fix(Scripts/Creature): Add Ravenclaw Apparition event. (#15200)

This commit is contained in:
avarishd
2023-04-21 21:06:08 +03:00
committed by GitHub
parent 953b9aa8b7
commit 72f111dd65
2 changed files with 197 additions and 3 deletions

View File

@@ -27,6 +27,7 @@ npc_deathstalker_erland
pyrewood_ambush
EndContentData */
#include "PassiveAI.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
@@ -325,12 +326,165 @@ public:
};
};
/*######
## AddSC
######*/
/**
*
* @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();
}