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Viano-Core/src/server/scripts/EasternKingdoms/Stratholme/stratholme.cpp
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/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 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 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: Stratholme
SD%Complete: 100
SDComment: Misc mobs for instance. go-script to apply aura and start event for quest 8945
SDCategory: Stratholme
EndScriptData */
/* ContentData
go_gauntlet_gate
npc_freed_soul
npc_restless_soul
npc_spectral_ghostly_citizen
EndContentData */
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "stratholme.h"
#include "Group.h"
#include "Player.h"
#include "SpellInfo.h"
#include "GameObjectAI.h"
/*######
## go_gauntlet_gate (this is the _first_ of the gauntlet gates, two exist)
######*/
class go_gauntlet_gate : public GameObjectScript
{
public:
go_gauntlet_gate() : GameObjectScript("go_gauntlet_gate") { }
struct go_gauntlet_gateAI : public GameObjectAI
{
go_gauntlet_gateAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player) override
{
InstanceScript* instance = me->GetInstanceScript();
if (!instance)
return false;
if (instance->GetData(TYPE_BARON_RUN) != NOT_STARTED)
return false;
if (Group* group = player->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupie = itr->GetSource();
if (!pGroupie || !pGroupie->IsInMap(player))
continue;
if (pGroupie->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
!pGroupie->HasAura(SPELL_BARON_ULTIMATUM) &&
pGroupie->GetMap() == me->GetMap())
pGroupie->CastSpell(pGroupie, SPELL_BARON_ULTIMATUM, true);
}
}
else if (player->GetQuestStatus(QUEST_DEAD_MAN_PLEA) == QUEST_STATUS_INCOMPLETE &&
!player->HasAura(SPELL_BARON_ULTIMATUM) &&
player->GetMap() == me->GetMap())
player->CastSpell(player, SPELL_BARON_ULTIMATUM, true);
instance->SetData(TYPE_BARON_RUN, IN_PROGRESS);
return false;
}
};
GameObjectAI* GetAI(GameObject* go) const override
{
return new go_gauntlet_gateAI(go);
}
};
/*######
## npc_restless_soul
######*/
enum RestlessSoul
{
// Spells
SPELL_EGAN_BLASTER = 17368,
SPELL_SOUL_FREED = 17370,
// Quest
QUEST_RESTLESS_SOUL = 5282,
// Creatures
NPC_RESTLESS = 11122,
NPC_FREED = 11136
};
class npc_restless_soul : public CreatureScript
{
public:
npc_restless_soul() : CreatureScript("npc_restless_soul") { }
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_restless_soulAI(creature);
}
struct npc_restless_soulAI : public ScriptedAI
{
npc_restless_soulAI(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
void Initialize()
{
Tagger.Clear();
Die_Timer = 5000;
Tagged = false;
}
ObjectGuid Tagger;
uint32 Die_Timer;
bool Tagged;
void Reset() override
{
Initialize();
}
void EnterCombat(Unit* /*who*/) override { }
void SpellHit(Unit* caster, const SpellInfo* spell) override
{
if (Tagged || spell->Id != SPELL_EGAN_BLASTER)
return;
Player* player = caster->ToPlayer();
if (!player || player->GetQuestStatus(QUEST_RESTLESS_SOUL) != QUEST_STATUS_INCOMPLETE)
return;
Tagged = true;
Tagger = caster->GetGUID();
}
void JustSummoned(Creature* summoned) override
{
summoned->CastSpell(summoned, SPELL_SOUL_FREED, false);
if (Player* player = ObjectAccessor::GetPlayer(*me, Tagger))
summoned->GetMotionMaster()->MoveFollow(player, 0.0f, 0.0f);
}
void JustDied(Unit* /*killer*/) override
{
if (Tagged)
me->SummonCreature(NPC_FREED, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation(), TEMPSUMMON_TIMED_DESPAWN, 300000);
}
void UpdateAI(uint32 diff) override
{
if (Tagged)
{
if (Die_Timer <= diff)
{
if (Unit* temp = ObjectAccessor::GetUnit(*me, Tagger))
{
if (Player* player = temp->ToPlayer())
player->KilledMonsterCredit(NPC_RESTLESS, me->GetGUID());
me->KillSelf();
}
}
else
Die_Timer -= diff;
}
}
};
};
/*######
## npc_spectral_ghostly_citizen
######*/
enum GhostlyCitizenSpells
{
SPELL_HAUNTING_PHANTOM = 16336,
SPELL_SLAP = 6754
};
class npc_spectral_ghostly_citizen : public CreatureScript
{
public:
npc_spectral_ghostly_citizen() : CreatureScript("npc_spectral_ghostly_citizen") { }
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_spectral_ghostly_citizenAI(creature);
}
struct npc_spectral_ghostly_citizenAI : public ScriptedAI
{
npc_spectral_ghostly_citizenAI(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
void Initialize()
{
Die_Timer = 5000;
Tagged = false;
}
uint32 Die_Timer;
bool Tagged;
void Reset() override
{
Initialize();
}
void EnterCombat(Unit* /*who*/) override { }
void SpellHit(Unit* /*caster*/, const SpellInfo* spell) override
{
if (!Tagged && spell->Id == SPELL_EGAN_BLASTER)
Tagged = true;
}
void JustDied(Unit* /*killer*/) override
{
if (Tagged)
{
for (uint32 i = 1; i <= 4; ++i)
{
//100%, 50%, 33%, 25% chance to spawn
if (urand(1, i) == 1)
DoSummon(NPC_RESTLESS, me, 20.0f, 600000);
}
}
}
void UpdateAI(uint32 diff) override
{
if (Tagged)
{
if (Die_Timer <= diff)
me->KillSelf();
else Die_Timer -= diff;
}
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void ReceiveEmote(Player* player, uint32 emote) override
{
switch (emote)
{
case TEXT_EMOTE_DANCE:
EnterEvadeMode();
break;
case TEXT_EMOTE_RUDE:
if (me->IsWithinDistInMap(player, 5))
DoCast(player, SPELL_SLAP, false);
else
me->HandleEmoteCommand(EMOTE_ONESHOT_RUDE);
break;
case TEXT_EMOTE_WAVE:
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
break;
case TEXT_EMOTE_BOW:
me->HandleEmoteCommand(EMOTE_ONESHOT_BOW);
break;
case TEXT_EMOTE_KISS:
me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX);
break;
}
}
};
};
void AddSC_stratholme()
{
new go_gauntlet_gate();
new npc_restless_soul();
new npc_spectral_ghostly_citizen();
}