510 lines
16 KiB
C++
510 lines
16 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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/* ScriptData
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SDName: Darkshore
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SD%Complete: 100
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SDComment: Quest support: 731, 2078, 5321
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SDCategory: Darkshore
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EndScriptData */
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/* ContentData
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npc_kerlonian
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npc_prospector_remtravel
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npc_threshwackonator
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EndContentData */
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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#include "ScriptedGossip.h"
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#include "ScriptedEscortAI.h"
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#include "ScriptedFollowerAI.h"
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#include "Player.h"
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#include "SpellInfo.h"
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// Ours
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enum murkdeep
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{
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NPC_GREYMIST_HUNTER = 2206,
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NPC_GREYMIST_WARRIOR = 2205,
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NPC_GREYMIST_COASTRUNNER = 2202,
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SPELL_SUNDER_ARMOR = 11971,
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SPELL_NET = 6533,
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EVENT_SPELL_SUNDER_ARMOR = 2,
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EVENT_SPELL_NET = 3,
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};
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class npc_murkdeep : public CreatureScript
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{
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public:
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npc_murkdeep() : CreatureScript("npc_murkdeep") { }
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_murkdeepAI(creature);
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}
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struct npc_murkdeepAI : public ScriptedAI
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{
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npc_murkdeepAI(Creature* c) : ScriptedAI(c) {}
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uint8 phase;
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uint32 spawnTimer;
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EventMap events;
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void Reset()
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{
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spawnTimer = 0;
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phase = 0;
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me->SetVisible(false);
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me->SetReactState(REACT_PASSIVE);
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}
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void EnterCombat(Unit*)
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{
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events.Reset();
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events.ScheduleEvent(EVENT_SPELL_SUNDER_ARMOR, 5000);
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events.ScheduleEvent(EVENT_SPELL_NET, 10000);
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}
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void UpdateAI(uint32 diff)
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{
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spawnTimer += diff;
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if (spawnTimer >= 5000)
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{
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spawnTimer = 0;
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switch (phase)
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{
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case 0:
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if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f, true) && !me->FindNearestCreature(NPC_GREYMIST_HUNTER, 80.0f, true))
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{
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Player *player = me->SelectNearestPlayer(100.0f);
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if (!player)
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return;
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phase++;
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for (int i = 0; i < 3; ++i)
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if (Creature* cr = me->SummonCreature(NPC_GREYMIST_COASTRUNNER, me->GetPositionX()+irand(-5, 5), me->GetPositionY()+irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
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cr->AI()->AttackStart(player);
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}
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return;
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case 1:
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if (!me->FindNearestCreature(NPC_GREYMIST_COASTRUNNER, 80.0f))
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{
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Player *player = me->SelectNearestPlayer(100.0f);
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if (!player)
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return;
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phase++;
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for (int i = 0; i < 2; ++i)
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if (Creature* cr = me->SummonCreature(NPC_GREYMIST_WARRIOR, me->GetPositionX()+irand(-5, 5), me->GetPositionY()+irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
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cr->AI()->AttackStart(player);
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}
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return;
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case 2:
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if (!me->FindNearestCreature(NPC_GREYMIST_WARRIOR, 80.0f))
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{
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Player *player = me->SelectNearestPlayer(100.0f);
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if (!player)
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return;
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phase++;
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if (Creature* cr = me->SummonCreature(NPC_GREYMIST_HUNTER, me->GetPositionX()+irand(-5, 5), me->GetPositionY()+irand(-5, 5), me->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
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cr->AI()->AttackStart(player);
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetVisible(true);
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AttackStart(player);
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}
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return;
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}
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}
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if (!me->IsVisible())
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return;
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if (!UpdateVictim())
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return;
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events.Update(diff);
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switch (events.ExecuteEvent())
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{
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case EVENT_SPELL_SUNDER_ARMOR:
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me->CastSpell(me->GetVictim(), SPELL_SUNDER_ARMOR, false);
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events.ScheduleEvent(EVENT_SPELL_SUNDER_ARMOR, 15000);
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break;
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case EVENT_SPELL_NET:
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me->CastSpell(me->GetVictim(), SPELL_NET, false);
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events.ScheduleEvent(EVENT_SPELL_NET, 25000);
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break;
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}
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DoMeleeAttackIfReady();
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}
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};
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};
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// Theirs
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/*####
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# npc_kerlonian
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####*/
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enum Kerlonian
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{
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SAY_KER_START = 0,
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EMOTE_KER_SLEEP = 1,
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SAY_KER_SLEEP = 2,
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SAY_KER_ALERT_1 = 3,
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SAY_KER_END = 4,
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EMOTE_KER_AWAKEN = 5,
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SPELL_SLEEP_VISUAL = 25148,
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SPELL_AWAKEN = 17536,
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QUEST_SLEEPER_AWAKENED = 5321,
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NPC_LILADRIS = 11219, //attackers entries unknown
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FACTION_KER_ESCORTEE = 113
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};
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/// @todo make concept similar as "ringo" -escort. Find a way to run the scripted attacks, _if_ player are choosing road.
