feat(Core/Scripting): Implement OnBeforeSetBossState (#14891)

This commit is contained in:
55Honey
2023-02-07 17:15:17 +01:00
committed by GitHub
parent e7e119283f
commit a1fb48391b
3 changed files with 25 additions and 0 deletions

View File

@@ -15,6 +15,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "InstanceScript.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "ScriptMgrMacros.h"
@@ -189,3 +190,20 @@ void ScriptMgr::OnInstanceIdRemoved(uint32 instanceId)
script->OnInstanceIdRemoved(instanceId);
});
}
/**
* @brief Called when any raid boss has their state updated (e.g. pull, reset, kill).
* @details Careful checks for old- and newState are required, since it can fire multiple times and not only when combat starts/ends.
*
* @param id The id of the boss in the [instance]
* @param newState The new boss state to be applied to this boss
* @param oldState The previously assigned state of this boss
* @param instance A pointer to the [map] object of the instance
*/
void ScriptMgr::OnBeforeSetBossState(uint32 id, EncounterState newState, EncounterState oldState, Map* instance)
{
ExecuteScript<GlobalScript>([&](GlobalScript* script)
{
script->OnBeforeSetBossState(id, newState, oldState, instance);
});
}

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@@ -27,6 +27,7 @@
#include "DynamicObject.h"
#include "GameEventMgr.h"
#include "Group.h"
#include "InstanceScript.h"
#include "LFGMgr.h"
#include "ObjectMgr.h"
#include "PetDefines.h"
@@ -1597,6 +1598,9 @@ public:
// Called when instance id is removed from database (e.g. instance reset)
virtual void OnInstanceIdRemoved(uint32 /*instanceId*/) { }
// Called when any raid boss has their state updated (e.g. pull, reset, kill)
virtual void OnBeforeSetBossState(uint32 /*id*/, EncounterState /*newState*/, EncounterState /*oldState*/, Map* /*instance*/) { }
};
class BGScript : public ScriptObject
@@ -2431,6 +2435,7 @@ public: /* GlobalScript */
void OnLoadSpellCustomAttr(SpellInfo* spell);
bool OnAllowedForPlayerLootCheck(Player const* player, ObjectGuid source);
void OnInstanceIdRemoved(uint32 instanceId);
void OnBeforeSetBossState(uint32 id, EncounterState newState, EncounterState oldState, Map* instance);
public: /* Scheduled scripts */
uint32 IncreaseScheduledScriptsCount() { return ++_scheduledScripts; }