EverWrath/src/server/scripts/EasternKingdoms/Stratholme/instance_stratholme.cpp
Skjalf 0dbb8c814c
refactor(Core/InstanceScript): refactored load and save methods (#14977)
Co-authored-by: joschiwald <736792+joschiwald@users.noreply.github.com>
2023-02-12 15:53:48 -03:00

622 lines
24 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "InstanceScript.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "stratholme.h"
const Position BlackGuardPos[10] =
{
{4032.73f + 0.0f, -3378.26f + 0.0f, 119.76f, 4.67f},
{4032.73f + 2.0f, -3378.26f + 2.0f, 119.76f, 4.67f},
{4032.73f + 2.0f, -3378.26f - 2.0f, 119.76f, 4.67f},
{4032.73f - 2.0f, -3378.26f + 2.0f, 119.76f, 4.67f},
{4032.73f - 2.0f, -3378.26f - 2.0f, 119.76f, 4.67f},
{4032.73f + 0.0f, -3407.38f + 0.0f, 115.56f, 0.0f},
{4032.73f + 2.0f, -3407.38f + 2.0f, 115.56f, 0.0f},
{4032.73f + 2.0f, -3407.38f - 2.0f, 115.56f, 0.0f},
{4032.73f - 2.0f, -3407.38f + 2.0f, 115.56f, 0.0f},
{4032.73f - 2.0f, -3407.38f - 2.0f, 115.56f, 0.0f}
};
// Creatures to be spawned during the trap events
static const uint32 aPlaguedCritters[] =
{
NPC_PLAGUED_RAT, NPC_PLAGUED_MAGGOT, NPC_PLAGUED_INSECT
};
// Positions of the two Gate Traps
static const Position aGateTrap[] =
{
{3612.29f, -3335.39f, 124.077f, 3.14159f}, // Scarlet side
{3919.88f, -3547.34f, 134.269f, 2.94961f} // Undead side
};
// uint32 m_uiGateTrapTimers[2][3] = { {0,0,0}, {0,0,0} };
class instance_stratholme : public InstanceMapScript
{
public:
instance_stratholme() : InstanceMapScript("instance_stratholme", 329) { }
struct instance_stratholme_InstanceMapScript : public InstanceScript
{
instance_stratholme_InstanceMapScript(Map* map) : InstanceScript(map)
{
SetHeaders(DataHeader);
}
void Initialize() override
{
_baronRunProgress = 0;
_baronRunTime = 0;
_zigguratState1 = 0;
_zigguratState2 = 0;
_zigguratState3 = 0;
_slaughterProgress = 0;
_slaughterNPCs = 0;
_postboxesOpened = 0;
_gateTrapsCooldown[0] = false;
_gateTrapsCooldown[1] = false;
events.Reset();
}
void OnPlayerEnter(Player* player) override
{
if (_baronRunTime > 0)
if (Aura* aura = player->AddAura(SPELL_BARON_ULTIMATUM, player))
aura->SetDuration(_baronRunTime * MINUTE * IN_MILLISECONDS);
}
void OnCreatureCreate(Creature* creature) override
{
switch (creature->GetEntry())
{
case NPC_BARON_RIVENDARE:
_baronRivendareGUID = creature->GetGUID();
break;
case NPC_VENOM_BELCHER:
case NPC_BILE_SPEWER:
if (_slaughterProgress == 0)
++_slaughterNPCs;
break;
case NPC_RAMSTEIN_THE_GORGER:
if (_slaughterProgress == 1)
++_slaughterNPCs;
break;
case NPC_MINDLESS_UNDEAD:
if (_slaughterProgress == 2)
++_slaughterNPCs;
break;
case NPC_BLACK_GUARD:
if (_slaughterProgress == 3)
++_slaughterNPCs;
break;
}
}
void ProcessSlaughterEvent()
{
if (_slaughterProgress == 1)
{
if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
baron->AI()->Talk(SAY_BRAON_SUMMON_RAMSTEIN);
Position pos = {4032.20f, -3378.06f, 119.75f, 4.67f};
