new aqwar scripts

new aqwar scripts, rename npc aq script

re-order them according to time line.
This commit is contained in:
Grimfeather
2025-05-09 12:49:06 +02:00
committed by GitHub
parent daa3eb845e
commit 9ed6d8d301

View File

@@ -1,91 +1,14 @@
#include "IndividualProgression.h"
class gobject_ipp_wotlk : public GameObjectScript
class gobject_ipp_preaq : public GameObjectScript
{
public:
gobject_ipp_wotlk() : GameObjectScript("gobject_ipp_wotlk") { }
gobject_ipp_preaq() : GameObjectScript("gobject_ipp_preaq") { }
struct gobject_ipp_wotlkAI: GameObjectAI
struct gobject_ipp_preaqAI: GameObjectAI
{
explicit gobject_ipp_wotlkAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_TBC_TIER_5);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_wotlkAI(object);
}
};
class gobject_ipp_tbc : public GameObjectScript
{
public:
gobject_ipp_tbc() : GameObjectScript("gobject_ipp_tbc") { }
struct gobject_ipp_tbcAI: GameObjectAI
{
explicit gobject_ipp_tbcAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_tbcAI(object);
}
};
class npc_ipp_tbc : public CreatureScript
{
public:
npc_ipp_tbc() : CreatureScript("npc_ipp_tbc") { }
struct npc_ipp_tbcAI: ScriptedAI
{
explicit npc_ipp_tbcAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbcAI(creature);
}
};
class gobject_ipp_aq : public GameObjectScript
{
public:
gobject_ipp_aq() : GameObjectScript("gobject_ipp_aq") { }
struct gobject_ipp_aqAI: GameObjectAI
{
explicit gobject_ipp_aqAI(GameObject* object) : GameObjectAI(object) { };
explicit gobject_ipp_preaqAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
@@ -100,33 +23,7 @@ public:
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_aqAI(object);
}
};
class gobject_ipp_naxx40 : public GameObjectScript
{
public:
gobject_ipp_naxx40() : GameObjectScript("gobject_ipp_naxx40") { }
struct gobject_ipp_naxx40AI: GameObjectAI
{
explicit gobject_ipp_naxx40AI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_naxx40AI(object);
return new gobject_ipp_preaqAI(object);
}
};
@@ -165,6 +62,293 @@ public:
}
};
class gobject_ipp_aqwar : public GameObjectScript
{
public:
gobject_ipp_aqwar() : GameObjectScript("gobject_ipp_aqwar") { }
struct gobject_ipp_weAI: GameObjectAI
{
explicit gobject_ipp_aqwarAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_AQ);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_PRE_AQ);
}
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_aqwarAI(object);
}
};
class gobject_ipp_naxx40 : public GameObjectScript
{
public:
gobject_ipp_naxx40() : GameObjectScript("gobject_ipp_naxx40") { }
struct gobject_ipp_naxx40AI: GameObjectAI
{
explicit gobject_ipp_naxx40AI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_naxx40AI(object);
}
};
class gobject_ipp_tbc : public GameObjectScript
{
public:
gobject_ipp_tbc() : GameObjectScript("gobject_ipp_tbc") { }
struct gobject_ipp_tbcAI: GameObjectAI
{
explicit gobject_ipp_tbcAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_tbcAI(object);
}
};
class gobject_ipp_wotlk : public GameObjectScript
{
public:
gobject_ipp_wotlk() : GameObjectScript("gobject_ipp_wotlk") { }
struct gobject_ipp_wotlkAI: GameObjectAI
{
explicit gobject_ipp_wotlkAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_TBC_TIER_5);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_wotlkAI(object);
}
};
class npc_ipp_preaq : public CreatureScript
{
public:
npc_ipp_preaq() : CreatureScript("npc_ipp_preaq") { }
struct npc_ipp_preaqAI: ScriptedAI
{
explicit npc_ipp_preaqAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_preaqAI(creature);
}
};
class npc_ipp_we : public CreatureScript
{
public:
npc_ipp_we() : CreatureScript("npc_ipp_we") { }
struct npc_ipp_weAI: ScriptedAI
{
