Core/Scripts: unified scripted gossip/quest api
Port From (https://github.com/TrinityCore/TrinityCore/commit/6604849716bc73d82a4cdbf8c66bb188086ceae4)
This commit is contained in:
@@ -18,14 +18,15 @@
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using Framework.Dynamic;
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using Game.Entities;
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using Game.Spells;
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using Framework.Constants;
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namespace Game.AI
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{
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public class GameObjectAI
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{
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public GameObjectAI(GameObject g)
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public GameObjectAI(GameObject gameObject)
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{
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go = g;
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me = gameObject;
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_scheduler = new TaskScheduler();
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_events = new EventMap();
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}
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@@ -41,27 +42,53 @@ namespace Game.AI
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public virtual void SetGUID(ulong guid, int id = 0) { }
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public virtual ulong GetGUID(int id = 0) { return 0; }
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/// <summary>
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/// Called when a player opens a gossip dialog with the gameobject.
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/// </summary>
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public virtual bool GossipHello(Player player, bool reportUse) { return false; }
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public virtual bool GossipSelect(Player player, uint sender, uint action) { return false; }
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/// <summary>
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/// Called when a player selects a gossip item in the gameobject's gossip menu.
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/// </summary>
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public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
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/// <summary>
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/// Called when a player selects a gossip with a code in the gameobject's gossip menu.
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/// </summary>
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public virtual bool GossipSelectCode(Player player, uint sender, uint action, string code) { return false; }
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public virtual bool QuestAccept(Player player, Quest quest) { return false; }
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public virtual bool QuestReward(Player player, Quest quest, uint opt) { return false; }
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/// <summary>
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/// Called when a player accepts a quest from the gameobject.
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/// </summary>
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public virtual void QuestAccept(Player player, Quest quest) { }
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/// <summary>
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/// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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/// </summary>
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public virtual void QuestReward(Player player, Quest quest, uint opt) { }
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/// <summary>
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/// Called when the dialog status between a player and the gameobject is requested.
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/// </summary>
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public virtual uint GetDialogStatus(Player player) { return 100; }
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public virtual void Destroyed(Player player, uint eventId) { }
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public virtual void Damaged(Player player, uint eventId) { }
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public virtual void SetData64(uint id, ulong value) { }
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public virtual ulong GetData64(uint id) { return 0; }
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public virtual uint GetData(uint id) { return 0; }
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public virtual void SetData(uint id, uint value) { }
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public virtual void OnGameEvent(bool start, ushort eventId) { }
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public virtual void OnStateChanged(uint state, Unit unit) { }
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public virtual void OnLootStateChanged(uint state, Unit unit) { }
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public virtual void OnStateChanged(GameObjectState state) { }
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public virtual void EventInform(uint eventId) { }
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public virtual void SpellHit(Unit unit, SpellInfo spellInfo) { }
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protected TaskScheduler _scheduler;
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protected EventMap _events;
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public GameObject go;
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public GameObject me;
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}
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public class NullGameObjectAI : GameObjectAI
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@@ -378,15 +378,39 @@ namespace Game.AI
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public virtual void HealDone(Unit to, uint addhealth) { }
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public virtual void SpellInterrupted(uint spellId, uint unTimeMs) {}
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public virtual void GossipHello(Player player) { }
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public virtual void GossipSelect(Player player, uint menuId, uint gossipListId) { }
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public virtual void GossipSelectCode(Player player, uint menuId, uint gossipListId, string code) { }
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/// <summary>
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/// Called when a player opens a gossip dialog with the creature.
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/// </summary>
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public virtual bool GossipHello(Player player) { return false; }
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/// <summary>
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/// Called when a player selects a gossip item in the creature's gossip menu.
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/// </summary>
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public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
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/// <summary>
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/// Called when a player selects a gossip with a code in the creature's gossip menu.
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/// </summary>
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public virtual bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code) { return false; }
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/// <summary>
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/// Called when a player accepts a quest from the creature.
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/// </summary>
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public virtual void QuestAccept(Player player, Quest quest) { }
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public virtual void QuestSelect(Player player, Quest quest) { }
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public virtual void QuestComplete(Player player, Quest quest) { }
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/// <summary>
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/// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
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/// </summary>
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public virtual void QuestReward(Player player, Quest quest, uint opt) { }
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/// <summary>
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/// Called when a game event starts or ends
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/// </summary>
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public virtual void OnGameEvent(bool start, ushort eventId) { }
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// Called when the dialog status between a player and the creature is requested.