instance->SummonCreature(NPC_RAMSTEIN_THE_GORGER, pos);
}
if (_slaughterProgress == 2)
{
for (uint32 i = 0; i < 33; ++i)
events.ScheduleEvent(EVENT_SPAWN_MINDLESS, 5000 + i * 210);
if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
if (GameObject* gate = baron->FindNearestGameObject(GO_SLAUGHTER_GATE_SIDE, 200.0f))
gate->SetGoState(GO_STATE_ACTIVE);
}
if (_slaughterProgress == 3)
{
events.ScheduleEvent(EVENT_SPAWN_BLACK_GUARD, 20000);
}
if (_slaughterProgress == 4)
{
if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
baron->AI()->Talk(SAY_BARON_GUARD_DEAD);
if (GameObject* gate = instance->GetGameObject(_zigguratDoorsGUID5))
gate->SetGoState(GO_STATE_ACTIVE);
}
}
void OnUnitDeath(Unit* unit) override
{
switch (unit->GetEntry())
{
case NPC_VENOM_BELCHER:
case NPC_BILE_SPEWER:
case NPC_RAMSTEIN_THE_GORGER:
case NPC_MINDLESS_UNDEAD:
case NPC_BLACK_GUARD:
if (--_slaughterNPCs == 0)
{
++_slaughterProgress;
ProcessSlaughterEvent();
SaveToDB();
}
break;
case NPC_BARON_RIVENDARE:
events.CancelEvent(EVENT_BARON_TIME);
DoRemoveAurasDueToSpellOnPlayers(SPELL_BARON_ULTIMATUM);
break;
}
}
void OnGameObjectCreate(GameObject* go) override
{
switch (go->GetEntry())
{
case GO_CRUSADER_SQUARE_DOOR:
case GO_HOARD_DOOR:
case GO_HALL_OF_HIGH_COMMAND:
case GO_GAUNTLET_DOOR_1:
case GO_GAUNTLET_DOOR_2:
go->UpdateSaveToDb(true);
break;
case GO_ZIGGURAT_DOORS1:
go->UpdateSaveToDb(true);
_zigguratDoorsGUID1 = go->GetGUID();
if (GetData(TYPE_ZIGGURAT1) >= 1)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_ZIGGURAT_DOORS2:
go->UpdateSaveToDb(true);
_zigguratDoorsGUID2 = go->GetGUID();
if (GetData(TYPE_ZIGGURAT2) >= 1)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_ZIGGURAT_DOORS3:
go->UpdateSaveToDb(true);
_zigguratDoorsGUID3 = go->GetGUID();
if (GetData(TYPE_ZIGGURAT3) >= 1)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_GAUNTLET_GATE:
go->UpdateSaveToDb(true);
_gauntletGateGUID = go->GetGUID();
if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_SLAUGTHER_GATE:
go->UpdateSaveToDb(true);
_slaughterGateGUID = go->GetGUID();
if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_ZIGGURAT_DOORS4:
go->UpdateSaveToDb(true);
_zigguratDoorsGUID4 = go->GetGUID();
if (_slaughterProgress == 4)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_ZIGGURAT_DOORS5:
go->UpdateSaveToDb(true);
_zigguratDoorsGUID5 = go->GetGUID();
if (_slaughterProgress == 4)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_SLAUGHTER_GATE_SIDE:
go->UpdateSaveToDb(true);
if (_slaughterProgress >= 2)
go->SetGoState(GO_STATE_ACTIVE);
break;
case GO_PORT_TRAP_GATE_1:
go->UpdateSaveToDb(true);
_trapGatesGUIDs[0] = go->GetGUID();
break;
case GO_PORT_TRAP_GATE_2:
go->UpdateSaveToDb(true);
_trapGatesGUIDs[1] = go->GetGUID();
break;
case GO_PORT_TRAP_GATE_3:
go->UpdateSaveToDb(true);
_trapGatesGUIDs[2] = go->GetGUID();
break;
case GO_PORT_TRAP_GATE_4:
