Files
mod-individual-progression/src/IndividualProgressionAwarenessScripts.cpp
Grimfeather f9da67a590 add npc_ipp_aq script
missing script

used for cenarion hold quest NPCs
2025-05-26 07:54:38 +02:00

651 lines
19 KiB
C++

#include "IndividualProgression.h"
class gobject_ipp_preaq : public GameObjectScript
{
public:
gobject_ipp_preaq() : GameObjectScript("gobject_ipp_preaq") { }
struct gobject_ipp_preaqAI: GameObjectAI
{
explicit gobject_ipp_preaqAI(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_BLACKWING_LAIR);
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_preaqAI(object);
}
};
class gobject_ipp_we : public GameObjectScript
{
public:
gobject_ipp_we() : GameObjectScript("gobject_ipp_we") { }
struct gobject_ipp_weAI: GameObjectAI
{
explicit gobject_ipp_weAI(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_PRE_AQ))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_PRE_AQ);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_BLACKWING_LAIR);
}
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_weAI(object);
}
};
class gobject_ipp_aqwar : public GameObjectScript
{
public:
gobject_ipp_aqwar() : GameObjectScript("gobject_ipp_aqwar") { }
struct gobject_ipp_aqwarAI: 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_WAR))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_AQ_WAR);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_PRE_AQ);
}
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_aqwarAI(object);
}
};
class gobject_ipp_si : public GameObjectScript
{
public:
gobject_ipp_si() : GameObjectScript("gobject_ipp_si") { }
struct gobject_ipp_siAI: GameObjectAI
{
explicit gobject_ipp_siAI(GameObject* object) : GameObjectAI(object) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster())
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_NAXX40);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
}
};
GameObjectAI* GetAI(GameObject* object) const override
{
return new gobject_ipp_siAI(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_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->isBeforeProgression(target, PROGRESSION_AQ_WAR);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_aqAI(creature);
}
};
class npc_ipp_si : public CreatureScript
{
public:
npc_ipp_si() : CreatureScript("npc_ipp_si") { }
struct npc_ipp_siAI: ScriptedAI
{
explicit npc_ipp_siAI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster())
{
return true;
}
Player* target = ObjectAccessor::FindConnectedPlayer(player->GetGUID());
if (sIndividualProgression->hasPassedProgression(target, PROGRESSION_NAXX40))
{
return sIndividualProgression->isBeforeProgression(target, PROGRESSION_NAXX40);
}
else
{
return sIndividualProgression->hasPassedProgression(target, PROGRESSION_AQ);
}
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_siAI(creature);
}
};
class npc_ipp_pre_naxx40 : public CreatureScript
{
public:
npc_ipp_pre_naxx40() : CreatureScript("npc_ipp_pre_naxx40") { }
struct npc_ipp_pre_naxx40AI: ScriptedAI
{
explicit npc_ipp_pre_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->isBeforeProgression(target, PROGRESSION_AQ);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_pre_naxx40AI(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:
npc_ipp_tbc_t4() : CreatureScript("npc_ipp_tbc_t4") { }
struct npc_ipp_tbc_t4AI: ScriptedAI
{
explicit npc_ipp_tbc_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->hasPassedProgression(target, PROGRESSION_TBC_TIER_3);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbc_t4AI(creature);
}
};
class npc_ipp_tbc_t5 : public CreatureScript
{
public:
npc_ipp_tbc_t5() : CreatureScript("npc_ipp_tbc_t5") { }
struct npc_ipp_tbc_t5AI: ScriptedAI
{
explicit npc_ipp_tbc_t5AI(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_TBC_TIER_4);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_tbc_t5AI(creature);
}
};
class npc_ipp_wotlk : public CreatureScript
{
public:
npc_ipp_wotlk() : CreatureScript("npc_ipp_wotlk") { }
struct npc_ipp_wotlkAI: ScriptedAI
{
explicit npc_ipp_wotlkAI(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_TBC_TIER_5);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_wotlkAI(creature);
}
};
class npc_ipp_wotlk_ulduar : public CreatureScript
{
public:
npc_ipp_wotlk_ulduar() : CreatureScript("npc_ipp_wotlk_ulduar") { }
struct npc_ipp_wotlk_ulduarAI: ScriptedAI
{
explicit npc_ipp_wotlk_ulduarAI(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_WOTLK_TIER_1);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_wotlk_ulduarAI(creature);
}
};
class npc_ipp_wotlk_totc : public CreatureScript
{
public:
npc_ipp_wotlk_totc() : CreatureScript("npc_ipp_wotlk_totc") { }
struct npc_ipp_wotlk_totcAI: ScriptedAI
{
explicit npc_ipp_wotlk_totcAI(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_WOTLK_TIER_2);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_wotlk_totcAI(creature);
}
};
class npc_ipp_wotlk_icc : public CreatureScript
{
public:
npc_ipp_wotlk_icc() : CreatureScript("npc_ipp_wotlk_icc") { }
struct npc_ipp_wotlk_iccAI: ScriptedAI
{
explicit npc_ipp_wotlk_iccAI(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_WOTLK_TIER_3);
}
};
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_ipp_wotlk_iccAI(creature);
}
};
class npc_ipp_ds2 : public CreatureScript
{
public:
npc_ipp_ds2() : CreatureScript("npc_ipp_ds2") { }
struct npc_ipp_ds2AI: ScriptedAI
{
explicit npc_ipp_ds2AI(Creature* creature) : ScriptedAI(creature) { };
bool CanBeSeen(Player const* player) override
{
if (player->IsGameMaster() || !sIndividualProgression->enabled)
{
return true;
}
if (sIndividualProgression->earlyDungeonSet2)
{
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_ds2AI(creature);
}
};
// Add all scripts in one
void AddSC_mod_individual_progression_awareness()
{
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_si(); // Scourge Invasion
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_aq();
new npc_ipp_si(); // Scourge Invasion
new npc_ipp_pre_naxx40(); // Scourge Invasion
new npc_ipp_naxx40();
new npc_ipp_tbc();
new npc_ipp_tbc_pre_t4();
new npc_ipp_tbc_t4();
new npc_ipp_tbc_t5();
new npc_ipp_wotlk();
new npc_ipp_wotlk_ulduar();
new npc_ipp_wotlk_totc();
new npc_ipp_wotlk_icc();
new npc_ipp_ds2();
}