Merge branch '3.3.5-toytrain' into 3.3.5 (PR #16218)

This commit is contained in:
treeston
2016-02-05 15:11:22 +01:00
8 changed files with 239 additions and 0 deletions

View File

@@ -29,6 +29,7 @@
#include "SpellAuraEffects.h"
#include "SkillDiscovery.h"
#include "Battleground.h"
#include "DBCStores.h"
// Generic script for handling item dummy effects which trigger another spell.
class spell_item_trigger_spell : public SpellScriptLoader
@@ -2630,6 +2631,43 @@ public:
}
};
class spell_item_toy_train_set_pulse : public SpellScriptLoader
{
public:
spell_item_toy_train_set_pulse() : SpellScriptLoader("spell_item_toy_train_set_pulse") { }
class spell_item_toy_train_set_pulse_SpellScript : public SpellScript
{
PrepareSpellScript(spell_item_toy_train_set_pulse_SpellScript);
void HandleDummy(SpellEffIndex /*index*/)
{
if (Player* target = GetHitUnit()->ToPlayer())
{
target->HandleEmoteCommand(EMOTE_ONESHOT_TRAIN);
if (EmotesTextSoundEntry const* soundEntry = FindTextSoundEmoteFor(TEXT_EMOTE_TRAIN, target->getRace(), target->getGender()))
target->PlayDistanceSound(soundEntry->SoundId);
}
}
void HandleTargets(std::list<WorldObject*>& targetList)
{
targetList.remove_if([](WorldObject const* obj) { return obj->GetTypeId() != TYPEID_PLAYER; });
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_item_toy_train_set_pulse_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_item_toy_train_set_pulse_SpellScript::HandleTargets, EFFECT_ALL, TARGET_UNIT_SRC_AREA_ALLY);
}
};
SpellScript* GetSpellScript() const override
{
return new spell_item_toy_train_set_pulse_SpellScript();
}
};
void AddSC_item_spell_scripts()
{
// 23074 Arcanite Dragonling
@@ -2698,4 +2736,5 @@ void AddSC_item_spell_scripts()
new spell_item_chicken_cover();
new spell_item_muisek_vessel();
new spell_item_greatmothers_soulcatcher();
new spell_item_toy_train_set_pulse();
}

View File

@@ -41,6 +41,7 @@ go_tadpole_cage
go_amberpine_outhouse
go_hive_pod
go_veil_skith_cage
go_toy_train_set
EndContentData */
#include "ScriptMgr.h"
@@ -1196,6 +1197,48 @@ public:
}
};
enum ToyTrainSpells
{
SPELL_TOY_TRAIN_PULSE = 61551,
};
class go_toy_train_set : public GameObjectScript
{
public:
go_toy_train_set() : GameObjectScript("go_toy_train_set") { }
struct go_toy_train_setAI : public GameObjectAI
{
go_toy_train_setAI(GameObject* go) : GameObjectAI(go), _pulseTimer(3 * IN_MILLISECONDS) { }
void UpdateAI(uint32 diff) override
{
if (diff < _pulseTimer)
_pulseTimer -= diff;
else
{
go->CastSpell(nullptr, SPELL_TOY_TRAIN_PULSE, true);
_pulseTimer = 6 * IN_MILLISECONDS;
}
}
// triggered on wrecker'd
void DoAction(int32 /*action*/) override
{
go->Delete();
}
private:
uint32 _pulseTimer;
};
GameObjectAI* GetAI(GameObject* go) const override
{
return new go_toy_train_setAI(go);
}
};
void AddSC_go_scripts()
{
new go_cat_figurine();
@@ -1231,4 +1274,5 @@ void AddSC_go_scripts()
new go_veil_skith_cage();
new go_frostblade_shrine();
new go_midsummer_bonfire();
new go_toy_train_set();
}