go->UpdateSaveToDb(true);
_trapGatesGUIDs[3] = go->GetGUID();
break;
}
}
void CheckZiggurats()
{
if (_zigguratState1 == 2 && _zigguratState2 == 2 && _zigguratState3 == 2)
{
instance->LoadGrid(4035.83f, -3336.31f);
if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
baron->AI()->Talk(SAY_BRAON_ZIGGURAT_FALL_YELL);
if (GameObject* gate = instance->GetGameObject(_gauntletGateGUID))
gate->SetGoState(GO_STATE_ACTIVE);
if (GameObject* gate = instance->GetGameObject(_slaughterGateGUID))
gate->SetGoState(GO_STATE_ACTIVE);
}
}
void DoSpawnPlaguedCritters(uint8 /*uiGate*/, Player* player)
{
if (!player)
return;
uint32 uiEntry = aPlaguedCritters[urand(0, 2)];
for (uint8 i = 0; i < 30; ++i)
{
float x, y, z;
const Position pPos = { player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation() };
player->GetRandomPoint(pPos, 8.0f, x, y, z);
z = player->GetPositionZ() + 1;
player->SummonCreature(uiEntry, x, y, z, 0, TEMPSUMMON_DEAD_DESPAWN, 0)->AI()->AttackStart(player);
}
}
void SetData(uint32 type, uint32 data) override
{
switch (type)
{
case TYPE_BARON_RUN:
{
if (_baronRunProgress == DATA_BARON_RUN_NONE)
{
_baronRunProgress = DATA_BARON_RUN_GATE;
_baronRunTime = 45;
DoCastSpellOnPlayers(SPELL_BARON_ULTIMATUM);
events.ScheduleEvent(EVENT_BARON_TIME, 60000);
instance->LoadGrid(4035.83f, -3336.31f);
if (Creature* baron = instance->GetCreature(_baronRivendareGUID))
baron->AI()->Talk(SAY_BARON_INIT_YELL);
}
break;
}
case TYPE_ZIGGURAT1:
{
if (data == _zigguratState1 + 1)
++_zigguratState1;
if (_zigguratState1 == 1)
if (GameObject* ziggurat = instance->GetGameObject(_zigguratDoorsGUID1))
ziggurat->SetGoState(GO_STATE_ACTIVE);
CheckZiggurats();
break;
}
case TYPE_ZIGGURAT2:
{
if (data == _zigguratState2 + 1)
++_zigguratState2;
if (_zigguratState2 == 1)
if (GameObject* ziggurat = instance->GetGameObject(_zigguratDoorsGUID2))
ziggurat->SetGoState(GO_STATE_ACTIVE);
CheckZiggurats();
break;
}
case TYPE_ZIGGURAT3:
{
if (data == _zigguratState3 + 1)
++_zigguratState3;
if (_zigguratState3 == 1)
if (GameObject* ziggurat = instance->GetGameObject(_zigguratDoorsGUID3))
ziggurat->SetGoState(GO_STATE_ACTIVE);
CheckZiggurats();
break;
}
case TYPE_BARON_FIGHT:
{
if (GameObject* gate = instance->GetGameObject(_zigguratDoorsGUID5))
gate->SetGoState(data == IN_PROGRESS ? GO_STATE_READY : GO_STATE_ACTIVE);
return;
}
case TYPE_MALLOW:
++_postboxesOpened;
break;
}
SaveToDB();
}
void ReadSaveDataMore(std::istringstream& data) override
{
data >> _baronRunProgress;
data >> _baronRunTime;
data >> _zigguratState1;
data >> _zigguratState2;
data >> _zigguratState3;
data >> _slaughterProgress;
data >> _postboxesOpened;
if (_baronRunTime)
{
events.ScheduleEvent(EVENT_BARON_TIME, 60000);
}
if (_slaughterProgress > 0 && _slaughterProgress < 4)
{
events.ScheduleEvent(EVENT_FORCE_SLAUGHTER_EVENT, 5000);
}
}
void WriteSaveDataMore(std::ostringstream& data) override
{
