Scripts/Eye of Eternity: Rewrite most of it.

Closes: #1133,  #8212, #1150, #5003, #6794

* More stuff will be done, a lot to clean maybe, as of raiding it's good to go now pretty much*.
* Big thx to Shauren, Horn, manuel, Machiavelli, Nay, Krofna and rest who helped.
DB/Spells: Opening spell  (id: 61437)added to some of Blood Elf's classes

* Add missing generic spell for opening chests for most of Blood Elf's classes. It was preventing them to loot in Eye of Eternity Alexstrasza's Gift Box, Heart of Magic and maybe more.
Core: Whitespace cleanup
Core/Spells: Defined two spell attributes
Core/Spells: Defined & implemented SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS
Core/Spells: Defined spell attributes related to aura visibility
DB/Quests: Fixes Through the Eye (13121), closes #9070

Thanks @Kirkhammet for inital work
Scripts/Eye of Eternity: Surge of Power (25 man)

* I have no idea how these breaks were removed, but it was breaking the whole mechanic.
* Also fix some slight chance for fail of transitioning p II -> p III
* Surge of Power (25 man) still needs to get fixed some weird facing and warnings aren't always sent for some reason
Scripts/Eye of Eternity: Remove some flags, fix some timers and some misc

* Starting timers were a bit slower
* Destroy platform proper timing for drake casting mount spell to player (trigger)
* Remove IMMUNITY_PC flag after Iris is triggered (thx to Expecto) and readd it on evade
* Remove NOT_SELECTABLE flag since shouldn't be present at starting event
* Fix misc of id of Static Field added to LOS attributes
DB/Quests: Fixes To Legion Hold (10563,10596). Closes #9153,  #6909

Thanks @Kirkhammett for the initial work.
Core/Vehicles: Defined known seat flag VEHICLE_SEAT_FLAG_IS_USING_VEHICLE_CONTROLS
Core/GameObjects

* Removed long deprecated code for mining nodes (multiple uses, artifact of TBC)
* Made fishing pools generate use count only on spawn (and respawn) instead of randomizing use count on every fishing attempt - prevents early despawning in some cases
Scripts/Eye of Eternity: Rewrite Arcane Barrage mechanic

* Note that even after last changes happens I'm not sure exactly how the timers are controlled. The wipe chance should be a lot smaller now.. Any further change I can think of is beyond what I see. The main problem is currently. In theory there is chance, If timers get to be same with delay lesser than 2 seconds and if target randomisations select same target for shit out of luck reason. And if starting different timers were matching you can be hit atleast 2-3 times and on 25 mode maybe more. The timers are not with fixed difference for sure is all I know.
DB/Misc:

Add Missing Sunreaver Guardian Mage (thx aokromes) Closes #9311
Add SAI for Mission: The Abyssal Shelf (thx Kirkhammett)
DB/SAI: Add SAI for quest "A Worthy Weapon"

Closes #9250
SQL: Fix typo
Core/Spells: Improved facing setting for creature casts
DB/Gameobject: Add missing Gameobject

Closes #8948
DB/Waypoints: add waypoints for Doomsayer Jurim, thx Kelsarhu

Closes #8958
DB/Quest: fix some questrequirements in BE start zone by Praxious, Closes #9156

Commit: fix naming on previous file, fix typo in 2013_03_04_00