/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "CreatureScript.h" #include "ObjectGuid.h" #include "Player.h" #include "ScriptedCreature.h" #include "ScriptedEscortAI.h" /*###### ## npc_ranger_lilatha ######*/ enum RangerLilatha { SAY_START = 0, SAY_PROGRESS1 = 1, SAY_PROGRESS2 = 2, SAY_PROGRESS3 = 3, SAY_END1 = 4, SAY_END2 = 5, SAY_CAPTAIN_ANSWER = 0, QUEST_ESCAPE_FROM_THE_CATACOMBS = 9212, GO_CAGE = 181152, NPC_CAPTAIN_HELIOS = 16220, NPC_MUMMIFIED_HEADHUNTER = 16342, NPC_SHADOWPINE_ORACLE = 16343 }; struct npc_ranger_lilatha : public npc_escortAI { npc_ranger_lilatha(Creature* creature) : npc_escortAI(creature) { } void WaypointReached(uint32 waypointId) override { Player* player = GetPlayerForEscort(); if (!player) return; switch (waypointId) { case 0: me->SetUInt32Value(UNIT_FIELD_BYTES_1, UNIT_STAND_STATE_STAND); if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20.0f)) Cage->SetGoState(GO_STATE_ACTIVE); Talk(SAY_START, player); break; case 5: Talk(SAY_PROGRESS1, player); break; case 11: Talk(SAY_PROGRESS2, player); me->SetFacingTo(4.762841f); break; case 18: { Talk(SAY_PROGRESS3, player); Creature* Summ1 = me->SummonCreature(NPC_MUMMIFIED_HEADHUNTER, 7627.083984f, -7532.538086f, 152.128616f, 1.082733f, TEMPSUMMON_DEAD_DESPAWN, 0); Creature* Summ2 = me->SummonCreature(NPC_SHADOWPINE_ORACLE, 7620.432129f, -7532.550293f, 152.454865f, 0.827478f, TEMPSUMMON_DEAD_DESPAWN, 0); if (Summ1 && Summ2) { Summ1->Attack(me, true); Summ2->Attack(player, true); } AttackStart(Summ1); } break; case 19: me->SetWalk(false); break; case 25: me->SetWalk(true); break; case 30: player->GroupEventHappens(QUEST_ESCAPE_FROM_THE_CATACOMBS, me); break; case 32: me->SetFacingTo(2.978281f); Talk(SAY_END1, player); break; case 33: me->SetFacingTo(5.858011f); Talk(SAY_END2, player); Creature* CaptainHelios = me->FindNearestCreature(NPC_CAPTAIN_HELIOS, 50.0f); if (CaptainHelios) CaptainHelios->AI()->Talk(SAY_CAPTAIN_ANSWER, player); break; } } void Reset() override { if (GameObject* Cage = me->FindNearestGameObject(GO_CAGE, 20.0f)) Cage->SetGoState(GO_STATE_READY); } void sQuestAccept(Player* player, Quest const* quest) override { if (quest->GetQuestId() == QUEST_ESCAPE_FROM_THE_CATACOMBS) { me->SetFaction(FACTION_ESCORTEE_N_NEUTRAL_PASSIVE); npc_escortAI::Start(true, false, player->GetGUID()); } } }; /*###### ## npc_sentinel_leader ######*/ enum SentinelLeader { EVENT_QUESTION = 1, EVENT_TALK = 2, EVENT_SINISTER_STRIKE = 3, EVENT_BACKSTAB = 4, NPC_SENTINEL_SPY = 16330, SPELL_SINISTER_STRIKE = 14873, SPELL_BACKSTAB = 7159 }; struct npc_sentinel_leader : public ScriptedAI { npc_sentinel_leader(Creature* creature) : ScriptedAI(creature) {} void Reset() override { _helpCalled = false; } void MovementInform(uint32 type, uint32 id) override { if (type == WAYPOINT_MOTION_TYPE) { switch (id) { case 1: case 4: case 7: case 8: case 13: case 14: case 17: Creature* SentinelSpy = me->FindNearestCreature(NPC_SENTINEL_SPY, 2.0f, true); if (SentinelSpy) { me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); SentinelSpy->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); _events.ScheduleEvent(EVENT_QUESTION, 5s); } break; } } } void JustEngagedWith(Unit* /*who*/) override { _events.ScheduleEvent(EVENT_SINISTER_STRIKE, 5s, 9s); _events.ScheduleEvent(EVENT_BACKSTAB, 3s, 5s); } void UpdateAI(uint32 diff) override { _events.Update(diff); if (!UpdateVictim()) { while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_QUESTION: { me->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION); _events.ScheduleEvent(EVENT_TALK, 1s); break; } case EVENT_TALK: { Creature* SentinelSpy = me->FindNearestCreature(NPC_SENTINEL_SPY, 2.0f, true); if (SentinelSpy) { SentinelSpy->HandleEmoteCommand(EMOTE_ONESHOT_TALK); } break; } default: break; } } return; } while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_SINISTER_STRIKE: DoCastVictim(SPELL_SINISTER_STRIKE, true); _events.ScheduleEvent(EVENT_SINISTER_STRIKE, 5s, 9s); break; case EVENT_BACKSTAB: DoCastVictim(SPELL_BACKSTAB, true); _events.ScheduleEvent(EVENT_BACKSTAB, 7s, 11s); break; default: break; } } if (me->HealthBelowPct(15) && !