Quest/Script: Conversion of Bristlelimb Cage/Stillpine Captive cpp to SAI

Closes #19868
This commit is contained in:
dr-j
2017-10-31 20:24:56 +01:00
committed by Killyana
parent 5d73252479
commit 3bb5f17ff5
2 changed files with 18 additions and 124 deletions

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@@ -0,0 +1,18 @@
--
UPDATE `creature_template` SET `AIName`= 'SmartAI',`ScriptName`='' WHERE `entry`=17375;
UPDATE `gameobject_template` SET `AIName`='SmartGameObjectAI', `ScriptName`='' WHERE `entry`=181714;
DELETE FROM `smart_scripts` WHERE `entryorguid` =181714 AND `source_type`=1;
DELETE FROM `smart_scripts` WHERE `entryorguid` =17375 AND `source_type`=0;
DELETE FROM `smart_scripts` WHERE `entryorguid` IN (18171400,1737500) AND `source_type`=9;
INSERT INTO `smart_scripts` (`entryorguid`, `source_type`, `id`, `link`, `event_type`, `event_phase_mask`, `event_chance`, `event_flags`, `event_param1`, `event_param2`, `event_param3`, `event_param4`, `action_type`, `action_param1`, `action_param2`, `action_param3`, `action_param4`, `action_param5`, `action_param6`, `target_type`, `target_param1`, `target_param2`, `target_param3`, `target_x`, `target_y`, `target_z`, `target_o`, `comment`) VALUES
(181714, 1, 0 ,0,70, 0, 100, 0, 2, 0, 0,0,80,18171400,0,0,0,0,0,1,0,0,0,0, 0, 0, 0, 'Bristlelimb Cage - On State Changed - Run Script'),
(181714, 1, 1 ,0,38, 0, 100, 0, 1, 1, 0,0,32,0,0,0,0,0,0,1,0,0,0,0, 0, 0, 0, 'Bristlelimb Cage - On Data Set - Reset GO'),
(17375, 0, 0 ,0,38, 0, 100, 0, 1, 1, 0,0,80,1737500,2,0,0,0,0,1,0,0,0,0, 0, 0, 0, 'Stillpine Captive - On Data Set - Run Script'),
(17375, 0, 1 ,0,11, 0, 100, 0, 0, 0, 0,0,45,1,1,0,0,0,0,20,181714,5,0,0, 0, 0, 0, 'Stillpine Captive - ON respawn - Set data'),
(1737500, 9, 0 ,0,0, 0, 100, 0, 1000, 1000, 0,0,1,0,0,0,0,0,0,12,1,0,0,0, 0, 0, 0, 'Stillpine Captive - On Script - Say'),
(1737500, 9, 1 ,0,0, 0, 100, 0, 0, 0, 0,0,33,17375,0,0,0,0,0,12,1,0,0,0, 0, 0, 0, 'Stillpine Captive - On Script - Kill Credit'),
(1737500, 9, 2 ,0,0, 0, 100, 0, 4000, 4000, 0,0,114,0,0,0,0,0,0,1,0,0,0,0, 30, 0, 0, 'Stillpine Captive - On Script - Move Foward'),
(1737500, 9, 3 ,0,0, 0, 100, 0, 4000, 4000, 0,0,41,0,0,0,0,0,0,1,0,0,0,0, 0, 0, 0, 'Stillpine Captive - On Script - Despawn after 5 seconds'),
(18171400, 9, 0 ,0, 0, 0, 100, 0, 0, 0, 0,0,64,1,0,0,0,0,0,7,0,0,0,0, 0, 0, 0, 'Bristlelimb Cage - On State Changed - Store Targetlist'),
(18171400, 9, 1 ,0, 0, 0, 100, 0, 0, 0, 0,0,100,1,0,0,0,0,0,19,17375,5,0,0, 0, 0, 0, 'Bristlelimb Cage - Script - Send Targetlist'),
(18171400, 9, 2 ,0, 0, 0, 100, 0, 0, 0, 0,0,45,1,1,0,0,0,0,19,17375,5,0,0, 0, 0, 0, 'Bristlelimb Cage - Script - Set Data');

View File

@@ -718,128 +718,6 @@ public:
}
};
/*########
## Quest: The Prophecy of Akida
########*/
enum BristlelimbCage
{
QUEST_THE_PROPHECY_OF_AKIDA = 9544,
NPC_STILLPINE_CAPITIVE = 17375,
GO_BRISTELIMB_CAGE = 181714,
CAPITIVE_SAY = 0,
POINT_INIT = 1,
EVENT_DESPAWN = 1,
};
class npc_stillpine_capitive : public CreatureScript
{
public:
npc_stillpine_capitive() : CreatureScript("npc_stillpine_capitive") { }
struct npc_stillpine_capitiveAI : public ScriptedAI
{
npc_stillpine_capitiveAI(Creature* creature) : ScriptedAI(creature)
{
Initialize();
}
void Initialize()
{
_playerGUID.Clear();
_movementComplete = false;
}
void Reset() override
{
if (GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f))
{
cage->SetLootState(GO_JUST_DEACTIVATED);
cage->SetGoState(GO_STATE_READY);
}
_events.Reset();
Initialize();
}
void StartMoving(Player* owner)
{
if (owner)
{
Talk(CAPITIVE_SAY, owner);
_playerGUID = owner->GetGUID();
}
Position pos = me->GetNearPosition(3.0f, 0.0f);
me->GetMotionMaster()->MovePoint(POINT_INIT, pos);
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != POINT_INIT)
return;
if (Player* _player = ObjectAccessor::GetPlayer(*me, _playerGUID))
_player->KilledMonsterCredit(me->GetEntry(), me->GetGUID());
_movementComplete = true;
_events.ScheduleEvent(EVENT_DESPAWN, 3500);
}
void UpdateAI(uint32 diff) override
{
if (!_movementComplete)
return;
_events.Update(diff);
if (_events.ExecuteEvent() == EVENT_DESPAWN)
me->DespawnOrUnsummon();
}
private:
ObjectGuid _playerGUID;
EventMap _events;
bool _movementComplete;
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_stillpine_capitiveAI(creature);
}
};
class go_bristlelimb_cage : public GameObjectScript
{
public:
go_bristlelimb_cage() : GameObjectScript("go_bristlelimb_cage") { }
struct go_bristlelimb_cageAI : public GameObjectAI
{
go_bristlelimb_cageAI(GameObject* go) : GameObjectAI(go) { }
bool GossipHello(Player* player) override
{
me->SetGoState(GO_STATE_READY);
if (player->GetQuestStatus(QUEST_THE_PROPHECY_OF_AKIDA) == QUEST_STATUS_INCOMPLETE)
{
if (Creature* capitive = me->FindNearestCreature(NPC_STILLPINE_CAPITIVE, 5.0f, true))
{
me->ResetDoorOrButton();
ENSURE_AI(npc_stillpine_capitive::npc_stillpine_capitiveAI, capitive->AI())->StartMoving(player);
return false;
}
}
return true;
}
};
GameObjectAI* GetAI(GameObject* go) const override
{
return new go_bristlelimb_cageAI(go);
}
};
void AddSC_azuremyst_isle()
{
new npc_draenei_survivor();
@@ -849,6 +727,4 @@ void AddSC_azuremyst_isle()
new npc_geezle();
new npc_death_ravager();
new go_ravager_cage();
new npc_stillpine_capitive();
new go_bristlelimb_cage();
}