Scripts/Pets: Mirror Image re-write, because it's a colossal mess right now.
Port From (https://github.com/TrinityCore/TrinityCore/commit/39dff738e184a9da2644f140e20083fa3a4cbeb5)
This commit is contained in:
+104
-127
@@ -43,161 +43,139 @@ namespace Scripts.Pets
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}
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[Script]
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[Script]
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class npc_pet_mage_mirror_image : CasterAI
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class npc_pet_mage_mirror_image : ScriptedAI
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{
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{
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const float CHASE_DISTANCE = 35.0f;
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uint _fireBlastTimer = 0;
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public npc_pet_mage_mirror_image(Creature creature) : base(creature) { }
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public npc_pet_mage_mirror_image(Creature creature) : base(creature) { }
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void Init()
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{
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Unit owner = me.GetCharmerOrOwner();
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List<Unit> targets = new List<Unit>();
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var u_check = new AnyUnfriendlyUnitInObjectRangeCheck(me, me, 30.0f);
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var searcher = new UnitListSearcher(me, targets, u_check);
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Cell.VisitAllObjects(me, searcher, 40.0f);
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Unit highestThreatUnit = null;
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float highestThreat = 0.0f;
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Unit nearestPlayer = null;
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foreach (var unit in targets)
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{
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// Consider only units without CC
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if (!unit.HasBreakableByDamageCrowdControlAura(unit))
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{
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// Take first found unit
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if (!highestThreatUnit && !unit.IsTypeId(TypeId.Player))
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{
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highestThreatUnit = unit;
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continue;
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}
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if (!nearestPlayer && unit.IsTypeId(TypeId.Player))
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{
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nearestPlayer = unit;
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continue;
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}
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// else compare best fit unit with current unit
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float threat = unit.GetThreatManager().GetThreat(owner);
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// Check if best fit hostile unit hs lower threat than this current unit
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if (highestThreat < threat)
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{
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// If so, update best fit unit
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highestThreat = threat;
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highestThreatUnit = unit;
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}
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// In case no unit with threat was found so far, always check for nearest unit (only for players)
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if (unit.IsTypeId(TypeId.Player))
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{
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// If this player is closer than the previous one, update it
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if (me.GetDistance(unit.GetPosition()) < me.GetDistance(nearestPlayer.GetPosition()))
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nearestPlayer = unit;
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}
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}
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}
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// Prioritize units with threat referenced to owner
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if (highestThreat > 0.0f && highestThreatUnit)
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me.Attack(highestThreatUnit, false);
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// If there is no such target, try to attack nearest hostile unit if such exists
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else if (nearestPlayer)
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me.Attack(nearestPlayer, false);
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}
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bool IsInThreatList(Unit target)
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{
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Unit owner = me.GetCharmerOrOwner();
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return owner && target.IsThreatenedBy(owner);
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}
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public override void InitializeAI()
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public override void InitializeAI()
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{
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{
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base.InitializeAI();
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Unit owner = me.GetOwner();
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Unit owner = me.GetOwner();
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if (!owner)
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if (owner == null)
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return;
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return;
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// here mirror image casts on summoner spell (not present in client dbc) 49866
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// here mirror image casts on summoner spell (not present in client dbc) 49866
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// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcasted by mirror images (stats related?)
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// here should be auras (not present in client dbc): 35657, 35658, 35659, 35660 selfcast by mirror images (stats related?)
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// Clone Me!
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// Clone Me!
