feat(Scripts): Implement generic script loader and registry macros (#8976)

* cherry-pick commit (fb87ac8e8d)

* cherry-pick commit (7d4fbf706a (diff-ea1c86c26019127a4e99686cd9029f9ec3e8193f2761b262c2475668edc06764))

* cherry-pick commit (75a6a7a0ad (diff-ea1c86c26019127a4e99686cd9029f9ec3e8193f2761b262c2475668edc06764))

Co-Authored-By: Treeston <14020072+Treeston@users.noreply.github.com>
Co-Authored-By: Shauren <shauren.trinity@gmail.com>
Co-authored-by: Treeston <14020072+Treeston@users.noreply.github.com>
Co-authored-by: Shauren <shauren.trinity@gmail.com>
This commit is contained in:
Kitzunu
2021-11-07 06:21:00 +01:00
committed by GitHub
parent e547f5c2b5
commit 430fa147fd
3 changed files with 276 additions and 203 deletions

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@@ -31,6 +31,8 @@
#include "PetDefines.h"
#include "QuestDef.h"
#include "SharedDefines.h"
#include "Tuples.h"
#include "Types.h"
#include "Weather.h"
#include "World.h"
#include <atomic>
@@ -1964,6 +1966,85 @@ private:
ScriptLoaderCallbackType _script_loader_callback;
};
namespace Acore::SpellScripts
{
template<typename T>
using is_SpellScript = std::is_base_of<SpellScript, T>;
template<typename T>
using is_AuraScript = std::is_base_of<AuraScript, T>;
}
template <typename... Ts>
class GenericSpellAndAuraScriptLoader : public SpellScriptLoader
{
using SpellScriptType = typename Acore::find_type_if_t<Acore::SpellScripts::is_SpellScript, Ts...>;
using AuraScriptType = typename Acore::find_type_if_t<Acore::SpellScripts::is_AuraScript, Ts...>;
using ArgsType = typename Acore::find_type_if_t<Acore::is_tuple, Ts...>;
public:
GenericSpellAndAuraScriptLoader(char const* name, ArgsType&& args) : SpellScriptLoader(name), _args(std::move(args)) { }
private:
SpellScript* GetSpellScript() const override
{
if constexpr (!std::is_same_v<SpellScriptType, Acore::find_type_end>)
{
return Acore::new_from_tuple<SpellScriptType>(_args);
}
else
{
return nullptr;
}
}
AuraScript* GetAuraScript() const override
{
if constexpr (!std::is_same_v<AuraScriptType, Acore::find_type_end>)
{
return Acore::new_from_tuple<AuraScriptType>(_args);
}
else
{
return nullptr;
}
}
ArgsType _args;
};
#define RegisterSpellScriptWithArgs(spell_script, script_name, ...) new GenericSpellAndAuraScriptLoader<spell_script, decltype(std::make_tuple(__VA_ARGS__))>(script_name, std::make_tuple(__VA_ARGS__))
#define RegisterSpellScript(spell_script) RegisterSpellScriptWithArgs(spell_script, #spell_script)
#define RegisterSpellAndAuraScriptPairWithArgs(script_1, script_2, script_name, ...) new GenericSpellAndAuraScriptLoader<script_1, script_2, decltype(std::make_tuple(__VA_ARGS__))>(script_name, std::make_tuple(__VA_ARGS__))
#define RegisterSpellAndAuraScriptPair(script_1, script_2) RegisterSpellAndAuraScriptPairWithArgs(script_1, script_2, #script_1)
template <class AI>
class GenericCreatureScript : public CreatureScript
{
public:
GenericCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return new AI(me); }
};
#define RegisterCreatureAI(ai_name) new GenericCreatureScript<ai_name>(#ai_name)
template <class AI, AI*(*AIFactory)(Creature*)>
class FactoryCreatureScript : public CreatureScript
{
public:
FactoryCreatureScript(char const* name) : CreatureScript(name) { }
CreatureAI* GetAI(Creature* me) const override { return AIFactory(me); }
};
#define RegisterCreatureAIWithFactory(ai_name, factory_fn) new FactoryCreatureScript<ai_name, &factory_fn>(#ai_name)
template <class AI>
class GenericGameObjectScript : public GameObjectScript
{
public:
GenericGameObjectScript(char const* name) : GameObjectScript(name) { }
GameObjectAI* GetAI(GameObject* go) const override { return new AI(go); }
};
#define RegisterGameObjectAI(ai_name) new GenericGameObjectScript<ai_name>(#ai_name)
#define sScriptMgr ScriptMgr::instance()
template<class TScript>

