Core/Battlegrounds: Move to scripts And a lot of misc commits i couldn't recover.
Port From (https://github.com/TrinityCore/TrinityCore/commit/d0d5d309bb5877dc2fcb27f6cb123707a31ec1e8)
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// Copyright (c) CypherCore <http://github.com/CypherCore> All rights reserved.
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// Licensed under the GNU GENERAL PUBLIC LICENSE. See LICENSE file in the project root for full license information.
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using Framework.Constants;
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using Framework.Dynamic;
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using Game.BattleGrounds;
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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 System;
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using System.Collections.Generic;
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namespace Scripts.Battlegrounds.BladesEdge
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{
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enum GameObjectIds
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{
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Door1 = 183971,
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Door2 = 183973,
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Door3 = 183970,
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Door4 = 183972,
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Buff1 = 184663,
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Buff2 = 184664
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}
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[Script(nameof(arena_blades_edge), 1672)]
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class arena_blades_edge : ArenaScript
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{
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List<ObjectGuid> _doorGUIDs = new();
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public arena_blades_edge(BattlegroundMap map) : base(map) { }
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public override void OnUpdate(uint diff)
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{
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_scheduler.Update(diff);
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}
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public override void OnInit()
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{
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AddDoor(GameObjectIds.Door1, 6287.277f, 282.1877f, 3.810925f, -2.260201f, 0, 0, 0.9044551f, -0.4265689f);
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AddDoor(GameObjectIds.Door2, 6189.546f, 241.7099f, 3.101481f, 0.8813917f, 0, 0, 0.4265689f, 0.9044551f);
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AddDoor(GameObjectIds.Door3, 6299.116f, 296.5494f, 3.308032f, 0.8813917f, 0, 0, 0.4265689f, 0.9044551f);
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AddDoor(GameObjectIds.Door4, 6177.708f, 227.3481f, 3.604374f, -2.260201f, 0, 0, 0.9044551f, -0.4265689f);
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}
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public override void OnStart()
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{
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foreach (ObjectGuid guid in _doorGUIDs)
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{
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GameObject door = battlegroundMap.GetGameObject(guid);
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if (door != null)
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{
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door.UseDoorOrButton();
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door.DespawnOrUnsummon(TimeSpan.FromSeconds(5));
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}
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}
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_scheduler.Schedule(TimeSpan.FromMinutes(1), _ =>
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{
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CreateObject((uint)GameObjectIds.Buff1, 6249.042f, 275.3239f, 11.22033f, -1.448624f, 0, 0, 0.6626201f, -0.7489557f);
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CreateObject((uint)GameObjectIds.Buff2, 6228.26f, 249.566f, 11.21812f, -0.06981307f, 0, 0, 0.03489945f, -0.9993908f);
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});
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}
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void AddDoor(GameObjectIds entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, GameObjectState goState = GameObjectState.Ready)
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{
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GameObject go = CreateObject((uint)entry, x, y, z, o, rotation0, rotation1, rotation2, rotation3, goState);
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if (go != null)
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_doorGUIDs.Add(go.GetGUID());
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}
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}
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}
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