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Quest/Script: Conversion of Bristlelimb Cage/Stillpine Captive cpp to SAI
Closes #19868
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@@ -718,128 +718,6 @@ public:
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}
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};
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/*########
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## Quest: The Prophecy of Akida
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########*/
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enum BristlelimbCage
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{
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QUEST_THE_PROPHECY_OF_AKIDA = 9544,
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NPC_STILLPINE_CAPITIVE = 17375,
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GO_BRISTELIMB_CAGE = 181714,
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CAPITIVE_SAY = 0,
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POINT_INIT = 1,
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EVENT_DESPAWN = 1,
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};
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class npc_stillpine_capitive : public CreatureScript
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{
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public:
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npc_stillpine_capitive() : CreatureScript("npc_stillpine_capitive") { }
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struct npc_stillpine_capitiveAI : public ScriptedAI
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{
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npc_stillpine_capitiveAI(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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_playerGUID.Clear();
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_movementComplete = false;
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}
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void Reset() override
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{
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if (GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f))
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{
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cage->SetLootState(GO_JUST_DEACTIVATED);
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cage->SetGoState(GO_STATE_READY);
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}
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_events.Reset();
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Initialize();
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}
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void StartMoving(Player* owner)
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{
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if (owner)
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{
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Talk(CAPITIVE_SAY, owner);
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_playerGUID = owner->GetGUID();
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}
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Position pos = me->GetNearPosition(3.0f, 0.0f);
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me->GetMotionMaster()->MovePoint(POINT_INIT, pos);
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}
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void MovementInform(uint32 type, uint32 id) override
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{
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if (type != POINT_MOTION_TYPE || id != POINT_INIT)
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return;
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if (Player* _player = ObjectAccessor::GetPlayer(*me, _playerGUID))
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_player->KilledMonsterCredit(me->GetEntry(), me->GetGUID());
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_movementComplete = true;
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_events.ScheduleEvent(EVENT_DESPAWN, 3500);
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}
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void UpdateAI(uint32 diff) override
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{
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if (!_movementComplete)
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return;
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_events.Update(diff);
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if (_events.ExecuteEvent() == EVENT_DESPAWN)
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me->DespawnOrUnsummon();
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}
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private:
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ObjectGuid _playerGUID;
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EventMap _events;
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bool _movementComplete;
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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_stillpine_capitiveAI(creature);
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}
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};
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class go_bristlelimb_cage : public GameObjectScript
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{
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public:
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go_bristlelimb_cage() : GameObjectScript("go_bristlelimb_cage") { }
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struct go_bristlelimb_cageAI : public GameObjectAI
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{
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go_bristlelimb_cageAI(GameObject* go) : GameObjectAI(go) { }
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bool GossipHello(Player* player) override
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{
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me->SetGoState(GO_STATE_READY);
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if (player->GetQuestStatus(QUEST_THE_PROPHECY_OF_AKIDA) == QUEST_STATUS_INCOMPLETE)
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{
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if (Creature* capitive = me->FindNearestCreature(NPC_STILLPINE_CAPITIVE, 5.0f, true))
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{
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me->ResetDoorOrButton();
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ENSURE_AI(npc_stillpine_capitive::npc_stillpine_capitiveAI, capitive->AI())->StartMoving(player);
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return false;
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}
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}
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return true;
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}
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};
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GameObjectAI* GetAI(GameObject* go) const override
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{
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return new go_bristlelimb_cageAI(go);
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}
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};
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void AddSC_azuremyst_isle()
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{
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new npc_draenei_survivor();
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@@ -849,6 +727,4 @@ void AddSC_azuremyst_isle()
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new npc_geezle();
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new npc_death_ravager();
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new go_ravager_cage();
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new npc_stillpine_capitive();
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new go_bristlelimb_cage();
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}
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