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fix(Scripts/TheEye): Solarian movement (#18268)
* first implementation * better implementation * don't move before first spell * chase in p2 again * Update boss_astromancer.cpp * oops
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@@ -68,6 +68,7 @@ struct boss_high_astromancer_solarian : public BossAI
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ScheduleHealthCheckEvent(20, [&]{
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ScheduleHealthCheckEvent(20, [&]{
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scheduler.CancelAll();
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scheduler.CancelAll();
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me->ResumeChasingVictim();
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scheduler.Schedule(3s, [this](TaskContext context)
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scheduler.Schedule(3s, [this](TaskContext context)
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{
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{
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DoCastVictim(SPELL_VOID_BOLT);
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DoCastVictim(SPELL_VOID_BOLT);
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@@ -109,10 +110,21 @@ struct boss_high_astromancer_solarian : public BossAI
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Talk(SAY_AGGRO);
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Talk(SAY_AGGRO);
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BossAI::JustEngagedWith(who);
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BossAI::JustEngagedWith(who);
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me->CallForHelp(105.0f);
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me->CallForHelp(105.0f);
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me->GetMotionMaster()->Clear();
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scheduler.Schedule(3650ms, [this](TaskContext context)
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scheduler.Schedule(3650ms, [this](TaskContext context)
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{
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{
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DoCastRandomTarget(SPELL_ARCANE_MISSILES, 0, 40.0f);
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me->GetMotionMaster()->Clear();
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if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, true))
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{
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DoCast(target, SPELL_ARCANE_MISSILES);
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}
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else
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{
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//no targets in required range
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me->GetMotionMaster()->MoveChase(me->GetVictim(), 30.0f);
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me->CastStop();
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}
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context.Repeat(800ms, 7300ms);
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context.Repeat(800ms, 7300ms);
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}).Schedule(21800ms, [this](TaskContext context)
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}).Schedule(21800ms, [this](TaskContext context)
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{
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{
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