fix(Scripts/Quest): Implement Sorlof's Booty Quest Event (#26810)

This commit is contained in:
Gultask
2026-07-28 13:22:06 -03:00
committed by GitHub
parent f58c266642
commit 662b67dab1
3 changed files with 416 additions and 0 deletions

View File

@@ -5242,6 +5242,18 @@ void SpellMgr::LoadSpellInfoCorrections()
spellInfo->Effects[EFFECT_0].TargetA = SpellImplicitTargetInfo(TARGET_UNIT_TARGET_ANY);
});
// Boulder Assault (Sorlof's Booty)
ApplySpellFix({ 44966 }, [](SpellInfo* spellInfo)
{
spellInfo->AttributesEx |= SPELL_ATTR1_NO_THREAT;
});
// Cannon Assault (Sorlof's Booty)
ApplySpellFix({ 45008 }, [](SpellInfo* spellInfo)
{
spellInfo->AttributesEx3 |= SPELL_ATTR3_ALWAYS_HIT;
});
for (uint32 i = 0; i < GetSpellInfoStoreSize(); ++i)
{
SpellInfo* spellInfo = mSpellInfoMap[i];

View File

@@ -15,13 +15,19 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Containers.h"
#include "CreatureScript.h"
#include "GameObjectAI.h"
#include "GameObjectScript.h"
#include "Map.h"
#include "MotionMaster.h"
#include "PassiveAI.h"
#include "Player.h"
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
#include "SpellInfo.h"
#include "SpellScript.h"
#include "WaypointMgr.h"
class npc_attracted_reef_bull : public CreatureScript
{
@@ -417,6 +423,263 @@ class spell_the_cleansing_on_death_cast_on_master : public SpellScript
}
};
/*######
## Quest 11529: Sorlof's Booty
######*/
enum SorlofsBooty
{
NPC_SORLOF = 24914,
NPC_THE_BIG_GUN = 24992,
SPELL_CANNON_ASSAULT = 45008,
SPELL_SORLOFS_BOOTY = 45070,
// SPELL_BOULDER_ASSAULT_AURA = 44964, // Serverside, triggers 44965 every 3s
SPELL_BOULDER_ASSAULT_HIT = 44966,
SPELL_BOULDER_ASSAULT_FIRE = 44967,
// About the maximum range for broadside
CANNON_RANGE = 200,
// The ship needs to ping Sorlof from wherever she is on her lap
SORLOF_SEARCH_RANGE = 1000,
SORLOF_WANDER_DISTANCE = 10,
DATA_SORLOF_TAKE_PATH = 1,
POINT_SORLOF_PATH = 1000,
// He only knits himself back together once he has broken off and headed home
PATH_SORLOF_RETURN = 1032785,
// The gun's own SmartAI announces the booty on this data set.
DATA_SORLOF_SLAIN = 1
};
// 44965 - Boulder Assault
class spell_sorlofs_booty_boulder_assault : public SpellScript
{
PrepareSpellScript(spell_sorlofs_booty_boulder_assault);
bool Validate(SpellInfo const* /*spellInfo*/) override
{
return ValidateSpellInfo({ SPELL_BOULDER_ASSAULT_HIT });
}
void FilterTargets(std::list<WorldObject*>& targets)
{
if (targets.empty())
return;
// One boulder per throw from implicit targets (no limit in DBC)
WorldObject* target = Acore::Containers::SelectRandomContainerElement(targets);
targets.clear();
targets.push_back(target);
}
void HandleScript(SpellEffIndex /*effIndex*/)
{
if (Unit* caster = GetCaster())
caster->CastSpell(GetHitUnit(), SPELL_BOULDER_ASSAULT_HIT, true);
}
void Register() override
{
OnObjectAreaTargetSelect += SpellObjectAreaTargetSelectFn(spell_sorlofs_booty_boulder_assault::FilterTargets, EFFECT_0, TARGET_UNIT_SRC_AREA_ENTRY);
OnEffectHitTarget += SpellEffectFn(spell_sorlofs_booty_boulder_assault::HandleScript, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
}
};
// 44966 - Boulder Assault
class spell_sorlofs_booty_boulder_assault_hit : public SpellScript
{
PrepareSpellScript(spell_sorlofs_booty_boulder_assault_hit);
bool Validate(SpellInfo const* /*spellInfo*/) override
{
return ValidateSpellInfo({ SPELL_BOULDER_ASSAULT_FIRE });
}
void HandleScript(SpellEffIndex /*effIndex*/)
{
if (Unit* target = GetHitUnit())
target->CastSpell(target, SPELL_BOULDER_ASSAULT_FIRE, true);
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_sorlofs_booty_boulder_assault_hit::HandleScript, EFFECT_1, SPELL_EFFECT_SCRIPT_EFFECT);
}
};
uint32 GetSorlofPathForShipEvent(uint32 eventId)
{
switch (eventId)
{
// Departure events of the Sister Mercy's stops (TaxiPathNode.dbc path 778)
case 16501: return 1032780;
case 16502: return 1032781;
case 16503: return 1032782;
case 16504: return 1032783;
case 16510: return 1032784;
case 16511: return 1032785; // Return to spawn
default: return 0;
}
}
struct npc_sorlof : public ScriptedAI
{
npc_sorlof(Creature* creature) : ScriptedAI(creature) { }
void Reset() override
{
_pathId = 0;
_pathNode = 0;
_advancePath = false;
