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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Scripts/Creature): Add Ravenclaw Apparition event. (#15200)
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@@ -27,6 +27,7 @@ npc_deathstalker_erland
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pyrewood_ambush
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EndContentData */
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#include "PassiveAI.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "ScriptedCreature.h"
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@@ -325,12 +326,165 @@ public:
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};
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};
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/*######
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## AddSC
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######*/
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/**
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*
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* @todo: Actual emote and BroadcastTextId need to be sniffed. Probably the entire event to begin with....
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* 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)
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*
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*/
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enum ApparitionMisc
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{
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// Crowd
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NPC_GNOLL_RUNNER = 1772,
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NPC_GNOLL_MYSTIC = 1773,
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EMOTE_CHEER = 71,
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EMOTE_GNOLL_CHEER = 1,
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// Apparition
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SAY_APPA_INTRO = 0,
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SAY_APPA_OUTRO = 14,
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// Variation 1
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SAY_APPA_OPTION_1_1 = 1,
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SAY_APPA_OPTION_1_2 = 5,
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SAY_APPA_OPTION_1_3 = 10,
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SAY_APPA_OPTION_1_4 = 13,
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// Variation 2
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SAY_APPA_OPTION_2_1 = 2,
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SAY_APPA_OPTION_2_2 = 5,
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SAY_APPA_OPTION_2_3 = 9,
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SAY_APPA_OPTION_2_4 = 12,
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};
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enum ApparitionEvents
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{
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EVENT_APPA_INTRO = 1,
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EVENT_APPA_SAY_1 = 2,
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EVENT_APPA_SAY_2 = 3,
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EVENT_APPA_SAY_3 = 4,
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EVENT_APPA_SAY_4 = 5,
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EVENT_APPA_OUTRO = 6,
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EVENT_APPA_OUTRO_CROWD = 7,
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EVENT_APPA_OUTRO_END = 8,
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};
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class npc_ravenclaw_apparition : public CreatureScript
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{
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public:
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npc_ravenclaw_apparition() : CreatureScript("npc_ravenclaw_apparition") { }
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_ravenclaw_apparitionAI(creature);
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}
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struct npc_ravenclaw_apparitionAI : public NullCreatureAI
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{
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npc_ravenclaw_apparitionAI(Creature* creature) : NullCreatureAI(creature), summons(me)
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{
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HasEnded = false;
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TalkRNG = urand(0,1);
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events.ScheduleEvent(EVENT_APPA_INTRO, 2000);
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summons.DespawnAll();
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}
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EventMap events;
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SummonList summons;
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bool HasEnded;
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bool TalkRNG;
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void SummonCrowd()
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{
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for (uint8 i = 0; i < urand(3, 5); ++i)
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{
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float o = i * 10;
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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);
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}
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}
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void EmoteCrowd()
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{
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for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
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{
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if (Creature* c = ObjectAccessor::GetCreature(*me, *itr))
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{
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if (urand(0,1))
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{
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c->HandleEmoteCommand(EMOTE_CHEER);
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c->AI()->Talk(EMOTE_GNOLL_CHEER);
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}
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}
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}
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}
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void JustSummoned(Creature* summon) override
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{
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summons.Summon(summon);
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summon->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_PACIFIED);
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summon->SetFacingToObject(me);
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}
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// Should never die, just in case.
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void JustDied(Unit* /*killer*/) override
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{
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summons.DespawnAll();
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events.Reset();
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}
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void UpdateAI(uint32 diff) override
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{
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if (HasEnded || !me->IsVisible())
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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_APPA_INTRO:
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Talk(SAY_APPA_INTRO);
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SummonCrowd();
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events.ScheduleEvent(EVENT_APPA_SAY_1, 3000);
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break;
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case EVENT_APPA_SAY_1:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_1 : SAY_APPA_OPTION_2_1);
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events.ScheduleEvent(EVENT_APPA_SAY_2, 5000);
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break;
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case EVENT_APPA_SAY_2:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_2 : SAY_APPA_OPTION_2_2);
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events.ScheduleEvent(EVENT_APPA_SAY_3, 5000);
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break;
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case EVENT_APPA_SAY_3:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_3 : SAY_APPA_OPTION_2_3);
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events.ScheduleEvent(EVENT_APPA_SAY_4, 5000);
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break;
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case EVENT_APPA_SAY_4:
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Talk(TalkRNG ? SAY_APPA_OPTION_1_4 : SAY_APPA_OPTION_2_4);
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events.ScheduleEvent(EVENT_APPA_OUTRO, 5000);
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break;
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case EVENT_APPA_OUTRO:
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Talk(SAY_APPA_OUTRO);
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events.ScheduleEvent(EVENT_APPA_OUTRO_CROWD, 3000);
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break;
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case EVENT_APPA_OUTRO_CROWD:
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EmoteCrowd();
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events.ScheduleEvent(EVENT_APPA_OUTRO_END, 5000);
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break;
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case EVENT_APPA_OUTRO_END: // Despawn for Apparition is handled via Areatrigger SAI (5m)
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summons.DespawnAll();
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me->SetVisible(false);
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HasEnded = true;
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events.Reset();
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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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void AddSC_silverpine_forest()
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{
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new npc_deathstalker_erland();
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new pyrewood_ambush();
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new npc_ravenclaw_apparition();
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}
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