_helpCalled) { _helpCalled = true; me->CallForHelp(20.0f); } DoMeleeAttackIfReady(); } private: EventMap _events; bool _helpCalled; }; /*###### ## npc_sentinel_infiltrator ######*/ enum SentinelInfiltrator { EMOTE_FLEE = 0, EVENT_TALK2 = 1, EVENT_QUESTION2 = 2, EVENT_EXCLAMATION = 3, EVENT_SALUTE = 4, EVENT_GOUGE2 = 5, EVENT_BACKSTAB2 = 6, NPC_SENTINEL_INFILTRATOR = 16333, PATH_ONE = 841030, PATH_TWO = 859400, SPELL_GOUGE = 12540 }; struct npc_sentinel_infiltrator : public ScriptedAI { npc_sentinel_infiltrator(Creature* creature) : ScriptedAI(creature) { Initialize(); } void Initialize() { _path = me->GetWaypointPath(); } void Reset() override { _fleedForAssistance = false; } void MovementInform(uint32 type, uint32 id) override { if (type == WAYPOINT_MOTION_TYPE) { switch (_path) { case PATH_ONE: switch (id) { case 5: case 8: case 14: case 18: Creature* SentinelInfiltrator = me->FindNearestCreature(NPC_SENTINEL_INFILTRATOR, 3.5f, true); if (SentinelInfiltrator) { me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); SentinelInfiltrator->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); _events.ScheduleEvent(EVENT_TALK2, 2s); } break; } break; case PATH_TWO: switch (id) { case 5: case 7: case 14: case 17: Creature* SentinelInfiltrator = me->FindNearestCreature(NPC_SENTINEL_INFILTRATOR, 3.5f, true); if (SentinelInfiltrator) { me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); SentinelInfiltrator->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); _events.ScheduleEvent(EVENT_TALK, 2s); } break; } break; } } } void JustEngagedWith(Unit* /*who*/) override { _events.ScheduleEvent(EVENT_GOUGE2, 9s, 15s); _events.ScheduleEvent(EVENT_BACKSTAB2, 3s, 5s); } void UpdateAI(uint32 diff) override { _events.Update(diff); if (!UpdateVictim()) { while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_TALK2: { Creature* SentinelInfiltrator = me->FindNearestCreature(NPC_SENTINEL_INFILTRATOR, 3.5f, true); if (SentinelInfiltrator) { SentinelInfiltrator->HandleEmoteCommand(EMOTE_ONESHOT_TALK); } _events.ScheduleEvent(EVENT_QUESTION, 2s); break; } case EVENT_QUESTION2: { me->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION); _events.ScheduleEvent(EVENT_EXCLAMATION, 1s); break; } case EVENT_EXCLAMATION: { Creature* SentinelInfiltrator = me->FindNearestCreature(NPC_SENTINEL_INFILTRATOR, 3.5f, true); if (SentinelInfiltrator) { SentinelInfiltrator->HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION); } _events.ScheduleEvent(EVENT_SALUTE, 3s); break; } case EVENT_SALUTE: { Creature* SentinelInfiltrator = me->FindNearestCreature(NPC_SENTINEL_INFILTRATOR, 3.5f, true); if (SentinelInfiltrator) { me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); SentinelInfiltrator->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break; } } default: break; } } return; } while (uint32 eventId = _events.ExecuteEvent()) { switch (eventId) { case EVENT_GOUGE2: DoCastVictim(SPELL_GOUGE, true); _events.ScheduleEvent(EVENT_GOUGE2, 9s, 15s); break; case EVENT_BACKSTAB2: DoCastVictim(SPELL_BACKSTAB, true); _events.ScheduleEvent(EVENT_BACKSTAB, 7s, 11s); break; default: break; } } if (me->HealthBelowPct(15) && !_fleedForAssistance) { _fleedForAssistance = true; me->DoFleeToGetAssistance(); Talk(EMOTE_FLEE); } DoMeleeAttackIfReady(); } private: EventMap _events; bool _fleedForAssistance; int32 _path; }; void AddSC_ghostlands() { RegisterCreatureAI(npc_ranger_lilatha); RegisterCreatureAI(npc_sentinel_leader); RegisterCreatureAI(npc_sentinel_infiltrator); }