data << _baronRunProgress << ' '
<< _baronRunTime << ' '
<< _zigguratState1 << ' '
<< _zigguratState2 << ' '
<< _zigguratState3 << ' '
<< _slaughterProgress << ' '
<< _postboxesOpened;
}
uint32 GetData(uint32 type) const override
{
switch (type)
{
case TYPE_ZIGGURAT1:
return _zigguratState1;
case TYPE_ZIGGURAT2:
return _zigguratState2;
case TYPE_ZIGGURAT3:
return _zigguratState3;
case TYPE_MALLOW:
return _postboxesOpened;
}
return 0;
}
void Update(uint32 diff) override
{
events.Update(diff);
Map::PlayerList const& players = instance->GetPlayers();
// Loop over the two Gate traps, each one has up to three timers (trap reset, gate opening delay, critters spawning delay)
for (uint8 i = 0; i < 2; i++)
{
// if the gate is in cooldown, skip the other checks
if (_gateTrapsCooldown[i])
break;
// Check that the trap is not on cooldown, if so check if player/pet is in range
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
if (Player* player = itr->GetSource())
{
// should pet also trigger the trap? could not find any source for it
if (!player->IsGameMaster() && player->IsWithinDist2d(aGateTrap[i].m_positionX, aGateTrap[i].m_positionY, 5.5f))
{
// Check if timer was not already set by another player/pet a few milliseconds before
if (_gateTrapsCooldown[i])
return;
_gateTrapsCooldown[i] = true;
// close the gates
if (_trapGatesGUIDs[2 * i])
DoUseDoorOrButton(_trapGatesGUIDs[2 * i]);
if (_trapGatesGUIDs[2 * i + 1])
DoUseDoorOrButton(_trapGatesGUIDs[2 * i + 1]);
_trappedPlayerGUID = player->GetGUID();
if (i == 0)
{
// set timer to reset the trap
events.ScheduleEvent(EVENT_GATE1_TRAP, 30 * MINUTE * IN_MILLISECONDS);
// set timer to reopen gates
events.ScheduleEvent(EVENT_GATE1_DELAY, 20 * IN_MILLISECONDS);
// set timer to spawn the plagued critters
events.ScheduleEvent(EVENT_GATE1_CRITTER_DELAY, 2 * IN_MILLISECONDS);
}
else if (i == 1)
{
// set timer to reset the trap
events.ScheduleEvent(EVENT_GATE2_TRAP, 30 * MINUTE * IN_MILLISECONDS);
// set timer to reopen gates
events.ScheduleEvent(EVENT_GATE2_DELAY, 20 * IN_MILLISECONDS);
// set timer to spawn the plagued critters
events.ScheduleEvent(EVENT_GATE2_CRITTER_DELAY, 2 * IN_MILLISECONDS);
}
}
}
}
}
const int GATE1 = 0;
const int GATE2 = 1;
switch (events.ExecuteEvent())
{
case EVENT_GATE1_TRAP:
_gateTrapsCooldown[GATE1] = false;
break;
case EVENT_GATE2_TRAP:
_gateTrapsCooldown[GATE2] = false;
break;
case EVENT_GATE1_DELAY:
gate_delay(GATE1);
break;
case EVENT_GATE2_DELAY:
gate_delay(GATE2);
break;
case EVENT_GATE1_CRITTER_DELAY:
gate_critter_delay(GATE1);
break;
case EVENT_GATE2_CRITTER_DELAY:
gate_critter_delay(GATE2);
break;
case EVENT_BARON_TIME:
{
--_baronRunTime;
instance->LoadGrid(4035.83f, -3336.31f);
Creature* baron = instance->GetCreature(_baronRivendareGUID);
if (baron && !baron->IsInCombat())
{
switch (_baronRunTime)
{
case 10:
baron->AI()->Talk(SAY_BARON_10M);
break;
case 5:
baron->AI()->Talk(SAY_BARON_5M);
