DB/Quest: With a little help from my friends

Closes #24639
This commit is contained in:
dr-j
2020-05-20 23:20:37 +02:00
committed by Killyana
parent cc5bea023a
commit e80b66fd52
2 changed files with 64 additions and 204 deletions

View File

@@ -24,7 +24,6 @@ EndScriptData */
/* ContentData
npc_a-me
npc_ringo
EndContentData */
#include "ScriptMgr.h"
@@ -147,211 +146,8 @@ public:
}
};
/*####
# npc_ringo
####*/
enum Ringo
{
SAY_RIN_START = 0,
SAY_FAINT = 1,
SAY_WAKE = 2,
SAY_RIN_END_1 = 3,
SAY_SPR_END_2 = 0,
SAY_RIN_END_3 = 4,
EMOTE_RIN_END_4 = 5,
EMOTE_RIN_END_5 = 6,
SAY_RIN_END_6 = 7,
SAY_SPR_END_7 = 1,
EMOTE_RIN_END_8 = 8,
SPELL_REVIVE_RINGO = 15591,
QUEST_A_LITTLE_HELP = 4491,
NPC_SPRAGGLE = 9997
};
class npc_ringo : public CreatureScript
{
public:
npc_ringo() : CreatureScript("npc_ringo") { }
struct npc_ringoAI : public FollowerAI
{
npc_ringoAI(Creature* creature) : FollowerAI(creature)
{
Initialize();
}
void Initialize()
{
FaintTimer = urand(30000, 60000);
EndEventProgress = 0;
EndEventTimer = 1000;
SpraggleGUID.Clear();
}
uint32 FaintTimer;
uint32 EndEventProgress;
uint32 EndEventTimer;
ObjectGuid SpraggleGUID;
void Reset() override
{
Initialize();
}
void MoveInLineOfSight(Unit* who) override
{
FollowerAI::MoveInLineOfSight(who);
if (!me->GetVictim() && !HasFollowState(STATE_FOLLOW_COMPLETE) && who->GetEntry() == NPC_SPRAGGLE)
{
if (me->IsWithinDistInMap(who, INTERACTION_DISTANCE))
{
if (Player* player = GetLeaderForFollower())
{
if (player->GetQuestStatus(QUEST_A_LITTLE_HELP) == QUEST_STATUS_INCOMPLETE)
player->GroupEventHappens(QUEST_A_LITTLE_HELP, me);
}
SpraggleGUID = who->GetGUID();
SetFollowComplete(true);
}
}
}
void SpellHit(Unit* /*pCaster*/, SpellInfo const* pSpell) override
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS | STATE_FOLLOW_PAUSED) && pSpell->Id == SPELL_REVIVE_RINGO)
ClearFaint();
}
void SetFaint()
{
if (!HasFollowState(STATE_FOLLOW_POSTEVENT))
{
SetFollowPaused(true);
Talk(SAY_FAINT);
}
//what does actually happen here? Emote? Aura?
me->SetStandState(UNIT_STAND_STATE_SLEEP);
}
void ClearFaint()
{
me->SetStandState(UNIT_STAND_STATE_STAND);
if (HasFollowState(STATE_FOLLOW_POSTEVENT))
return;
Talk(SAY_WAKE);
SetFollowPaused(false);
}
void UpdateFollowerAI(uint32 Diff) override
{
if (!UpdateVictim())
{
if (HasFollowState(STATE_FOLLOW_POSTEVENT))
{
if (EndEventTimer <= Diff)
{
Creature* spraggle = ObjectAccessor::GetCreature(*me, SpraggleGUID);
if (!spraggle || !spraggle->IsAlive())
{
SetFollowComplete();
return;
}
switch (EndEventProgress)
{
case 1:
Talk(SAY_RIN_END_1);
EndEventTimer = 3000;
break;
case 2:
spraggle->AI()->Talk(SAY_SPR_END_2);
EndEventTimer = 5000;
break;
case 3:
Talk(SAY_RIN_END_3);
EndEventTimer = 1000;
break;
case 4:
Talk(EMOTE_RIN_END_4);
SetFaint();
EndEventTimer = 9000;
break;
case 5:
Talk(EMOTE_RIN_END_5);
ClearFaint();
EndEventTimer = 1000;
break;
case 6:
Talk(SAY_RIN_END_6);
EndEventTimer = 3000;
break;
case 7:
spraggle->AI()->Talk(SAY_SPR_END_7);
EndEventTimer = 10000;
break;
case 8:
Talk(EMOTE_RIN_END_8);
EndEventTimer = 5000;
break;
case 9:
SetFollowComplete();
break;
}
++EndEventProgress;
}
else
EndEventTimer -= Diff;
}
else if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !HasFollowState(STATE_FOLLOW_PAUSED))
{
if (FaintTimer <= Diff)
{
SetFaint();
FaintTimer = urand(60000, 120000);
}
else
FaintTimer -= Diff;
}
return;
}
DoMeleeAttackIfReady();
}
void QuestAccept(Player* player, Quest const* quest) override
{
if (quest->GetQuestId() == QUEST_A_LITTLE_HELP)
{
me->SetStandState(UNIT_STAND_STATE_STAND);
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, QUEST_A_LITTLE_HELP);
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ringoAI(creature);
}
};
void AddSC_ungoro_crater()
{
new npc_ame();
new npc_ringo();
}