View File

@@ -96,222 +96,212 @@ private:
Creature const* _source;
};
class boss_lord_marrowgar : public CreatureScript
struct boss_lord_marrowgar : public BossAI
{
public:
boss_lord_marrowgar() : CreatureScript("boss_lord_marrowgar") { }
struct boss_lord_marrowgarAI : public BossAI
boss_lord_marrowgar(Creature* creature) : BossAI(creature, DATA_LORD_MARROWGAR)
{
boss_lord_marrowgarAI(Creature* creature) : BossAI(creature, DATA_LORD_MARROWGAR)
_introDone = false;
_boneSlice = false;
}
bool _introDone;
bool _boneSlice;
ObjectGuid _lastBoneSliceTargets[3];
void Reset() override
{
me->SetReactState(REACT_AGGRESSIVE);
_Reset();
events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
events.ScheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(10000, 15000));
events.ScheduleEvent(EVENT_SPELL_COLDFLAME, 5000);
events.ScheduleEvent(EVENT_WARN_BONE_STORM, urand(45000, 50000));
events.ScheduleEvent(EVENT_ENRAGE, 600000);
_boneSlice = false;
for (uint8 i = 0; i < 3; ++i)
_lastBoneSliceTargets[i].Clear();
instance->SetData(DATA_BONED_ACHIEVEMENT, uint32(true));
}
void EnterCombat(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
me->setActive(true);
DoZoneInCombat();
instance->SetBossState(DATA_LORD_MARROWGAR, IN_PROGRESS);
}
void SpellHitTarget(Unit* target, const SpellInfo* spell) override
{
if (target && (spell->Id == 69055 || spell->Id == 70814)) // Bone Slice (Saber Lash)
for (uint8 i = 0; i < 3; ++i)
if (!_lastBoneSliceTargets[i])
{
_lastBoneSliceTargets[i] = target->GetGUID();
break;
}
}
ObjectGuid GetGUID(int32 id) const override
{
if (id >= 0 && id <= 2)
return _lastBoneSliceTargets[id];
return ObjectGuid::Empty;
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() || !CheckInRoom())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
{
_introDone = false;
_boneSlice = false;
case 0:
break;
case EVENT_ENABLE_BONE_SLICE:
_boneSlice = true;
break;
case EVENT_SPELL_BONE_SPIKE_GRAVEYARD:
{
bool a = me->HasAura(SPELL_BONE_STORM);
if (IsHeroic() || !a)
me->CastSpell(me, SPELL_BONE_SPIKE_GRAVEYARD, a);
events.RepeatEvent(urand(15000, 20000));
}
break;
case EVENT_SPELL_COLDFLAME:
if (!me->HasAura(SPELL_BONE_STORM))
me->CastSpell((Unit*)nullptr, SPELL_COLDFLAME_NORMAL, false);
events.RepeatEvent(5000);
break;
case EVENT_SPELL_COLDFLAME_BONE_STORM:
me->CastSpell(me, SPELL_COLDFLAME_BONE_STORM, false);
break;
case EVENT_WARN_BONE_STORM:
_boneSlice = false;
Talk(EMOTE_BONE_STORM);
Talk(SAY_BONE_STORM);
me->FinishSpell(CURRENT_MELEE_SPELL, false);
me->CastSpell(me, SPELL_BONE_STORM, false);
me->SetReactState(REACT_PASSIVE); // to prevent chasing another target on UpdateVictim()
me->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->MovementExpired();
events.RepeatEvent(urand(90000, 95000));
events.ScheduleEvent(EVENT_BEGIN_BONE_STORM, 3050);
break;
case EVENT_BEGIN_BONE_STORM:
{
uint32 _boneStormDuration = RAID_MODE<uint32>(20000, 30000, 20000, 30000);
if (Aura* pStorm = me->GetAura(SPELL_BONE_STORM))
pStorm->SetDuration(int32(_boneStormDuration));
events.ScheduleEvent(EVENT_BONE_STORM_MOVE, 0);
events.ScheduleEvent(EVENT_END_BONE_STORM, _boneStormDuration + 1);
}
break;
case EVENT_BONE_STORM_MOVE:
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
{
events.RepeatEvent(1);
break;
}
events.RepeatEvent(5000);
Unit* unit = SelectTarget(SELECT_TARGET_RANDOM, 0, BoneStormMoveTargetSelector(me));
if (!unit)
{
if ((unit = SelectTarget(SELECT_TARGET_TOPAGGRO, 0, 175.0f, true)))
if (unit->GetPositionX() > -337.0f)
{
EnterEvadeMode();
return;
}
}
if (unit)
