Core/AI: Kick Gossip functions upstairs, from UnitAI to CreatureAI - they only make sense for Creatures anyway.

Port From (https://github.com/TrinityCore/TrinityCore/commit/0aed5a35efd0305c1c3046430a1b348f2049a1c5)
This commit is contained in:
hondacrx
2021-04-28 10:53:26 -04:00
parent 4f650d6e90
commit cb471274e8
6 changed files with 48 additions and 51 deletions
-32
View File
@@ -491,43 +491,11 @@ namespace Game.AI
public virtual void HealDone(Unit to, uint addhealth) { }
public virtual void SpellInterrupted(uint spellId, uint unTimeMs) { }
/// <summary>
/// Called when a player opens a gossip dialog with the creature.
/// </summary>
public virtual bool GossipHello(Player player) { return false; }
/// <summary>
/// Called when a player selects a gossip item in the creature's gossip menu.
/// </summary>
public virtual bool GossipSelect(Player player, uint menuId, uint gossipListId) { return false; }
/// <summary>
/// Called when a player selects a gossip with a code in the creature's gossip menu.
/// </summary>
public virtual bool GossipSelectCode(Player player, uint menuId, uint gossipListId, string code) { return false; }
/// <summary>
/// Called when a player accepts a quest from the creature.
/// </summary>
public virtual void QuestAccept(Player player, Quest quest) { }
/// <summary>
/// Called when a player completes a quest and is rewarded, opt is the selected item's index or 0
/// </summary>
public virtual void QuestReward(Player player, Quest quest, uint opt)
{
QuestReward(player, quest, LootItemType.Item, opt);
}
public virtual void QuestReward(Player player, Quest quest, LootItemType type, uint opt) { }
/// <summary>
/// Called when a game event starts or ends
/// </summary>
public virtual void OnGameEvent(bool start, ushort eventId) { }
// Called when the dialog status between a player and the creature is requested.
public virtual QuestGiverStatus GetDialogStatus(Player player) { return QuestGiverStatus.ScriptedDefault; }
public virtual void WaypointPathStarted(uint nodeId, uint pathId) { }
public virtual void WaypointStarted(uint nodeId, uint pathId) { }