalCooldown = 0;
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buffTimer = 0;
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}
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public override void EnterCombat(Unit who)
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{
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if (me.GetEntry() == CreatureIds.CenarionHoldIndantry)
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Talk(GuardsConst.SaySilAggro, who);
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SpellInfo spell = me.reachWithSpellAttack(who);
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if (spell != null)
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DoCast(who, spell.Id);
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}
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public override void UpdateAI(uint diff)
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{
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//Always decrease our global cooldown first
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if (globalCooldown > diff)
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globalCooldown -= diff;
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else
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globalCooldown = 0;
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//Buff timer (only buff when we are alive and not in combat
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if (me.IsAlive() && !me.IsInCombat())
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{
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if (buffTimer <= diff)
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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 info = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Aura);
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if (info != null && globalCooldown == 0)
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{
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//Cast the buff spell
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DoCast(me, info.Id);
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//Set our global cooldown
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globalCooldown = GuardsConst.CreatureCooldown;
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//Set our timer to 10 minutes before rebuff
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buffTimer = 600000;
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} //Try again in 30 seconds
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else buffTimer = 30000;
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}
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else buffTimer -= diff;
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}
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//Return since we have no target
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if (!UpdateVictim())
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return;
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// Make sure our attack is ready and we arn't currently casting
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if (me.isAttackReady() && !me.IsNonMeleeSpellCast(false))
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{
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//If we are within range melee the target
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if (me.IsWithinMeleeRange(me.GetVictim()))
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{
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bool healing = false;
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SpellInfo info = null;
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//Select a healing spell if less than 30% hp
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if (me.HealthBelowPct(30))
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info = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Healing);
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//No healing spell available, select a hostile spell
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if (info != null)
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healing = true;
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else
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info = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, 0, 0, SelectEffect.DontCare);
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//20% chance to replace our white hit with a spell
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if (info != null && RandomHelper.IRand(0, 99) < 20 && globalCooldown == 0)
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{
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//Cast the spell
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if (healing)
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DoCast(me, info.Id);
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else
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DoCastVictim(info.Id);
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//Set our global cooldown
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globalCooldown = GuardsConst.CreatureCooldown;
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}
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else
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me.AttackerStateUpdate(me.GetVictim());
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me.resetAttackTimer();
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}
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}
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else
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{
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//Only run this code if we arn't already casting
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if (!me.IsNonMeleeSpellCast(false))
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{
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bool healing = false;
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SpellInfo info = null;
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//Select a healing spell if less than 30% hp ONLY 33% of the time
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if (me.HealthBelowPct(30) && 33 > RandomHelper.IRand(0, 99))
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info = SelectSpell(me, 0, 0, SelectTargetType.AnyFriend, 0, 0, SelectEffect.Healing);
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//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
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if (info != null)
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healing = true;
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else
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info = SelectSpell(me.GetVictim(), 0, 0, SelectTargetType.AnyEnemy, SharedConst.NominalMeleeRange, 0, SelectEffect.DontCare);
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//Found a spell, check if we arn't on cooldown
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if (info != null && globalCooldown == 0)
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{
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//If we are currently moving stop us and set the movement generator
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if (me.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Idle)
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{
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().MoveIdle();
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}
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//Cast spell
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if (healing)
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DoCast(me, info.Id);
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else
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DoCastVictim(info.Id);
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//Set our global cooldown
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globalCooldown = GuardsConst.CreatureCooldown;
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} //If no spells available and we arn't moving run to target
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else if (me.GetMotionMaster().GetCurrentMovementGeneratorType() != MovementGeneratorType.Chase)
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{
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//Cancel our current spell and then mutate new movement generator
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me.InterruptNonMeleeSpells(false);
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().MoveChase(me.GetVictim());
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}
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}
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}
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DoMeleeAttackIfReady();
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}
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public void DoReplyToTextEmote(TextEmotes emote)
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{
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switch (emote)
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{
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case TextEmotes.Kiss:
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me.HandleEmoteCommand(Emote.OneshotBow);
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break;
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case TextEmotes.Wave:
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me.HandleEmoteCommand(Emote.OneshotWave);
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break;
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case TextEmotes.Salute:
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me.HandleEmoteCommand(Emote.OneshotSalute);
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break;
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case TextEmotes.Shy:
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me.HandleEmoteCommand(Emote.OneshotFlex);
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break;
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case TextEmotes.Rude:
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case TextEmotes.Chicken:
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me.HandleEmoteCommand(Emote.OneshotPoint);
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break;
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}
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}
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public override void ReceiveEmote(Player player, TextEmotes textEmote)
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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.OrgimmarGrunt:
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break;
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default:
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return;
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}
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if (!me.IsFriendlyTo(player))
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return;
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DoReplyToTextEmote(textEmote);
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}
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uint globalCooldown;
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uint buffTimer;
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}
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[Script]
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class guard_shattrath_scryer : GuardAI
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{
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public guard_shattrath_scryer(Creature creature) : base(creature) { }
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public override void Reset()
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{
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playerGUID.Clear();
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canTeleport = false;
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_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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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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{
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DoCast(temp, Spells.BanishedA);
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playerGUID = temp.GetGUID();
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if (!playerGUID.IsEmpty())
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canTeleport = true;
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task.Repeat(TimeSpan.FromSeconds(9));
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}
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(8.5), task =>
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{
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if (canTeleport)
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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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{
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temp.CastSpell(temp, Spells.Exile, true);
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temp.CastSpell(temp, Spells.BanishTeleport, true);
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}
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playerGUID.Clear();
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canTeleport = false;
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task.Repeat();
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}
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});
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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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_scheduler.Update(diff);
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DoMeleeAttackIfReady();
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}
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ObjectGuid playerGUID;
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bool canTeleport;
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}
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[Script]
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class guard_shattrath_aldor : GuardAI
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{
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public guard_shattrath_aldor(Creature creature) : base(creature) { }
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public override void Reset()
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{
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playerGUID.Clear();
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canTeleport = false;
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_scheduler.Schedule(TimeSpan.FromSeconds(5), task =>
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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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{
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DoCast(temp, Spells.BanishedA);
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playerGUID = temp.GetGUID();
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if (!playerGUID.IsEmpty())
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canTeleport = true;
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task.Repeat(TimeSpan.FromSeconds(9));
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}
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(8.5), task =>
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{
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if (canTeleport)
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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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{
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temp.CastSpell(temp, Spells.Exile, true);
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temp.CastSpell(temp, Spells.BanishTeleport, true);
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}
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playerGUID.Clear();
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canTeleport = false;
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task.Repeat();
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}
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});
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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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_scheduler.Update(diff);
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DoMeleeAttackIfReady();
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}
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ObjectGuid playerGUID;
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bool canTeleport;
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}
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}
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