Core/Scripts: unified scripted gossip/quest api
Port From (https://github.com/TrinityCore/TrinityCore/commit/6604849716bc73d82a4cdbf8c66bb188086ceae4)
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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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