explicit npc_ipp_weAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_PRE_AQ))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_PRE_AQ);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_weAI(creature);
}
};
class npc_ipp_aqwar : public CreatureScript
{
public:
npc_ipp_we() : CreatureScript("npc_ipp_aqwar") { }
struct npc_ipp_aqwarAI: ScriptedAI
{
explicit npc_ipp_aqwarAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_AQ);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_PRE_AQ);
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_aqwarAI(creature);
}
};
class npc_ipp_naxx40 : public CreatureScript
{
public:
npc_ipp_naxx40() : CreatureScript("npc_ipp_naxx40") { }
struct npc_ipp_naxx40AI: ScriptedAI
{
explicit npc_ipp_naxx40AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_naxx40AI(creature);
}
};
class npc_ipp_tbc : public CreatureScript
{
public:
npc_ipp_tbc() : CreatureScript("npc_ipp_tbc") { }
struct npc_ipp_tbcAI: ScriptedAI
{
explicit npc_ipp_tbcAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbcAI(creature);
}
};
class npc_ipp_tbc_pre_t4 : public CreatureScript
{
public:
npc_ipp_tbc_pre_t4() : CreatureScript("npc_ipp_tbc_pre_t4") { }
struct npc_ipp_tbc_pre_t4AI: ScriptedAI
{
explicit npc_ipp_tbc_pre_t4AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->isBeforeProgression(target,PROGRESSION_TBC_TIER_3);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbc_pre_t4AI(creature);
}
};
class npc_ipp_tbc_t4 : public CreatureScript
{
public:
@@ -217,32 +401,6 @@ public:
}
};
class npc_ipp_tbc_pre_t4 : public CreatureScript
{
public:
npc_ipp_tbc_pre_t4() : CreatureScript("npc_ipp_tbc_pre_t4") { }
struct npc_ipp_tbc_pre_t4AI: ScriptedAI
{
explicit npc_ipp_tbc_pre_t4AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->isBeforeProgression(target,PROGRESSION_TBC_TIER_3);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbc_pre_t4AI(creature);
}
};
class npc_ipp_wotlk : public CreatureScript
{
public:
@@ -347,67 +505,6 @@ public:
}
};
class npc_ipp_aq : public CreatureScript
{
public:
npc_ipp_aq() : CreatureScript("npc_ipp_aq") { }
struct npc_ipp_aqAI: ScriptedAI
{
explicit npc_ipp_aqAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_aqAI(creature);
}
};
class npc_ipp_we : public CreatureScript
{
public:
npc_ipp_we() : CreatureScript("npc_ipp_we") { }
struct npc_ipp_weAI: ScriptedAI
{
explicit npc_ipp_weAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_PRE_AQ))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_PRE_AQ);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_weAI(creature);
}
};
class npc_ipp_ds2 : public CreatureScript
{
public:
@@ -438,49 +535,26 @@ public:
}
};
class npc_ipp_naxx40 : public CreatureScript
{
public:
npc_ipp_naxx40() : CreatureScript("npc_ipp_naxx40") { }
struct npc_ipp_naxx40AI: ScriptedAI
{
explicit npc_ipp_naxx40AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_naxx40AI(creature);
}
};
// Add all scripts in one
void AddSC_mod_individual_progression_awareness()
{
new npc_ipp_we(); // aq war effort
new npc_ipp_aq();
new gobject_ipp_preaq(); // wanted poster cenarion hold
new gobject_ipp_we(); // war effort supplies in cities
new gobject_ipp_aqwar(); // aq war crystals
new gobject_ipp_naxx40();
new gobject_ipp_tbc();
new gobject_ipp_wotlk();
new npc_ipp_preaq(); // cenarion hold npcs
new npc_ipp_we(); // war effort npcs in cities
new npc_ipp_aqwar(); // aq war bosses
new npc_ipp_naxx40();
new npc_ipp_ds2();
new npc_ipp_tbc();
new npc_ipp_tbc_pre_t4();
new npc_ipp_tbc_t4();
new npc_ipp_tbc_t5();
new npc_ipp_tbc_pre_t4();
new npc_ipp_wotlk();
new npc_ipp_wotlk_ulduar();
new npc_ipp_wotlk_totc();
new npc_ipp_wotlk_icc();
new gobject_ipp_tbc();
new gobject_ipp_aq();
new gobject_ipp_we(); // aq war effort
new gobject_ipp_naxx40();
new gobject_ipp_wotlk();
new npc_ipp_ds2();
}