Core/AI: Some more refactoring prep for #19930. CreatureAI::EnterCombat is now called CreatureAI::JustEngagedWith. There's also two new methods on UnitAI, though they're never invoked right now.
(cherry picked from commit 6113b9dec2e0081c36c36c2974a28ed0693bc601)
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@@ -184,9 +184,9 @@ struct TC_GAME_API ScriptedAI : public CreatureAI
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void Reset() override { }
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* /*victim*/) override { }
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void JustEngagedWith(Unit* /*victim*/) override { }
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// Called before EnterCombat even before the creature is in combat.
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// Called before JustEngagedWith even before the creature is in combat.
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void AttackStart(Unit* /*target*/) override;
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// *************
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@@ -353,7 +353,7 @@ class TC_GAME_API BossAI : public ScriptedAI
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virtual void ScheduleTasks() { }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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void JustReachedHome() override { _JustReachedHome(); }
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@@ -361,7 +361,7 @@ class TC_GAME_API BossAI : public ScriptedAI
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustEngagedWith();
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void _JustDied();
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void _JustReachedHome();
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void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
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@@ -395,12 +395,12 @@ class TC_GAME_API WorldBossAI : public ScriptedAI
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virtual void ExecuteEvent(uint32 /*eventId*/) { }
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void Reset() override { _Reset(); }
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void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
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void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
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void JustDied(Unit* /*killer*/) override { _JustDied(); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustEngagedWith();
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void _JustDied();
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EventMap events;
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