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class npc_kerlonian : public CreatureScript
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{
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public:
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npc_kerlonian() : CreatureScript("npc_kerlonian") { }
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struct npc_kerlonianAI : public FollowerAI
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{
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npc_kerlonianAI(Creature* creature) : FollowerAI(creature) { }
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uint32 FallAsleepTimer;
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void Reset()
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{
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FallAsleepTimer = urand(10000, 45000);
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}
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void MoveInLineOfSight(Unit* who)
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{
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FollowerAI::MoveInLineOfSight(who);
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if (!me->GetVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE) && who->GetEntry() == NPC_LILADRIS)
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{
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if (me->IsWithinDistInMap(who, INTERACTION_DISTANCE*5))
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{
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if (Player* player = GetLeaderForFollower())
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{
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if (player->GetQuestStatus(QUEST_SLEEPER_AWAKENED) == QUEST_STATUS_INCOMPLETE)
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player->GroupEventHappens(QUEST_SLEEPER_AWAKENED, me);
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Talk(SAY_KER_END);
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}
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SetFollowComplete();
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}
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}
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}
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void SpellHit(Unit* /*pCaster*/, const SpellInfo* pSpell)
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED) && pSpell->Id == SPELL_AWAKEN)
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ClearSleeping();
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}
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void SetSleeping()
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{
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SetFollowPaused(true);
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Talk(EMOTE_KER_SLEEP);
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Talk(SAY_KER_SLEEP);
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me->SetStandState(UNIT_STAND_STATE_SLEEP);
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DoCast(me, SPELL_SLEEP_VISUAL, false);
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}
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void ClearSleeping()
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{
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me->RemoveAurasDueToSpell(SPELL_SLEEP_VISUAL);
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me->SetStandState(UNIT_STAND_STATE_STAND);
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Talk(EMOTE_KER_AWAKEN);
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SetFollowPaused(false);
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}
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void UpdateFollowerAI(uint32 diff)
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{
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if (!UpdateVictim())
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{
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS))
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return;
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if (!HasFollowState(STATE_FOLLOW_PAUSED))
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{
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if (FallAsleepTimer <= diff)
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{
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SetSleeping();
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FallAsleepTimer = urand(25000, 90000);
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}
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else
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FallAsleepTimer -= diff;
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}
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return;
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}
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DoMeleeAttackIfReady();
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}
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};
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bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
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{
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if (quest->GetQuestId() == QUEST_SLEEPER_AWAKENED)
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{
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if (npc_kerlonianAI* pKerlonianAI = CAST_AI(npc_kerlonian::npc_kerlonianAI, creature->AI()))
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{
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creature->SetStandState(UNIT_STAND_STATE_STAND);
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creature->AI()->Talk(SAY_KER_START, player);
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pKerlonianAI->StartFollow(player, FACTION_KER_ESCORTEE, quest);
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}
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}
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_kerlonianAI(creature);
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}
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};
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/*####
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# npc_prospector_remtravel
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####*/
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enum Remtravel
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{
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SAY_REM_START = 0,
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SAY_REM_AGGRO = 1,
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SAY_REM_RAMP1_1 = 2,
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SAY_REM_RAMP1_2 = 3,
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SAY_REM_BOOK = 4,
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SAY_REM_TENT1_1 = 5,
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SAY_REM_TENT1_2 = 6,
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SAY_REM_MOSS = 7,
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EMOTE_REM_MOSS = 8,
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SAY_REM_MOSS_PROGRESS = 9,
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SAY_REM_PROGRESS = 10,
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SAY_REM_REMEMBER = 11,
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EMOTE_REM_END = 12,
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FACTION_ESCORTEE = 10,
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QUEST_ABSENT_MINDED_PT2 = 731,
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NPC_GRAVEL_SCOUT = 2158,
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NPC_GRAVEL_BONE = 2159,
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NPC_GRAVEL_GEO = 2160
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};
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class npc_prospector_remtravel : public CreatureScript
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{
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public:
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npc_prospector_remtravel() : CreatureScript("npc_prospector_remtravel") { }
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struct npc_prospector_remtravelAI : public npc_escortAI
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{
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npc_prospector_remtravelAI(Creature* creature) : npc_escortAI(creature) { }
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void Reset() { }
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void EnterCombat(Unit* who)
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{
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if (urand(0, 1))
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Talk(SAY_REM_AGGRO, who);
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}
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void JustSummoned(Creature* /*pSummoned*/)
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{
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//unsure if it should be any
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//pSummoned->AI()->AttackStart(me);
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}
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void WaypointReached(uint32 waypointId)
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{
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if (Player* player = GetPlayerForEscort())
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{
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switch (waypointId)
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{
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case 0:
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Talk(SAY_REM_START, player);
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break;
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case 5:
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Talk(SAY_REM_RAMP1_1, player);
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break;
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case 6:
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DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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break;
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case 9:
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Talk(SAY_REM_RAMP1_2, player);
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break;
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case 14:
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//depend quest rewarded?