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owner.CastSpell(me, SpellIds.CloneMe, false);
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owner.CastSpell(me, SpellIds.CloneMe, true);
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}
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}
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public override void JustEngagedWith(Unit victim)
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// custom UpdateVictim implementation to handle special target selection
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// we prioritize between things that are in combat with owner based on the owner's threat to them
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new bool UpdateVictim()
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{
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{
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if (me.GetVictim() && !me.GetVictim().HasBreakableByDamageCrowdControlAura(me))
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Unit owner = me.GetOwner();
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if (owner == null)
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return false;
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if (!me.HasUnitState(UnitState.Casting) && !me.IsInCombat() && !owner.IsInCombat())
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return false;
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Unit currentTarget = me.GetVictim();
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if (currentTarget && !CanAIAttack(currentTarget))
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{
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{
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me.CastSpell(victim, SpellIds.MageFireBlast, false);
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me.InterruptNonMeleeSpells(true); // do not finish casting on invalid targets
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_scheduler.Schedule(TimeSpan.FromSeconds(0), task =>
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me.AttackStop();
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{
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currentTarget = null;
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DoCastVictim(SpellIds.MageFrostBolt);
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task.Repeat(TimeSpan.FromSeconds(4));
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});
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_scheduler.Schedule(TimeSpan.FromSeconds(6), task =>
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{
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DoCastVictim(SpellIds.MageFireBlast);
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task.Repeat();
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});
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}
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}
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else
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EnterEvadeMode(EvadeReason.Other);
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}
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public override void Reset()
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// don't reselect if we're currently casting anyway
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{
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if (currentTarget && me.HasUnitState(UnitState.Casting))
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_scheduler.CancelAll();
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return true;
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Unit selectedTarget = null;
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var mgr = owner.GetCombatManager();
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if (mgr.HasPvPCombat())
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{ // select pvp target
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float minDistance = 0.0f;
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foreach (var pair in mgr.GetPvPCombatRefs())
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{
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Unit target = pair.Value.GetOther(owner);
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if (!target.IsPlayer())
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continue;
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if (!CanAIAttack(target))
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continue;
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float dist = owner.GetDistance(target);
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if (!selectedTarget || dist < minDistance)
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{
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selectedTarget = target;
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minDistance = dist;
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}
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}
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}
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if (!selectedTarget)
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{ // select pve target
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float maxThreat = 0.0f;
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foreach (var pair in mgr.GetPvECombatRefs())
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{
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Unit target = pair.Value.GetOther(owner);
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if (!CanAIAttack(target))
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continue;
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float threat = target.GetThreatManager().GetThreat(owner);
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if (threat >= maxThreat)
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{
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selectedTarget = target;
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maxThreat = threat;
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}
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}
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}
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if (!selectedTarget)
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{
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EnterEvadeMode(EvadeReason.NoHostiles);
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return false;
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}
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if (selectedTarget != me.GetVictim())
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AttackStartCaster(selectedTarget, CHASE_DISTANCE);
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return true;
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}
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}
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public override void UpdateAI(uint diff)
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public override void UpdateAI(uint diff)
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{
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{
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Unit owner = me.GetCharmerOrOwner();
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Unit owner = me.GetOwner();
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if (!owner)
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if (owner == null)
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return;
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Unit target = owner.GetAttackerForHelper();
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_scheduler.Update(diff);
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// prevent CC interrupts by images
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if (me.GetVictim() && me.GetVictim().HasBreakableByDamageCrowdControlAura(me))
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{
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{
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me.InterruptNonMeleeSpells(false);
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me.DespawnOrUnsummon();
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return;
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return;
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}
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}
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if (_fireBlastTimer != 0)
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{
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if (_fireBlastTimer <= diff)
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_fireBlastTimer = 0;
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else
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_fireBlastTimer -= 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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if (me.HasUnitState(UnitState.Casting))
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return;
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return;
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// assign target if image doesnt have any or the target is not actual
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if (_fireBlastTimer == 0)
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if (!target || me.GetVictim() != target)
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{
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{
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Unit ownerTarget = null;
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DoCastVictim(SpellIds.MageFireBlast);
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Player owner1 = me.GetCharmerOrOwner().ToPlayer();
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_fireBlastTimer = MiscConst.TimerMirrorImageFireBlast;
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if (owner1)
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ownerTarget = owner1.GetSelectedUnit();
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// recognize which victim will be choosen
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if (ownerTarget && ownerTarget.IsTypeId(TypeId.Player))
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{
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if (!ownerTarget.HasBreakableByDamageCrowdControlAura(ownerTarget))
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me.Attack(ownerTarget, false);
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}
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else if (ownerTarget && !ownerTarget.IsTypeId(TypeId.Player) && IsInThreatList(ownerTarget))
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{
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if (!ownerTarget.HasBreakableByDamageCrowdControlAura(ownerTarget))
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me.Attack(ownerTarget, false);
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}
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else
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Init();
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}
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}
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else
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DoCastVictim(SpellIds.MageFrostBolt);
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}
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_events.ExecuteEvents(eventId =>
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public override bool CanAIAttack(Unit who)
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{
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{
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if (eventId == SpellIds.MageFrostBolt)
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Unit owner = me.GetOwner();
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{
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return owner && who.IsAlive() &&
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!who.HasBreakableByDamageCrowdControlAura() &&
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}
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who.IsInCombatWith(owner) && CanAIAttack(who);
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else if (eventId == SpellIds.MageFireBlast)
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{
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}
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});
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}
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}
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// Do not reload Creature templates on evade mode enter - prevent visual lost
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// Do not reload Creature templates on evade mode enter - prevent visual lost
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@@ -214,8 +192,7 @@ namespace Scripts.Pets
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().Clear(false);
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle(), MovementSlot.Active);
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me.GetMotionMaster().MoveFollow(owner, SharedConst.PetFollowDist, me.GetFollowAngle(), MovementSlot.Active);
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}
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}
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Init();
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}
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}
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}
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}
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}
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}
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}
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}
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Block a user