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public virtual QuestGiverStatus GetDialogStatus(Player player) { return QuestGiverStatus.ScriptedNoStatus; }
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public static AISpellInfoType[] AISpellInfo;
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protected Unit me { get; private set; }
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@@ -789,17 +789,22 @@ namespace Game.AI
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mEvadeDisabled = disable;
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}
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public override void GossipHello(Player player)
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public override bool GossipHello(Player player)
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{
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GetScript().ProcessEventsFor(SmartEvents.GossipHello, player);
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return false;
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}
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public override void GossipSelect(Player player, uint menuId, uint gossipListId)
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public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
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{
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId);
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return false;
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}
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public override void GossipSelectCode(Player player, uint menuId, uint gossipListId, string code) { }
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public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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{
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return false;
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}
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public override void QuestAccept(Player player, Quest quest)
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{
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@@ -811,6 +816,11 @@ namespace Game.AI
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt);
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}
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public override void OnGameEvent(bool start, ushort eventId)
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{
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GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
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}
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public void SetCombatMove(bool on)
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{
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if (mCanCombatMove == on)
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@@ -899,11 +909,6 @@ namespace Game.AI
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GetScript().SetScript9(e, entry);
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}
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public override void OnGameEvent(bool start, ushort eventId)
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{
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GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
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}
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public override void OnSpellClick(Unit clicker, ref bool result)
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{
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if (!result)
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@@ -1043,9 +1048,9 @@ namespace Game.AI
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public override void InitializeAI()
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{
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GetScript().OnInitialize(go);
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GetScript().OnInitialize(me);
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// do not call respawn event if go is not spawned
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if (go.IsSpawned())
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if (me.IsSpawned())
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GetScript().ProcessEventsFor(SmartEvents.Respawn);
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}
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@@ -1060,31 +1065,29 @@ namespace Game.AI
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public override bool GossipHello(Player player, bool reportUse)
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{
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Log.outDebug(LogFilter.ScriptsAi, "SmartGameObjectAI.GossipHello");
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GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, reportUse ? 1 : 0u, 0, false, null, go);
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GetScript().ProcessEventsFor(SmartEvents.GossipHello, player, reportUse ? 1 : 0u, 0, false, null, me);
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return false;
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}
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public override bool GossipSelect(Player player, uint sender, uint action)
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public override bool GossipSelect(Player player, uint menuId, uint gossipListId)
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{
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, sender, action, false, null, go);
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GetScript().ProcessEventsFor(SmartEvents.GossipSelect, player, menuId, gossipListId, false, null, me);
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return false;
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}
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public override bool GossipSelectCode(Player player, uint sender, uint action, string code)
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public override bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code)
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{
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return false;
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}
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public override bool QuestAccept(Player player, Quest quest)
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public override void QuestAccept(Player player, Quest quest)
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{
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GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, go);
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return false;
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GetScript().ProcessEventsFor(SmartEvents.AcceptedQuest, player, quest.Id, 0, false, null, me);
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}
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public override bool QuestReward(Player player, Quest quest, uint opt)
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public override void QuestReward(Player player, Quest quest, uint opt)
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{
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, go);
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return false;
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GetScript().ProcessEventsFor(SmartEvents.RewardQuest, player, quest.Id, opt, false, null, me);
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}
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public override uint GetDialogStatus(Player player)
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@@ -1094,7 +1097,7 @@ namespace Game.AI
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public override void Destroyed(Player player, uint eventId)
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{
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GetScript().ProcessEventsFor(SmartEvents.Death, player, eventId, 0, false, null, go);