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Talk(SAY_REM_BOOK, player);
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break;
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case 15:
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Talk(SAY_REM_TENT1_1, player);
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break;
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case 16:
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DoSpawnCreature(NPC_GRAVEL_SCOUT, -10.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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DoSpawnCreature(NPC_GRAVEL_BONE, -10.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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break;
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case 17:
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Talk(SAY_REM_TENT1_2, player);
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break;
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case 26:
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Talk(SAY_REM_MOSS, player);
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break;
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case 27:
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Talk(EMOTE_REM_MOSS, player);
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break;
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case 28:
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Talk(SAY_REM_MOSS_PROGRESS, player);
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break;
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case 29:
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DoSpawnCreature(NPC_GRAVEL_SCOUT, -15.0f, 3.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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DoSpawnCreature(NPC_GRAVEL_BONE, -15.0f, 5.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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DoSpawnCreature(NPC_GRAVEL_GEO, -15.0f, 7.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
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break;
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case 31:
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Talk(SAY_REM_PROGRESS, player);
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break;
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case 41:
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Talk(SAY_REM_REMEMBER, player);
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break;
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case 42:
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Talk(EMOTE_REM_END, player);
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player->GroupEventHappens(QUEST_ABSENT_MINDED_PT2, me);
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break;
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}
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}
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}
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};
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bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
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{
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if (quest->GetQuestId() == QUEST_ABSENT_MINDED_PT2)
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{
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if (npc_escortAI* pEscortAI = CAST_AI(npc_prospector_remtravel::npc_prospector_remtravelAI, creature->AI()))
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pEscortAI->Start(false, false, player->GetGUID());
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creature->setFaction(FACTION_ESCORTEE);
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}
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_prospector_remtravelAI(creature);
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}
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};
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/*####
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# npc_threshwackonator
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####*/
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enum Threshwackonator
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{
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EMOTE_START = 0,
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SAY_AT_CLOSE = 1,
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QUEST_GYROMAST_REV = 2078,
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NPC_GELKAK = 6667,
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FACTION_HOSTILE = 14
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};
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#define GOSSIP_ITEM_INSERT_KEY "[PH] Insert key"
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class npc_threshwackonator : public CreatureScript
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{
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public:
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npc_threshwackonator() : CreatureScript("npc_threshwackonator") { }
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struct npc_threshwackonatorAI : public FollowerAI
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{
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npc_threshwackonatorAI(Creature* creature) : FollowerAI(creature) { }
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void Reset() override { }
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void MoveInLineOfSight(Unit* who) override
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{
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FollowerAI::MoveInLineOfSight(who);
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if (!me->GetVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE) && who->GetEntry() == NPC_GELKAK)
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{
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if (me->IsWithinDistInMap(who, 10.0f))
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{
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Talk(SAY_AT_CLOSE, who);
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DoAtEnd();
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}
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}
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}
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void DoAtEnd()
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{
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me->setFaction(FACTION_HOSTILE);
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if (Player* pHolder = GetLeaderForFollower())
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AttackStart(pHolder);
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SetFollowComplete(true);
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}
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};
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) override
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{
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ClearGossipMenuFor(player);
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if (action == GOSSIP_ACTION_INFO_DEF+1)
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{
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CloseGossipMenuFor(player);
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if (npc_threshwackonatorAI* pThreshAI = CAST_AI(npc_threshwackonator::npc_threshwackonatorAI, creature->AI()))
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{
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creature->AI()->Talk(EMOTE_START);
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pThreshAI->StartFollow(player);
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}
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}
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return true;
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}
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bool OnGossipHello(Player* player, Creature* creature) override
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{
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if (player->GetQuestStatus(QUEST_GYROMAST_REV) == QUEST_STATUS_INCOMPLETE)
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AddGossipItemFor(player, GOSSIP_ICON_CHAT, GOSSIP_ITEM_INSERT_KEY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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SendGossipMenuFor(player, player->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_threshwackonatorAI(creature);
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}
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};
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void AddSC_darkshore()
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{
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// Ours
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new npc_murkdeep();
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// Theirs
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new npc_kerlonian();
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new npc_prospector_remtravel();
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new npc_threshwackonator();
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}
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