Implement generic script loaders to greatly reduce code duplication

This commit is contained in:
hondacrx
2017-07-20 19:43:24 -04:00
parent 19220d29d9
commit 2db988576a
89 changed files with 28255 additions and 36473 deletions
+82 -122
View File
@@ -155,63 +155,53 @@ namespace Scripts.World.BossEmeraldDragons
}
[Script]
class npc_dream_fog : CreatureScript
class npc_dream_fog : ScriptedAI
{
public npc_dream_fog() : base("npc_dream_fog") { }
class npc_dream_fogAI : ScriptedAI
public npc_dream_fog(Creature creature) : base(creature)
{
public npc_dream_fogAI(Creature creature) : base(creature)
{
Initialize();
}
Initialize();
}
void Initialize()
{
_roamTimer = 0;
}
void Initialize()
{
_roamTimer = 0;
}
public override void Reset()
{
Initialize();
}
public override void Reset()
{
Initialize();
}
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
public override void UpdateAI(uint diff)
{
if (!UpdateVictim())
return;
if (_roamTimer == 0)
if (_roamTimer == 0)
{
// Chase target, but don't attack - otherwise just roam around
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
{
// Chase target, but don't attack - otherwise just roam around
Unit target = SelectTarget(SelectAggroTarget.Random, 0, 0.0f, true);
if (target)
{
_roamTimer = RandomHelper.URand(15000, 30000);
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveChase(target, 0.2f);
}
else
{
_roamTimer = 2500;
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveRandom(25.0f);
}
// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
me.SetWalk(true);
me.SetSpeedRate(UnitMoveType.Walk, 0.75f);
_roamTimer = RandomHelper.URand(15000, 30000);
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveChase(target, 0.2f);
}
else
_roamTimer -= diff;
{
_roamTimer = 2500;
me.GetMotionMaster().Clear(false);
me.GetMotionMaster().MoveRandom(25.0f);
}
// Seeping fog movement is slow enough for a player to be able to walk backwards and still outpace it
me.SetWalk(true);
me.SetSpeedRate(UnitMoveType.Walk, 0.75f);
}
uint _roamTimer;
else
_roamTimer -= diff;
}
public override CreatureAI GetAI(Creature creature)
{
return new npc_dream_fogAI(creature);
}
uint _roamTimer;
}
[Script]
@@ -334,36 +324,26 @@ namespace Scripts.World.BossEmeraldDragons
}
[Script]
class npc_spirit_shade : CreatureScript
class npc_spirit_shade : PassiveAI
{
public npc_spirit_shade() : base("npc_spirit_shade") { }
public npc_spirit_shade(Creature creature) : base(creature) { }
class npc_spirit_shadeAI : PassiveAI
public override void IsSummonedBy(Unit summoner)
{
public npc_spirit_shadeAI(Creature creature) : base(creature) { }
public override void IsSummonedBy(Unit summoner)
{
_summonerGuid = summoner.GetGUID();
me.GetMotionMaster().MoveFollow(summoner, 0.0f, 0.0f);
}
public override void MovementInform(MovementGeneratorType moveType, uint data)
{
if (moveType == MovementGeneratorType.Follow && data == _summonerGuid.GetCounter())
{
me.CastSpell((Unit)null, Spells.DarkOffering, false);
me.DespawnOrUnsummon(1000);
}
}
ObjectGuid _summonerGuid;
_summonerGuid = summoner.GetGUID();
me.GetMotionMaster().MoveFollow(summoner, 0.0f, 0.0f);
}
public override CreatureAI GetAI(Creature creature)
public override void MovementInform(MovementGeneratorType moveType, uint data)
{
return new npc_spirit_shadeAI(creature);
if (moveType == MovementGeneratorType.Follow && data == _summonerGuid.GetCounter())
{
me.CastSpell((Unit)null, Spells.DarkOffering, false);
me.DespawnOrUnsummon(1000);
}
}
ObjectGuid _summonerGuid;
}
[Script]
@@ -547,75 +527,55 @@ namespace Scripts.World.BossEmeraldDragons
}
[Script]
class spell_dream_fog_sleep : SpellScriptLoader
class spell_dream_fog_sleep : SpellScript
{
public spell_dream_fog_sleep() : base("spell_dream_fog_sleep") { }
class spell_dream_fog_sleep_SpellScript : SpellScript
void FilterTargets(List<WorldObject> targets)
{
void FilterTargets(List<WorldObject> targets)
targets.RemoveAll(obj =>
{
targets.RemoveAll(obj =>
{
Unit unit = obj.ToUnit();
if (unit)
return unit.HasAura(Spells.Sleep);
return true;
});
}
public override void Register()
{
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitDestAreaEnemy));
}
Unit unit = obj.ToUnit();
if (unit)
return unit.HasAura(Spells.Sleep);
return true;
});
}
public override SpellScript GetSpellScript()
public override void Register()
{
return new spell_dream_fog_sleep_SpellScript();
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitDestAreaEnemy));
}
}
[Script]
class spell_mark_of_nature : SpellScriptLoader
class spell_mark_of_nature : SpellScript
{
public spell_mark_of_nature() : base("spell_mark_of_nature") { }
class spell_mark_of_nature_SpellScript : SpellScript
public override bool Validate(SpellInfo spellInfo)
{
public override bool Validate(SpellInfo spellInfo)
{
return ValidateSpellInfo(Spells.MarkOfNature, Spells.AuraOfNature);
}
void FilterTargets(List<WorldObject> targets)
{
targets.RemoveAll(obj =>
{
// return those not tagged or already under the influence of Aura of Nature
Unit unit = obj.ToUnit();
if (unit)
return !(unit.HasAura(Spells.MarkOfNature) && !unit.HasAura(Spells.AuraOfNature));
return true;
});
}
void HandleEffect(uint effIndex)
{
PreventHitDefaultEffect(effIndex);
GetHitUnit().CastSpell(GetHitUnit(), Spells.AuraOfNature, true);
}
public override void Register()
{
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitSrcAreaEnemy));
OnEffectHitTarget.Add(new EffectHandler(HandleEffect, 0, SpellEffectName.ApplyAura));
}
return ValidateSpellInfo(Spells.MarkOfNature, Spells.AuraOfNature);
}
public override SpellScript GetSpellScript()
void FilterTargets(List<WorldObject> targets)
{
return new spell_mark_of_nature_SpellScript();
targets.RemoveAll(obj =>
{
// return those not tagged or already under the influence of Aura of Nature
Unit unit = obj.ToUnit();
if (unit)
return !(unit.HasAura(Spells.MarkOfNature) && !unit.HasAura(Spells.AuraOfNature));
return true;
});
}
void HandleEffect(uint effIndex)
{
PreventHitDefaultEffect(effIndex);
GetHitUnit().CastSpell(GetHitUnit(), Spells.AuraOfNature, true);
}
public override void Register()
{
OnObjectAreaTargetSelect.Add(new ObjectAreaTargetSelectHandler(FilterTargets, 0, Targets.UnitSrcAreaEnemy));
OnEffectHitTarget.Add(new EffectHandler(HandleEffect, 0, SpellEffectName.ApplyAura));
}
}
}