Scripts/Azuremyst Isle: Fix The Prophecy of Akida.

- Issues with gameobject resetting resolved.
- Will now move more blizz-like.

There are more cage release quests smiliar to this witch could probably be generalized.
This commit is contained in:
kaelima
2011-06-02 15:03:46 +02:00
parent 508f14fa6c
commit 843d4288f8
+77 -44
View File
@@ -660,70 +660,103 @@ enum BristlelimbCage
QUEST_THE_PROPHECY_OF_AKIDA = 9544,
NPC_STILLPINE_CAPITIVE = 17375,
GO_BRISTELIMB_CAGE = 181714,
CAPITIVE_SAY_1 = -1000474,
CAPITIVE_SAY_2 = -1000475,
CAPITIVE_SAY_3 = -1000476
CAPITIVE_SAY_3 = -1000476,
POINT_INIT = 1,
EVENT_DESPAWN = 1,
};
class npc_stillpine_capitive : public CreatureScript
{
public:
npc_stillpine_capitive() : CreatureScript("npc_stillpine_capitive") { }
public:
npc_stillpine_capitive() : CreatureScript("npc_stillpine_capitive") { }
struct npc_stillpine_capitiveAI : public ScriptedAI
{
npc_stillpine_capitiveAI(Creature *c) : ScriptedAI(c){}
uint32 FleeTimer;
void Reset()
struct npc_stillpine_capitiveAI : public ScriptedAI
{
FleeTimer = 0;
GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f);
if(cage)
cage->ResetDoorOrButton();
}
void UpdateAI(const uint32 diff)
{
if(FleeTimer)
npc_stillpine_capitiveAI(Creature* creature) : ScriptedAI(creature)
{
if(FleeTimer <= diff)
me->DespawnOrUnsummon();
else FleeTimer -= diff;
if (GameObject* cage = me->FindNearestGameObject(GO_BRISTELIMB_CAGE, 5.0f))
cage->UseDoorOrButton(); // This may seem strange but is actually closing door.
}
void Reset()
{
_events.Reset();
_player = NULL;
_movementComplete = false;
}
void StartMoving(Player* owner)
{
if (owner)
{
DoScriptText(RAND(CAPITIVE_SAY_1, CAPITIVE_SAY_2, CAPITIVE_SAY_3), me, owner);
_player = owner;
}
Position pos;
me->GetNearPosition(pos, 3.5f, 0.0f);
me->GetMotionMaster()->MovePoint(POINT_INIT, pos);
}
void MovementInform(uint32 type, uint32 id)
{
if (type != POINT_MOTION_TYPE || id != POINT_INIT)
return;
if (_player)
_player->KilledMonsterCredit(me->GetEntry(), me->GetGUID());
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
_movementComplete = true;
_events.ScheduleEvent(EVENT_DESPAWN, 3500);
}
void UpdateAI(uint32 const diff)
{
if (!_movementComplete)
return;
_events.Update(diff);
if (_events.ExecuteEvent() == EVENT_DESPAWN)
me->DespawnOrUnsummon();
}
private:
Player* _player;
EventMap _events;
bool _movementComplete;
};
CreatureAI* GetAI(Creature* creature) const
{
return new npc_stillpine_capitiveAI(creature);
}
};
CreatureAI* GetAI(Creature* pCreature) const
{
return new npc_stillpine_capitiveAI(pCreature);
}
};
class go_bristlelimb_cage : public GameObjectScript
{
public:
go_bristlelimb_cage() : GameObjectScript("go_bristlelimb_cage") { }
public:
go_bristlelimb_cage() : GameObjectScript("go_bristlelimb_cage") { }
bool OnGossipHello(Player* pPlayer, GameObject* pGo)
{
if(pPlayer->GetQuestStatus(QUEST_THE_PROPHECY_OF_AKIDA) == QUEST_STATUS_INCOMPLETE)
bool OnGossipHello(Player* player, GameObject* go)
{
Creature* pCreature = pGo->FindNearestCreature(NPC_STILLPINE_CAPITIVE, 5.0f, true);
if(pCreature)
if (player->GetQuestStatus(QUEST_THE_PROPHECY_OF_AKIDA) == QUEST_STATUS_INCOMPLETE)
{
DoScriptText(RAND(CAPITIVE_SAY_1, CAPITIVE_SAY_2, CAPITIVE_SAY_3), pCreature, pPlayer);
pCreature->GetMotionMaster()->MoveFleeing(pPlayer, 3500);
pPlayer->KilledMonsterCredit(pCreature->GetEntry(), pCreature->GetGUID());
CAST_AI(npc_stillpine_capitive::npc_stillpine_capitiveAI, pCreature->AI())->FleeTimer = 3500;
return false;
if (Creature* capitive = go->FindNearestCreature(NPC_STILLPINE_CAPITIVE, 5.0f, true))
{
go->ResetDoorOrButton();
CAST_AI(npc_stillpine_capitive::npc_stillpine_capitiveAI, capitive->AI())->StartMoving(player);
return false;
}
}
return true;
}
return true;
}
};
void AddSC_azuremyst_isle()