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GetScript().ProcessEventsFor(SmartEvents.Death, player, eventId, 0, false, null, me);
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}
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public override void SetData(uint id, uint value)
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@@ -1114,9 +1117,9 @@ namespace Game.AI
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GetScript().ProcessEventsFor(start ? SmartEvents.GameEventStart : SmartEvents.GameEventEnd, null, eventId);
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}
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public override void OnStateChanged(uint state, Unit unit)
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public override void OnLootStateChanged(uint state, Unit unit)
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{
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GetScript().ProcessEventsFor(SmartEvents.GoStateChanged, unit, state);
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GetScript().ProcessEventsFor(SmartEvents.GoLootStateChanged, unit, state);
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}
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public override void EventInform(uint eventId)
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@@ -757,7 +757,7 @@ namespace Game.AI
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}
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break;
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case SmartEvents.Link:
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case SmartEvents.GoStateChanged:
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case SmartEvents.GoLootStateChanged:
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case SmartEvents.GoEventInform:
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case SmartEvents.TimedEventTriggered:
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case SmartEvents.InstancePlayerEnter:
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@@ -1638,7 +1638,7 @@ namespace Game.AI
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{ SmartEvents.IsBehindTarget, SmartScriptTypeMaskId.Creature },
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{ SmartEvents.GameEventStart, SmartScriptTypeMaskId.Creature + SmartScriptTypeMaskId.Gameobject },
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{ SmartEvents.GameEventEnd, SmartScriptTypeMaskId.Creature + SmartScriptTypeMaskId.Gameobject },
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{ SmartEvents.GoStateChanged, SmartScriptTypeMaskId.Gameobject },
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{ SmartEvents.GoLootStateChanged, SmartScriptTypeMaskId.Gameobject },
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{ SmartEvents.GoEventInform, SmartScriptTypeMaskId.Gameobject },
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{ SmartEvents.ActionDone, SmartScriptTypeMaskId.Creature },
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{ SmartEvents.OnSpellclick, SmartScriptTypeMaskId.Creature },
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@@ -1813,7 +1813,7 @@ namespace Game.AI
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public GameEvent gameEvent;
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[FieldOffset(16)]
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public GoStateChanged goStateChanged;
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public GoLootStateChanged goLootStateChanged;
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[FieldOffset(16)]
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public EventInform eventInform;
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@@ -2009,9 +2009,9 @@ namespace Game.AI
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{
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public uint gameEventId;
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}
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public struct GoStateChanged
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public struct GoLootStateChanged
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{
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public uint state;
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public uint lootState;
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}
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public struct EventInform
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{
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@@ -2736,16 +2736,16 @@ namespace Game.AI
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if (go == null)
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return;
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//store hostage as id1
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AddEvent(SmartEvents.GoStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.StoreTargetList, 1, 0, 0, 0, 0, 0, SmartTargets.ClosestCreature, e.Action.installTtemplate.param1, 10, 0, 0);
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AddEvent(SmartEvents.GoLootStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.StoreTargetList, 1, 0, 0, 0, 0, 0, SmartTargets.ClosestCreature, e.Action.installTtemplate.param1, 10, 0, 0);
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//store invoker as id2
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AddEvent(SmartEvents.GoStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.StoreTargetList, 2, 0, 0, 0, 0, 0, SmartTargets.None, 0, 0, 0, 0);
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AddEvent(SmartEvents.GoLootStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.StoreTargetList, 2, 0, 0, 0, 0, 0, SmartTargets.None, 0, 0, 0, 0);
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//signal hostage
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AddEvent(SmartEvents.GoStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.SetData, 0, 0, 0, 0, 0, 0, SmartTargets.Stored, 1, 0, 0, 0);
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AddEvent(SmartEvents.GoLootStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.SetData, 0, 0, 0, 0, 0, 0, SmartTargets.Stored, 1, 0, 0, 0);
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//when hostage raeched end point, give credit to invoker
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if (e.Action.installTtemplate.param2 != 0)
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AddEvent(SmartEvents.DataSet, 0, 0, 0, 0, 0, 0, SmartActions.CallKilledmonster, e.Action.installTtemplate.param1, 0, 0, 0, 0, 0, SmartTargets.Stored, 2, 0, 0, 0);
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else
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AddEvent(SmartEvents.GoStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.CallKilledmonster, e.Action.installTtemplate.param1, 0, 0, 0, 0, 0, SmartTargets.Stored, 2, 0, 0, 0);
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AddEvent(SmartEvents.GoLootStateChanged, 0, 2, 0, 0, 0, 0, SmartActions.CallKilledmonster, e.Action.installTtemplate.param1, 0, 0, 0, 0, 0, SmartTargets.Stored, 2, 0, 0, 0);
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break;
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}
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default:
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@@ -3632,9 +3632,9 @@ namespace Game.AI
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ProcessAction(e, null, var0);
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break;
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}
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case SmartEvents.GoStateChanged:
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case SmartEvents.GoLootStateChanged:
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{
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if (e.Event.goStateChanged.state != var0)
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if (e.Event.goLootStateChanged.lootState != var0)
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return;
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ProcessAction(e, unit, var0, var1);
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break;
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