me->GetMotionMaster()->MoveCharge(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), 25.0f, 1337);
break;
}
break;
case EVENT_END_BONE_STORM:
me->StopMoving();
me->GetMotionMaster()->MovementExpired();
me->SetReactState(REACT_AGGRESSIVE);
DoStartMovement(me->GetVictim());
events.CancelEvent(EVENT_BONE_STORM_MOVE);
events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
if (!IsHeroic())
events.RescheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(15000, 20000));
break;
case EVENT_ENRAGE:
me->CastSpell(me, SPELL_BERSERK, true);
Talk(SAY_BERSERK);
break;
}
bool _introDone;
bool _boneSlice;
ObjectGuid _lastBoneSliceTargets[3];
if (me->HasAura(SPELL_BONE_STORM))
return;
void Reset() override
if (_boneSlice && !me->GetCurrentSpell(CURRENT_MELEE_SPELL))
DoCastVictim(SPELL_BONE_SLICE);
if (_boneSlice && me->isAttackReady() && me->GetVictim() && !me->HasUnitState(UNIT_STATE_CASTING) && me->IsWithinMeleeRange(me->GetVictim()))
{
me->SetReactState(REACT_AGGRESSIVE);
_Reset();
events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
events.ScheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(10000, 15000));
events.ScheduleEvent(EVENT_SPELL_COLDFLAME, 5000);
events.ScheduleEvent(EVENT_WARN_BONE_STORM, urand(45000, 50000));
events.ScheduleEvent(EVENT_ENRAGE, 600000);
_boneSlice = false;
for (uint8 i = 0; i < 3; ++i)
_lastBoneSliceTargets[i].Clear();
instance->SetData(DATA_BONED_ACHIEVEMENT, uint32(true));
}
void EnterCombat(Unit* /*who*/) override
{
Talk(SAY_AGGRO);
me->setActive(true);
DoZoneInCombat();
instance->SetBossState(DATA_LORD_MARROWGAR, IN_PROGRESS);
}
DoMeleeAttackIfReady();
}
void SpellHitTarget(Unit* target, const SpellInfo* spell) override
{
if (target && (spell->Id == 69055 || spell->Id == 70814)) // Bone Slice (Saber Lash)
for (uint8 i = 0; i < 3; ++i)
if (!_lastBoneSliceTargets[i])
{
_lastBoneSliceTargets[i] = target->GetGUID();
break;
}
}
ObjectGuid GetGUID(int32 id) const override
{
if (id >= 0 && id <= 2)
return _lastBoneSliceTargets[id];
return ObjectGuid::Empty;
}
void UpdateAI(uint32 diff) override
{
if (!UpdateVictim() || !CheckInRoom())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
switch (events.ExecuteEvent())
{
case 0:
break;
case EVENT_ENABLE_BONE_SLICE:
_boneSlice = true;
break;
case EVENT_SPELL_BONE_SPIKE_GRAVEYARD:
{
bool a = me->HasAura(SPELL_BONE_STORM);
if (IsHeroic() || !a)
me->CastSpell(me, SPELL_BONE_SPIKE_GRAVEYARD, a);
events.RepeatEvent(urand(15000, 20000));
}
break;
case EVENT_SPELL_COLDFLAME:
if (!me->HasAura(SPELL_BONE_STORM))
me->CastSpell((Unit*)nullptr, SPELL_COLDFLAME_NORMAL, false);
events.RepeatEvent(5000);
break;
case EVENT_SPELL_COLDFLAME_BONE_STORM:
me->CastSpell(me, SPELL_COLDFLAME_BONE_STORM, false);
break;
case EVENT_WARN_BONE_STORM:
_boneSlice = false;
Talk(EMOTE_BONE_STORM);
Talk(SAY_BONE_STORM);
me->FinishSpell(CURRENT_MELEE_SPELL, false);
me->CastSpell(me, SPELL_BONE_STORM, false);
me->SetReactState(REACT_PASSIVE); // to prevent chasing another target on UpdateVictim()
me->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->MovementExpired();
events.RepeatEvent(urand(90000, 95000));
events.ScheduleEvent(EVENT_BEGIN_BONE_STORM, 3050);
break;
case EVENT_BEGIN_BONE_STORM:
{
uint32 _boneStormDuration = RAID_MODE<uint32>(20000, 30000, 20000, 30000);
if (Aura* pStorm = me->GetAura(SPELL_BONE_STORM))
pStorm->SetDuration(int32(_boneStormDuration));
events.ScheduleEvent(EVENT_BONE_STORM_MOVE, 0);
events.ScheduleEvent(EVENT_END_BONE_STORM, _boneStormDuration + 1);
}
break;
case EVENT_BONE_STORM_MOVE:
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
