/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ /* ScriptData SDName: Silverpine_Forest SD%Complete: 100 SDComment: Quest support: 435, 452 SDCategory: Silverpine Forest EndScriptData */ /* ContentData npc_deathstalker_erland pyrewood_ambush EndContentData */ #include "CreatureScript.h" #include "PassiveAI.h" #include "Player.h" #include "ScriptedCreature.h" #include "ScriptedEscortAI.h" /*###### ## npc_deathstalker_erland ######*/ enum Erland { SAY_QUESTACCEPT = 0, SAY_START = 1, SAY_AGGRO = 2, SAY_PROGRESS = 3, SAY_LAST = 4, SAY_RANE = 0, SAY_RANE_ANSWER = 5, SAY_MOVE_QUINN = 6, SAY_QUINN = 7, SAY_QUINN_ANSWER = 0, SAY_BYE = 8, QUEST_ESCORTING = 435, NPC_RANE = 1950, NPC_QUINN = 1951 }; class npc_deathstalker_erland : public CreatureScript { public: npc_deathstalker_erland() : CreatureScript("npc_deathstalker_erland") { } struct npc_deathstalker_erlandAI : public npc_escortAI { npc_deathstalker_erlandAI(Creature* creature) : npc_escortAI(creature) { } void WaypointReached(uint32 waypointId) override { Player* player = GetPlayerForEscort(); if (!player) return; switch (waypointId) { case 1: Talk(SAY_START, player); break; case 10: Talk(SAY_PROGRESS); break; case 13: Talk(SAY_LAST, player); player->GroupEventHappens(QUEST_ESCORTING, me); break; case 15: if (Creature* rane = me->FindNearestCreature(NPC_RANE, 20.0f)) rane->AI()->Talk(SAY_RANE); break; case 16: Talk(SAY_RANE_ANSWER); break; case 17: Talk(SAY_MOVE_QUINN); break; case 24: Talk(SAY_QUINN); break; case 25: if (Creature* quinn = me->FindNearestCreature(NPC_QUINN, 20.0f)) quinn->AI()->Talk(SAY_QUINN_ANSWER); break; case 26: Talk(SAY_BYE); break; } } void Reset() override { } void JustEngagedWith(Unit* who) override { Talk(SAY_AGGRO, who); } }; bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest) override { if (quest->GetQuestId() == QUEST_ESCORTING) { creature->AI()->Talk(SAY_QUESTACCEPT, player); if (npc_escortAI* pEscortAI = CAST_AI(npc_deathstalker_erland::npc_deathstalker_erlandAI, creature->AI())) pEscortAI->Start(true, false, player->GetGUID()); } return true; } CreatureAI* GetAI(Creature* creature) const override { return new npc_deathstalker_erlandAI(creature); } }; /*###### ## pyrewood_ambush #######*/ enum PyrewoodAmbush { QUEST_PYREWOOD_AMBUSH = 452, NPCSAY_INIT = 0, NPCSAY_END = 1 }; static float PyrewoodSpawnPoints[3][4] = { //pos_x pos_y pos_z orien //outside /* {-400.85f, 1513.64f, 18.67f, 0}, {-397.32f, 1514.12f, 18.67f, 0}, {-397.44f, 1511.09f, 18.67f, 0}, */ //door {-397.018219f, 1510.208740f, 18.868748f, 4.731330f}, {-397.018219f, 1510.208740f, 18.868748f, 4.731330f}, {-397.018219f, 1510.208740f, 18.868748f, 4.731330f}, }; #define WAIT_SECS 6000 class pyrewood_ambush : public CreatureScript { public: pyrewood_ambush() : CreatureScript("pyrewood_ambush") { } bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest) override { if (quest->GetQuestId() == QUEST_PYREWOOD_AMBUSH && !CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->QuestInProgress) { CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->QuestInProgress = true; CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->Phase = 0; CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->KillCount = 