refactor(Core/EventMap): Refactor EventMap and related scripts (#23121)
Co-authored-by: Kelno <3866946+kelno@users.noreply.github.com> Co-authored-by: Peter Keresztes Schmidt <carbenium@outlook.com>
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@@ -135,14 +135,14 @@ public:
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if (_slaughterProgress == 2)
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{
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for (uint32 i = 0; i < 33; ++i)
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events.ScheduleEvent(EVENT_SPAWN_MINDLESS, 5000 + i * 210);
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events.ScheduleEvent(EVENT_SPAWN_MINDLESS, Milliseconds(5000 + i * 210));
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if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
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if (GameObject* gate = baron->FindNearestGameObject(GO_SLAUGHTER_GATE_SIDE, 200.0f))
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gate->SetGoState(GO_STATE_ACTIVE);
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}
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if (_slaughterProgress == 3)
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{
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events.ScheduleEvent(EVENT_SPAWN_BLACK_GUARD, 20000);
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events.ScheduleEvent(EVENT_SPAWN_BLACK_GUARD, 20s);
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}
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if (_slaughterProgress == 4)
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{
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@@ -296,7 +296,7 @@ public:
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_baronRunProgress = DATA_BARON_RUN_GATE;
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_baronRunTime = 45;
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DoCastSpellOnPlayers(SPELL_BARON_ULTIMATUM);
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events.ScheduleEvent(EVENT_BARON_TIME, 60000);
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events.ScheduleEvent(EVENT_BARON_TIME, 60s);
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if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
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baron->AI()->Talk(SAY_BARON_INIT_YELL);
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@@ -379,12 +379,12 @@ public:
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data >> _barthilasrunProgress;
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if (_baronRunTime)
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{
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events.ScheduleEvent(EVENT_BARON_TIME, 60000);
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events.ScheduleEvent(EVENT_BARON_TIME, 60s);
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}
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if (_slaughterProgress > 0 && _slaughterProgress < 4)
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{
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events.ScheduleEvent(EVENT_FORCE_SLAUGHTER_EVENT, 5000);
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events.ScheduleEvent(EVENT_FORCE_SLAUGHTER_EVENT, 5s);
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}
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}
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@@ -455,20 +455,20 @@ public:
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if (i == 0)
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{
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// set timer to reset the trap
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events.ScheduleEvent(EVENT_GATE1_TRAP, 30 * MINUTE * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE1_TRAP, 1800s);
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// set timer to reopen gates
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events.ScheduleEvent(EVENT_GATE1_DELAY, 20 * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE1_DELAY, 20s);
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// set timer to spawn the plagued critters
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events.ScheduleEvent(EVENT_GATE1_CRITTER_DELAY, 2 * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE1_CRITTER_DELAY, 2s);
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}
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else if (i == 1)
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{
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// set timer to reset the trap
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events.ScheduleEvent(EVENT_GATE2_TRAP, 30 * MINUTE * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE2_TRAP, 1800s);
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// set timer to reopen gates
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events.ScheduleEvent(EVENT_GATE2_DELAY, 20 * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE2_DELAY, 20s);
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// set timer to spawn the plagued critters
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events.ScheduleEvent(EVENT_GATE2_CRITTER_DELAY, 2 * IN_MILLISECONDS);
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events.ScheduleEvent(EVENT_GATE2_CRITTER_DELAY, 2s);
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}
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}
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}
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