Merge pull request #233 from Day36512/master

Make AQ Gate Stay Open Beyond Stage 5
This commit is contained in:
ZhengPeiRu21
2024-02-29 09:37:37 -07:00
committed by GitHub
2 changed files with 81 additions and 35 deletions

View File

@@ -0,0 +1,3 @@
UPDATE `acore_world`.`gameobject_template` SET `ScriptName`='aq_gate' WHERE `entry`=176148;
UPDATE `acore_world`.`gameobject_template` SET `ScriptName`='aq_gate' WHERE `entry`=176147;
UPDATE `acore_world`.`gameobject_template` SET `ScriptName`='aq_gate' WHERE `entry`=176146;

View File

@@ -1,3 +1,4 @@
#include "IndividualProgression.h"
#include "ScriptMgr.h" #include "ScriptMgr.h"
#include "Player.h" #include "Player.h"
#include "GameObjectAI.h" #include "GameObjectAI.h"
@@ -61,17 +62,32 @@ public:
{ {
switch (eventStage) switch (eventStage)
{ {
case STAGE_OPEN_GATES: case STAGE_OPEN_GATES:
return HandleOpeningStage(); HandleOpeningStage();
case STAGE_WAR: break;
return HandleWarStage(); case STAGE_WAR:
case STAGE_RESET: HandleWarStage();
return ResetAQGates(); break;
case STAGE_RESET:
ResetAQGates();
break;
} }
} else }
else
eventTimer -= diff; eventTimer -= diff;
} }
}; }
bool CanBeSeen(Player const* player) override
{
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (!target)
{
return false;
}
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_AQ);
}
void NextStage(uint32 timeUntil = 100) void NextStage(uint32 timeUntil = 100)
{ {
@@ -84,28 +100,26 @@ public:
{ {
switch (eventStep) switch (eventStep)
{ {
case 0: case 0:
go_aq_gate_roots->ResetDoorOrButton(); go_aq_gate_roots->ResetDoorOrButton();
go_aq_gate_roots->UseDoorOrButton(); go_aq_gate_roots->UseDoorOrButton();
me->PlayDirectSound(SOUND_ROOTS_OPEN); me->PlayDirectSound(SOUND_ROOTS_OPEN);
eventTimer = 5000;
break;
eventTimer = 5000; case 1:
break; go_aq_gate_runes->ResetDoorOrButton();
go_aq_gate_runes->UseDoorOrButton();
me->PlayDirectSound(SOUND_RUNES_OPEN);
eventTimer = 8000;
break;
case 1: case 2:
go_aq_gate_runes->ResetDoorOrButton(); go_aq_barrier->ResetDoorOrButton();
go_aq_gate_runes->UseDoorOrButton(); go_aq_barrier->UseDoorOrButton();
me->PlayDirectSound(SOUND_RUNES_OPEN); me->PlayDirectSound(SOUND_DOOR_OPEN);
NextStage(10000);
eventTimer = 8000; return;
break;
case 2:
go_aq_barrier->ResetDoorOrButton();
go_aq_barrier->UseDoorOrButton();
me->PlayDirectSound(SOUND_DOOR_OPEN);
NextStage(10000);
return;
} }
eventStep++; eventStep++;
@@ -117,15 +131,8 @@ public:
NextStage(5 * MINUTE * IN_MILLISECONDS); NextStage(5 * MINUTE * IN_MILLISECONDS);
} }
void EventDone()
{
NextStage(0);
eventStage = STAGE_OPEN_GATES;
}
void ResetAQGates() void ResetAQGates()
{ {
// go_aq_ghost_gate->SetGoState(GO_STATE_READY);
go_aq_barrier->SetGoState(GO_STATE_READY); go_aq_barrier->SetGoState(GO_STATE_READY);
go_aq_gate_runes->SetGoState(GO_STATE_READY); go_aq_gate_runes->SetGoState(GO_STATE_READY);
go_aq_gate_roots->ResetDoorOrButton(); go_aq_gate_roots->ResetDoorOrButton();
@@ -134,6 +141,13 @@ public:
EventDone(); EventDone();
} }
void EventDone()
{
NextStage(0);
eventStage = STAGE_OPEN_GATES; // Reset to the initial stage for potential future events
}
void OpenGate(Player *player, bool announce) void OpenGate(Player *player, bool announce)
{ {
go_aq_barrier = GetClosestGameObjectWithEntry(me, GO_GATE_OF_AHN_QIRAJ, 150); go_aq_barrier = GetClosestGameObjectWithEntry(me, GO_GATE_OF_AHN_QIRAJ, 150);
@@ -188,8 +202,37 @@ public:
} }
}; };
class aq_gate : public GameObjectScript
{
public:
aq_gate() : GameObjectScript("aq_gate") {}
struct aq_gateAI : public GameObjectAI
{
explicit aq_gateAI(GameObject* go) : GameObjectAI(go) {}
bool CanBeSeen(Player const* player) override
{
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (!target)
{
return false;
}
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_AQ);
}
};
GameObjectAI* GetAI(GameObject* go) const override
{
return new aq_gateAI(go);
}
};
void AddSC_aq_scripts() void AddSC_aq_scripts()
{ {
new aq_gate();
new gobject_scarab_gong(); new gobject_scarab_gong();
} }