EverWrath/src/server/scripts/EasternKingdoms/zone_silverpine_forest.cpp
Winfidonarleyan eb1ecc38a5
feat(Core/Scripting): move all script objects to separated files (#17860)
* feat(Core/Scripts): move all script objects to separated files

* Apply 5bfeabde81

* try gcc build

* again
2023-12-02 21:13:20 +01:00

490 lines
15 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/>.
*/
/* 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();
}