if (Creature* ysida = baron->FindNearestCreature(NPC_YSIDA, 50.0f))
ysida->AI()->SetData(1, 1);
break;
case 0:
baron->AI()->Talk(SAY_BARON_0M);
DoRemoveAurasDueToSpellOnPlayers(SPELL_BARON_ULTIMATUM);
break;
}
}
if (_baronRunTime > 0)
events.ScheduleEvent(EVENT_BARON_TIME, 60s);
else
events.ScheduleEvent(EVENT_EXECUTE_PRISONER, 0ms);
SaveToDB();
break;
}
case EVENT_EXECUTE_PRISONER:
{
instance->LoadGrid(4035.83f, -3336.31f);
Creature* baron = instance->GetCreature(_baronRivendareGUID);
if (baron && baron->IsAlive())
{
if (!baron->IsInCombat())
{
baron->HandleEmoteCommand(EMOTE_ONESHOT_ATTACK1H);
if (Creature* ysida = baron->FindNearestCreature(NPC_YSIDA, 50.0f))
Unit::Kill(baron, ysida);
}
else
events.ScheduleEvent(EVENT_EXECUTE_PRISONER, 1s);
}
break;
}
case EVENT_SPAWN_MINDLESS:
{
Position pos = {3941.75f, -3393.06f, 119.70f, 0.0f};
instance->SummonCreature(NPC_MINDLESS_UNDEAD, pos);
break;
}
case EVENT_FORCE_SLAUGHTER_EVENT:
{
Map::PlayerList const& PlayerList = instance->GetPlayers();
if (!PlayerList.IsEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* player = i->GetSource())
if (player->GetDistance2d(4034.97f, -3402.13f) < 50.0f)
{
ProcessSlaughterEvent();
return;
}
events.ScheduleEvent(EVENT_FORCE_SLAUGHTER_EVENT, 3s);
break;
}
case EVENT_SPAWN_BLACK_GUARD:
{
for (uint8 i = 0; i < 5; ++i)
if (Creature* guard = instance->SummonCreature(NPC_BLACK_GUARD, BlackGuardPos[i]))
{
guard->SetWalk(true);
guard->GetMotionMaster()->MovePoint(0, BlackGuardPos[i + 5]);
guard->SetHomePosition(BlackGuardPos[i + 5]);
if (i == 0 && guard->AI())
guard->AI()->Talk(SAY_BLACK_GUARD_INIT);
}
if (GameObject* gate = instance->GetGameObject(_zigguratDoorsGUID4))
gate->SetGoState(GO_STATE_ACTIVE);
break;
}
}
}
private:
uint32 _baronRunProgress;
uint32 _baronRunTime;
uint32 _zigguratState1;
uint32 _zigguratState2;
uint32 _zigguratState3;
uint32 _slaughterProgress;
uint32 _slaughterNPCs;
uint32 _postboxesOpened;
EventMap events;
ObjectGuid _zigguratDoorsGUID1;
ObjectGuid _zigguratDoorsGUID2;
ObjectGuid _zigguratDoorsGUID3;
ObjectGuid _zigguratDoorsGUID4;
ObjectGuid _zigguratDoorsGUID5;
ObjectGuid _slaughterGateGUID;
ObjectGuid _gauntletGateGUID;
ObjectGuid _baronRivendareGUID;
bool _gateTrapsCooldown[2];
ObjectGuid _trappedPlayerGUID;
ObjectGuid _trapGatesGUIDs[4];
void gate_delay(int gate)
{
if (_trapGatesGUIDs[2 * gate])
{
DoUseDoorOrButton(_trapGatesGUIDs[2 * gate]);
}
if (_trapGatesGUIDs[2 * gate + 1])
{
DoUseDoorOrButton(_trapGatesGUIDs[2 * gate + 1]);
}
}
void gate_critter_delay(int gate)
{
if (_trappedPlayerGUID)
{
if (Player* pPlayer = ObjectAccessor::GetPlayer(instance, _trappedPlayerGUID))
{
DoSpawnPlaguedCritters(gate, pPlayer);
}
}
}
};
InstanceScript* GetInstanceScript(InstanceMap* map) const override
{
return new instance_stratholme_InstanceMapScript(map);
}
};
void AddSC_instance_stratholme()
{
new instance_stratholme();
}