0; CAST_AI(pyrewood_ambush::pyrewood_ambushAI, creature->AI())->PlayerGUID = player->GetGUID(); } return true; } CreatureAI* GetAI(Creature* creature) const override { return new pyrewood_ambushAI(creature); } struct pyrewood_ambushAI : public ScriptedAI { pyrewood_ambushAI(Creature* creature) : ScriptedAI(creature), Summons(me) { QuestInProgress = false; } uint32 Phase; int8 KillCount; uint32 WaitTimer; ObjectGuid PlayerGUID; SummonList Summons; bool QuestInProgress; void Reset() override { WaitTimer = WAIT_SECS; if (!QuestInProgress) //fix reset values (see UpdateVictim) { Phase = 0; KillCount = 0; PlayerGUID.Clear(); Summons.DespawnAll(); } } void JustEngagedWith(Unit* /*who*/) override { } void JustSummoned(Creature* summoned) override { Summons.Summon(summoned); ++KillCount; } void SummonedCreatureDespawn(Creature* summoned) override { Summons.Despawn(summoned); --KillCount; } void SummonCreatureWithRandomTarget(uint32 creatureId, int position) { if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000)) { Unit* target = nullptr; if (PlayerGUID) if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID)) if (player->IsAlive() && RAND(0, 1)) target = player; if (!target) target = me; summoned->SetFaction(FACTION_STORMWIND); summoned->AddThreat(target, 32.0f); summoned->AI()->AttackStart(target); } } void JustDied(Unit* /*killer*/) override { if (PlayerGUID) if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID)) if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE) player->FailQuest(QUEST_PYREWOOD_AMBUSH); } void UpdateAI(uint32 diff) override { //LOG_INFO("scripts", "DEBUG: p({}) k({}) d({}) W({})", Phase, KillCount, diff, WaitTimer); if (!QuestInProgress) return; if (KillCount && Phase < 6) { if (!UpdateVictim()) //reset() on target Despawn... return; DoMeleeAttackIfReady(); return; } switch (Phase) { case 0: if (WaitTimer == WAIT_SECS) { if (PlayerGUID) { if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID)) { me->AI()->Talk(NPCSAY_INIT, player); } } } if (WaitTimer <= diff) { WaitTimer -= diff; return; } break; case 1: SummonCreatureWithRandomTarget(2060, 1); break; case 2: SummonCreatureWithRandomTarget(2061, 2); SummonCreatureWithRandomTarget(2062, 0); break; case 3: SummonCreatureWithRandomTarget(2063, 1); SummonCreatureWithRandomTarget(2064, 2); SummonCreatureWithRandomTarget(2065, 0); break; case 4: SummonCreatureWithRandomTarget(2066, 1); SummonCreatureWithRandomTarget(2066, 1); SummonCreatureWithRandomTarget(2067, 0); SummonCreatureWithRandomTarget(2068, 2); break; case 5: //end if (PlayerGUID) { if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID)) { me->AI()->Talk(NPCSAY_END, player); player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me); } } QuestInProgress = false; Reset(); break; } ++Phase; //prepare next phase } }; }; /** * * @todo: Actual emote and BroadcastTextId need to be sniffed. Probably the entire event to begin with.... * There is a possibility that the unused texts are chosen by random for specific parts of the speech. (making it look like they are preset, when in fact, they are not) * */ enum ApparitionMisc { // Crowd NPC_GNOLL_RUNNER = 1772, NPC_GNOLL_MYSTIC = 1773, EMOTE_CHEER = 71, EMOTE_GNOLL_CHEER = 1, // Apparition SAY_APPA_INTRO = 0, SAY_APPA_OUTRO = 14, // Variation 1 SAY_APPA_OPTION_1_1 = 1, SAY_APPA_OPTION_1_2 = 5, SAY_APPA_OPTION_1_3 = 10, SAY_APPA_OPTION_1_4 = 13, // Variation 2 SAY_APPA_OPTION_2_1 = 2, SAY_APPA_OPTION_2_2 = 5, SAY_APPA_OPTION_2_3 = 9, SAY_APPA_OPTION_2_4 = 12, }; enum ApparitionEvents { EVENT_APPA_INTRO = 1, EVENT_APPA_SAY_1 = 2, EVENT_APPA_SAY_2 = 3, EVENT_APPA_SAY_3 = 4, EVENT_APPA_SAY_4 = 5, EVENT_APPA_OUTRO = 6, EVENT_APPA_OUTRO_CROWD = 7, EVENT_APPA_OUTRO_END = 8, }; class npc_ravenclaw_apparition : public CreatureScript { public: npc_ravenclaw_apparition() : CreatureScript("npc_ravenclaw_apparition") { } CreatureAI* GetAI(Creature* creature) const override { return new npc_ravenclaw_apparitionAI(creature); } struct npc_ravenclaw_apparitionAI : public NullCreatureAI { npc_ravenclaw_apparitionAI(Creature* creature) : NullCreatureAI(creature), summons(me) { HasEnded = false; TalkRNG = urand(0,1); events.ScheduleEvent(EVENT_APPA_INTRO, 2000); summons.DespawnAll(); } EventMap events; SummonList summons; bool HasEnded; bool TalkRNG; void SummonCrowd() { for (uint8 i = 0; i < urand(3, 5); ++i) { float o = i * 10; me->SummonCreature(urand(NPC_GNOLL_RUNNER,NPC_GNOLL_MYSTIC), me->GetPositionX() + urand(3,5) * cos(o) , me->GetPositionY() + urand(3,5) * sin(o), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 35000); } } void EmoteCrowd() { for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr) { if (Creature* c = ObjectAccessor::GetCreature(*me, *itr)) { if (urand(0,1)) { c->HandleEmoteCommand(EMOTE_CHEER); c->AI()->Talk(EMOTE_GNOLL_CHEER); } } } } void JustSummoned(Creature* summon) override { summons.Summon(summon); summon->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_PACIFIED); summon->SetFacingToObject(me); } // Should never die, just in case. void JustDied(Unit* /*killer*/) override { summons.DespawnAll(); events.Reset(); } void UpdateAI(uint32 diff) override { if (HasEnded || !me->IsVisible()) return; events.Update(diff); switch (events.ExecuteEvent()) { case EVENT_APPA_INTRO: Talk(SAY_APPA_INTRO); SummonCrowd(); events.ScheduleEvent(EVENT_APPA_SAY_1, 3000); break; case EVENT_APPA_SAY_1: Talk(TalkRNG ? SAY_APPA_OPTION_1_1 : SAY_APPA_OPTION_2_1); events.ScheduleEvent(EVENT_APPA_SAY_2, 5000); break; case EVENT_APPA_SAY_2: Talk(TalkRNG ? SAY_APPA_OPTION_1_2 : SAY_APPA_OPTION_2_2); events.ScheduleEvent(EVENT_APPA_SAY_3, 5000); break; case EVENT_APPA_SAY_3: Talk(TalkRNG ? SAY_APPA_OPTION_1_3 : SAY_APPA_OPTION_2_3); events.ScheduleEvent(EVENT_APPA_SAY_4, 5000); break; case EVENT_APPA_SAY_4: Talk(TalkRNG ? SAY_APPA_OPTION_1_4 : SAY_APPA_OPTION_2_4); events.ScheduleEvent(EVENT_APPA_OUTRO, 5000); break; case EVENT_APPA_OUTRO: Talk(SAY_APPA_OUTRO); events.ScheduleEvent(EVENT_APPA_OUTRO_CROWD, 3000); break; case EVENT_APPA_OUTRO_CROWD: EmoteCrowd(); events.ScheduleEvent(EVENT_APPA_OUTRO_END, 5000); break; case EVENT_APPA_OUTRO_END: // Despawn for Apparition is handled via Areatrigger SAI (5m) summons.DespawnAll(); me->SetVisible(false); HasEnded = true; events.Reset(); break; } } }; }; void AddSC_silverpine_forest() { new npc_deathstalker_erland(); new pyrewood_ambush(); new npc_ravenclaw_apparition(); }