me->SetRegeneratingHealth(false);
}
void SetData(uint32 id, uint32 value) override
{
if (id != DATA_SORLOF_TAKE_PATH)
return;
_pathId = value;
_pathNode = 0;
_advancePath = true;
me->SetRegeneratingHealth(value == PATH_SORLOF_RETURN);
}
void MovementInform(uint32 type, uint32 id) override
{
if (type != POINT_MOTION_TYPE || id != POINT_SORLOF_PATH + _pathNode)
return;
++_pathNode;
_advancePath = true;
}
void JustDied(Unit* /*killer*/) override
{
DoCastSelf(SPELL_SORLOFS_BOOTY, true);
if (Creature* gun = me->FindNearestCreature(NPC_THE_BIG_GUN, CANNON_RANGE))
gun->AI()->SetData(DATA_SORLOF_SLAIN, DATA_SORLOF_SLAIN);
}
void UpdateAI(uint32 /*diff*/) override
{
// Deferred out of MovementInform: that fires from the generator's DoFinalize, and
// MotionMaster::DirectExpire then Resets the new top generator, whose DoReset stops
// the spline it just launched. UpdateAI runs after the MotionMaster, so it sticks.
if (_advancePath)
{
_advancePath = false;
MoveToNextNode();
}
if (UpdateVictim())
DoMeleeAttackIfReady();
}
private:
void MoveToNextNode()
{
WaypointPath const* path = sWaypointMgr->GetPath(_pathId);
if (!path)
return;
// Each leg ends with him milling about where the ship has drawn up
if (_pathNode >= path->Nodes.size())
{
me->GetMotionMaster()->MoveRandom(SORLOF_WANDER_DISTANCE);
return;
}
WaypointNode const& node = path->Nodes[_pathNode];
me->SetWalk(node.MoveType == WAYPOINT_MOVE_TYPE_WALK);
me->GetMotionMaster()->MovePoint(POINT_SORLOF_PATH + _pathNode, node.X, node.Y, node.Z);
}
uint32 _pathId{ 0 };
uint32 _pathNode{ 0 };
bool _advancePath{ false };
};
struct go_sister_mercy : public GameObjectAI
{
go_sister_mercy(GameObject* go) : GameObjectAI(go) { }
// Notify Sorlof the ship is departing towards the next broadside point
void EventInform(uint32 eventId) override
{
uint32 pathId = GetSorlofPathForShipEvent(eventId);
if (!pathId)
return;
if (Creature* sorlof = me->FindNearestCreature(NPC_SORLOF, SORLOF_SEARCH_RANGE))
sorlof->AI()->SetData(DATA_SORLOF_TAKE_PATH, pathId);
}
};
// 45045 - Big Cannon Assault Primer
class spell_sorlofs_booty_cannon_primer : public SpellScript
{
PrepareSpellScript(spell_sorlofs_booty_cannon_primer);
bool Validate(SpellInfo const* spellInfo) override
{
return ValidateSpellInfo({ uint32(spellInfo->GetEffect(EFFECT_0).CalcValue()) });
}
void HandleScript(SpellEffIndex /*effIndex*/)
{
// Primes the gun: the clicker performs the actual, timed Big Gun Assault cast.
if (Unit* caster = GetCaster())
caster->CastSpell(caster, GetSpellInfo()->Effects[EFFECT_0].CalcValue(), false);
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_sorlofs_booty_cannon_primer::HandleScript, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
}
};
// 45013 - Big Gun Assault
class spell_sorlofs_booty_big_gun_assault : public SpellScript
{
PrepareSpellScript(spell_sorlofs_booty_big_gun_assault);
bool Validate(SpellInfo const* /*spellInfo*/) override
{
return ValidateSpellInfo({ SPELL_CANNON_ASSAULT });
}
void HandleDummy(SpellEffIndex /*effIndex*/)
{
// Implicit target of the dummy effect, resolved to The Big Gun by conditions
Creature* gun = GetHitCreature();
if (!gun)
return;
Creature* sorlof = gun->FindNearestCreature(NPC_SORLOF, CANNON_RANGE);
if (!sorlof)
return;
if (!gun->IsWithinLOSInMap(sorlof, VMAP::ModelIgnoreFlags::M2, LINEOFSIGHT_CHECK_VMAP))
return;
// Fired by the gun rather than by the player, this is correct
gun->CastSpell(sorlof, SPELL_CANNON_ASSAULT, true);
}
void Register() override
{
OnEffectHitTarget += SpellEffectFn(spell_sorlofs_booty_big_gun_assault::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};
void AddSC_howling_fjord()
{
new npc_attracted_reef_bull();
@@ -428,4 +691,10 @@ void AddSC_howling_fjord()
RegisterSpellScript(spell_the_cleansing_cleansing_soul);
RegisterSpellScript(spell_the_cleansing_mirror_image_script_effect);
RegisterSpellScript(spell_the_cleansing_on_death_cast_on_master);
RegisterSpellScript(spell_sorlofs_booty_cannon_primer);
RegisterSpellScript(spell_sorlofs_booty_big_gun_assault);
RegisterSpellScript(spell_sorlofs_booty_boulder_assault);
RegisterSpellScript(spell_sorlofs_booty_boulder_assault_hit);
RegisterCreatureAI(npc_sorlof);
RegisterGameObjectAI(go_sister_mercy);
}