View File

@@ -38,6 +38,7 @@ npc_snake_trap_serpents 80% AI for snakes that summoned by Snake Trap
npc_shadowfiend 100% restore 5% of owner's mana when shadowfiend die from damage
npc_locksmith 75% list of keys needs to be confirmed
npc_firework 100% NPC's summoned by rockets and rocket clusters, for making them cast visual
npc_train_wrecker 100% Wind-Up Train Wrecker that kills train set
EndContentData */
#include "ScriptMgr.h"
@@ -2448,6 +2449,129 @@ class npc_stable_master : public CreatureScript
}
};
enum TrainWrecker
{
GO_TOY_TRAIN = 193963,
SPELL_TOY_TRAIN_PULSE = 61551,
SPELL_WRECK_TRAIN = 62943,
ACTION_WRECKED = 1,
EVENT_DO_JUMP = 1,
EVENT_DO_FACING = 2,
EVENT_DO_WRECK = 3,
EVENT_DO_DANCE = 4,
MOVEID_CHASE = 1,
MOVEID_JUMP = 2
};
class npc_train_wrecker : public CreatureScript
{
public:
npc_train_wrecker() : CreatureScript("npc_train_wrecker") { }
struct npc_train_wreckerAI : public NullCreatureAI
{
npc_train_wreckerAI(Creature* creature) : NullCreatureAI(creature), _isSearching(true), _nextAction(0), _timer(1 * IN_MILLISECONDS) { }
GameObject* VerifyTarget() const
{
if (GameObject* target = ObjectAccessor::GetGameObject(*me, _target))
return target;
me->HandleEmoteCommand(EMOTE_ONESHOT_RUDE);
me->DespawnOrUnsummon(3 * IN_MILLISECONDS);
return nullptr;
}
void UpdateAI(uint32 diff) override
{
if (_isSearching)
{
if (diff < _timer)
_timer -= diff;
else
{
if (GameObject* target = me->FindNearestGameObject(GO_TOY_TRAIN, 15.0f))
{
_isSearching = false;
_target = target->GetGUID();
me->SetWalk(true);
me->GetMotionMaster()->MovePoint(MOVEID_CHASE, target->GetNearPosition(3.0f, target->GetAngle(me)));
}
else
_timer = 3 * IN_MILLISECONDS;
}
}
else
{
switch (_nextAction)
{
case EVENT_DO_JUMP:
if (GameObject* target = VerifyTarget())
me->GetMotionMaster()->MoveJump(*target, 5.0, 10.0, MOVEID_JUMP);
_nextAction = 0;
break;
case EVENT_DO_FACING:
if (GameObject* target = VerifyTarget())
{
me->SetFacingTo(target->GetOrientation());
me->HandleEmoteCommand(EMOTE_ONESHOT_ATTACK1H);
_timer = 1.5 * IN_MILLISECONDS;
_nextAction = EVENT_DO_WRECK;
}
else
_nextAction = 0;
break;
case EVENT_DO_WRECK:
if (diff < _timer)
{
_timer -= diff;
break;
}
if (GameObject* target = VerifyTarget())
{
me->CastSpell(target, SPELL_WRECK_TRAIN, false);
target->AI()->DoAction(ACTION_WRECKED);
_timer = 2 * IN_MILLISECONDS;
_nextAction = EVENT_DO_DANCE;
}
else
_nextAction = 0;
break;
case EVENT_DO_DANCE:
if (diff < _timer)
{
_timer -= diff;
break;
}
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_DANCE);
me->DespawnOrUnsummon(5 * IN_MILLISECONDS);
_nextAction = 0;
break;
default:
break;
}
}
}
void MovementInform(uint32 /*type*/, uint32 id)
{
if (id == MOVEID_CHASE)
_nextAction = EVENT_DO_JUMP;
else if (id == MOVEID_JUMP)
_nextAction = EVENT_DO_FACING;
}
private:
bool _isSearching;
uint8 _nextAction;
uint32 _timer;
ObjectGuid _target;
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_train_wreckerAI(creature);
}
};
void AddSC_npcs_special()
{
new npc_air_force_bots();
@@ -2472,4 +2596,5 @@ void AddSC_npcs_special()
new npc_spring_rabbit();
new npc_imp_in_a_ball();
new npc_stable_master();
new npc_train_wrecker();
}