{
events.RepeatEvent(1);
break;
}
events.RepeatEvent(5000);
Unit* unit = SelectTarget(SELECT_TARGET_RANDOM, 0, BoneStormMoveTargetSelector(me));
if (!unit)
{
if ((unit = SelectTarget(SELECT_TARGET_TOPAGGRO, 0, 175.0f, true)))
if (unit->GetPositionX() > -337.0f)
{
EnterEvadeMode();
return;
}
}
if (unit)
me->GetMotionMaster()->MoveCharge(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), 25.0f, 1337);
break;
}
break;
case EVENT_END_BONE_STORM:
me->StopMoving();
me->GetMotionMaster()->MovementExpired();
me->SetReactState(REACT_AGGRESSIVE);
DoStartMovement(me->GetVictim());
events.CancelEvent(EVENT_BONE_STORM_MOVE);
events.ScheduleEvent(EVENT_ENABLE_BONE_SLICE, 10000);
if (!IsHeroic())
events.RescheduleEvent(EVENT_SPELL_BONE_SPIKE_GRAVEYARD, urand(15000, 20000));
break;
case EVENT_ENRAGE:
me->CastSpell(me, SPELL_BERSERK, true);
Talk(SAY_BERSERK);
break;
}
if (me->HasAura(SPELL_BONE_STORM))
return;
if (_boneSlice && !me->GetCurrentSpell(CURRENT_MELEE_SPELL))
DoCastVictim(SPELL_BONE_SLICE);
if (_boneSlice && me->isAttackReady() && me->GetVictim() && !me->HasUnitState(UNIT_STATE_CASTING) && me->IsWithinMeleeRange(me->GetVictim()))
{
for (uint8 i = 0; i < 3; ++i)
_lastBoneSliceTargets[i].Clear();
}
DoMeleeAttackIfReady();
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != 1337)
return;
events.ScheduleEvent(EVENT_SPELL_COLDFLAME_BONE_STORM, 0);
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
_JustDied();
}
void JustReachedHome() override
{
_JustReachedHome();
instance->SetBossState(DATA_LORD_MARROWGAR, FAIL);
}
void KilledUnit(Unit* victim) override
{
if (victim->GetTypeId() == TYPEID_PLAYER)
Talk(SAY_KILL);
}
void MoveInLineOfSight(Unit* who) override
{
if (!_introDone && me->IsAlive() && who->GetTypeId() == TYPEID_PLAYER && me->GetExactDist2dSq(who) <= 10000.0f) // 100*100, moveinlineofsight limited to 60yd anyway
{
Talk(SAY_ENTER_ZONE);
_introDone = true;
}
BossAI::MoveInLineOfSight(who);
}
bool CanAIAttack(Unit const* target) const override
{
return target->GetPositionX() < -337.0f; // main gate
}
};
CreatureAI* GetAI(Creature* creature) const override
void MovementInform(uint32 type, uint32 id) override
{
return GetIcecrownCitadelAI<boss_lord_marrowgarAI>(creature);
if (type != POINT_MOTION_TYPE || id != 1337)
return;
events.ScheduleEvent(EVENT_SPELL_COLDFLAME_BONE_STORM, 0);
}
void JustDied(Unit* /*killer*/) override
{
Talk(SAY_DEATH);
_JustDied();
}
void JustReachedHome() override
{
_JustReachedHome();
instance->SetBossState(DATA_LORD_MARROWGAR, FAIL);
}
void KilledUnit(Unit* victim) override
{
if (victim->GetTypeId() == TYPEID_PLAYER)
Talk(SAY_KILL);
}
void MoveInLineOfSight(Unit* who) override
{
if (!_introDone && me->IsAlive() && who->GetTypeId() == TYPEID_PLAYER && me->GetExactDist2dSq(who) <= 10000.0f) // 100*100, moveinlineofsight limited to 60yd anyway
{
Talk(SAY_ENTER_ZONE);
_introDone = true;
}
BossAI::MoveInLineOfSight(who);
}
bool CanAIAttack(Unit const* target) const override
{
return target->GetPositionX() < -337.0f; // main gate
}
};
@@ -704,7 +694,7 @@ public:
void AddSC_boss_lord_marrowgar()
{
new boss_lord_marrowgar();
RegisterIcecrownCitadelCreatureAI(boss_lord_marrowgar);
new npc_coldflame();
new npc_bone_spike();
new spell_marrowgar_coldflame();

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@@ -626,4 +626,6 @@ inline AI* GetIcecrownCitadelAI(T* obj)
return GetInstanceAI<AI>(obj, ICCScriptName);
}
#define RegisterIcecrownCitadelCreatureAI(ai_name) RegisterCreatureAIWithFactory(ai_name, GetIcecrownCitadelAI)
#endif // ICECROWN_CITADEL_H_