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Event/Midsummer: improve pole ribbon functionality (#17464)
Event/Midsummer: improve pole ribbon functionality: - Bunny creature should hover, which puts it in the intended position. - Use correct visual and internal spells to handle cosmetics and timers.
This commit is contained in:
@@ -1187,6 +1187,7 @@ enum RibbonPoleData
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{
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SPELL_HAS_FULL_MIDSUMMER_SET = 58933,
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SPELL_BURNING_HOT_POLE_DANCE = 58934,
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SPELL_RIBBON_DANCE_COSMETIC = 29726,
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SPELL_RIBBON_DANCE = 29175,
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GO_RIBBON_POLE = 181605,
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};
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@@ -1214,10 +1215,11 @@ class spell_gen_ribbon_pole_dancer_check : public SpellScriptLoader
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Unit* target = GetTarget();
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// check if aura needs to be removed
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if (!target->FindNearestGameObject(GO_RIBBON_POLE, 20.0f) || !target->HasUnitState(UNIT_STATE_CASTING))
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if (!target->FindNearestGameObject(GO_RIBBON_POLE, 8.0f) || !target->HasUnitState(UNIT_STATE_CASTING))
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{
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target->InterruptNonMeleeSpells(false);
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target->RemoveAurasDueToSpell(GetId());
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target->RemoveAura(SPELL_RIBBON_DANCE_COSMETIC);
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return;
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}
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@@ -1197,6 +1197,29 @@ public:
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}
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};
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enum MidsummerPoleRibbon
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{
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SPELL_POLE_DANCE = 29726,
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SPELL_BLUE_FIRE_RING = 46842,
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NPC_POLE_RIBBON_BUNNY = 17066,
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ACTION_COSMETIC_FIRES = 0
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};
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class go_midsummer_ribbon_pole : public GameObjectScript
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{
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public:
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go_midsummer_ribbon_pole() : GameObjectScript("go_midsummer_ribbon_pole") { }
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bool OnGossipHello(Player* player, GameObject* go) override
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{
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if (Creature* creature = go->FindNearestCreature(NPC_POLE_RIBBON_BUNNY, 10.0f))
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{
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creature->GetAI()->DoAction(ACTION_COSMETIC_FIRES);
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player->CastSpell(creature, SPELL_POLE_DANCE, true);
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}
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return true;
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}
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};
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enum ToyTrainSpells
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{
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@@ -1274,5 +1297,6 @@ void AddSC_go_scripts()
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new go_veil_skith_cage();
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new go_frostblade_shrine();
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new go_midsummer_bonfire();
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new go_midsummer_ribbon_pole();
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new go_toy_train_set();
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}
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@@ -579,6 +579,115 @@ public:
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}
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};
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/*######
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## npc_midsummer_bunny_pole
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######*/
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enum RibbonPoleData
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{
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GO_RIBBON_POLE = 181605,
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SPELL_RIBBON_DANCE_COSMETIC = 29726,
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SPELL_RED_FIRE_RING = 46836,
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SPELL_BLUE_FIRE_RING = 46842,
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EVENT_CAST_RED_FIRE_RING = 1,
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EVENT_CAST_BLUE_FIRE_RING = 2
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};
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class npc_midsummer_bunny_pole : public CreatureScript
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{
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public:
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npc_midsummer_bunny_pole() : CreatureScript("npc_midsummer_bunny_pole") { }
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struct npc_midsummer_bunny_poleAI : public ScriptedAI
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{
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npc_midsummer_bunny_poleAI(Creature* creature) : ScriptedAI(creature)
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{
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Initialize();
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}
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void Initialize()
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{
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events.Reset();
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running = false;
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}
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void Reset() override
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{
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Initialize();
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}
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void DoAction(int32 /*action*/) override
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{
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// Don't start event if it's already running.
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if (running)
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return;
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running = true;
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events.ScheduleEvent(EVENT_CAST_RED_FIRE_RING, 1);
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}
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bool checkNearbyPlayers()
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{
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// Returns true if no nearby player has aura "Test Ribbon Pole Channel".
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std::list<Player*> players;
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Trinity::UnitAuraCheck check(true, SPELL_RIBBON_DANCE_COSMETIC);
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Trinity::PlayerListSearcher<Trinity::UnitAuraCheck> searcher(me, players, check);
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me->VisitNearbyWorldObject(10.0f, searcher);
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return players.empty();
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}
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void UpdateAI(uint32 diff) override
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{
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if (!running)
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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_CAST_RED_FIRE_RING:
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{
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if (checkNearbyPlayers())
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{
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Reset();
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return;
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}
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if (GameObject* go = me->FindNearestGameObject(GO_RIBBON_POLE, 10.0f))
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me->CastSpell(go, SPELL_RED_FIRE_RING, true);
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events.ScheduleEvent(EVENT_CAST_BLUE_FIRE_RING, Seconds(5));
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}
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break;
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case EVENT_CAST_BLUE_FIRE_RING:
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{
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if (checkNearbyPlayers())
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{
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Reset();
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return;
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}
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if (GameObject* go = me->FindNearestGameObject(GO_RIBBON_POLE, 10.0f))
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me->CastSpell(go, SPELL_BLUE_FIRE_RING, true);
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events.ScheduleEvent(EVENT_CAST_RED_FIRE_RING, Seconds(5));
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}
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break;
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}
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}
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private:
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EventMap events;
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bool running;
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};
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CreatureAI* GetAI(Creature* creature) const override
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{
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return new npc_midsummer_bunny_poleAI(creature);
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}
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};
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/*######
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## Triage quest
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######*/
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@@ -2447,6 +2556,7 @@ void AddSC_npcs_special()
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new npc_chicken_cluck();
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new npc_dancing_flames();
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new npc_torch_tossing_target_bunny_controller();
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new npc_midsummer_bunny_pole();
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new npc_doctor();
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new npc_injured_patient();
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new npc_garments_of_quests();
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