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Script/Quest: A Cry For Help: (#18026)
- Add missing dialogue from Cowlen. - Timers and emotes.
This commit is contained in:
@@ -330,7 +330,14 @@ enum Magwin
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SAY_END1 = 3,
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SAY_END2 = 4,
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EMOTE_HUG = 5,
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QUEST_A_CRY_FOR_SAY_HELP = 9528,
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NPC_COWLEN = 17311,
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SAY_COWLEN = 0,
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EVENT_ACCEPT_QUEST = 1,
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EVENT_START_ESCORT = 2,
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EVENT_STAND = 3,
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EVENT_TALK_END = 4,
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EVENT_COWLEN_TALK = 5,
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QUEST_A_CRY_FOR_HELP = 9528,
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FACTION_QUEST = 113
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};
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@@ -343,7 +350,10 @@ public:
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{
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npc_magwinAI(Creature* creature) : npc_escortAI(creature) { }
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void Reset() override { }
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void Reset() override
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{
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_events.Reset();
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}
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void EnterCombat(Unit* who) override
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{
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@@ -352,10 +362,10 @@ public:
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void sQuestAccept(Player* player, Quest const* quest) override
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{
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if (quest->GetQuestId() == QUEST_A_CRY_FOR_SAY_HELP)
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if (quest->GetQuestId() == QUEST_A_CRY_FOR_HELP)
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{
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me->setFaction(FACTION_QUEST);
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npc_escortAI::Start(true, false, player->GetGUID());
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_player = player->GetGUID();
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_events.ScheduleEvent(EVENT_ACCEPT_QUEST, Seconds(2));
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}
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}
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@@ -365,23 +375,63 @@ public:
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{
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switch (waypointId)
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{
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case 0:
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Talk(SAY_START, player);
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break;
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case 17:
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Talk(SAY_PROGRESS, player);
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break;
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case 28:
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Talk(SAY_END1, player);
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player->GroupEventHappens(QUEST_A_CRY_FOR_HELP, me);
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_events.ScheduleEvent(EVENT_TALK_END, Seconds(2));
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SetRun(true);
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break;
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case 29:
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Talk(EMOTE_HUG, player);
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if (Creature* cowlen = me->FindNearestCreature(NPC_COWLEN, 50.0f, true))
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Talk(EMOTE_HUG, cowlen);
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Talk(SAY_END2, player);
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player->GroupEventHappens(QUEST_A_CRY_FOR_SAY_HELP, me);
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break;
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}
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}
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}
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void UpdateEscortAI(uint32 diff) override
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{
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_events.Update(diff);
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if (uint32 eventId = _events.ExecuteEvent())
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{
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switch (eventId)
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{
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case EVENT_ACCEPT_QUEST:
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if (Player* player = ObjectAccessor::GetPlayer(*me, _player))
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Talk(SAY_START, player);
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me->setFaction(FACTION_QUEST);
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_events.ScheduleEvent(EVENT_START_ESCORT, Seconds(1));
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break;
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case EVENT_START_ESCORT:
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if (Player* player = ObjectAccessor::GetPlayer(*me, _player))
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npc_escortAI::Start(true, false, player->GetGUID());
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_events.ScheduleEvent(EVENT_STAND, Seconds(2));
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break;
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case EVENT_STAND: // Remove kneel standstate. Using a separate delayed event because it causes unwanted delay before starting waypoint movement.
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me->SetByteValue(UNIT_FIELD_BYTES_1, 0, 0);
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break;
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case EVENT_TALK_END:
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if (Player* player = ObjectAccessor::GetPlayer(*me, _player))
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Talk(SAY_END1, player);
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_events.ScheduleEvent(EVENT_COWLEN_TALK, Seconds(2));
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break;
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case EVENT_COWLEN_TALK:
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if (Creature* cowlen = me->FindNearestCreature(NPC_COWLEN, 50.0f, true))
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cowlen->AI()->Talk(SAY_COWLEN);
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break;
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}
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}
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npc_escortAI::UpdateEscortAI(diff);
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}
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private:
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EventMap _events;
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ObjectGuid _player;
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};
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CreatureAI* GetAI(Creature* creature) const override
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