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npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI Struct Reference
Inheritance diagram for npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_icc_valkyr_heraldAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustReachedHome () override
 
void JustSummoned (Creature *s) override
 
void MoveInLineOfSight (Unit *who) override
 
void SummonedCreatureDespawn (Creature *s) override
 
bool CanAIAttack (Unit const *target) const override
 
void SpellHitTarget (Unit *target, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

EventMap events
 
SummonList summons
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_icc_valkyr_heraldAI()

npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::npc_icc_valkyr_heraldAI ( Creature creature)
inline
2688: ScriptedAI(creature), summons(me) {}
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition icecrown_citadel.cpp:2690

Member Function Documentation

◆ CanAIAttack()

bool npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

2725 {
2726 return target->GetExactDist(4357.0f, 2769.0f, 356.0f) < 170.0f;
2727 }

References Position::GetExactDist().

◆ JustEngagedWith()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

2695 {
2696 events.Reset();
2698 me->setActive(true);
2699 events.ScheduleEvent(1, 10s);
2701 }
events
Definition boss_sartura.cpp:43
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
void setActive(bool isActiveObject)
Definition Object.cpp:1094

References SummonList::DespawnAll(), ScriptedAI::me, WorldObject::setActive(), Creature::SetInCombatWithZone(), and summons.

◆ JustReachedHome()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

2704 {
2705 me->setActive(false);
2706 }

References ScriptedAI::me, and WorldObject::setActive().

◆ JustSummoned()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::JustSummoned ( Creature s)
inlineoverridevirtual

Reimplemented from CreatureAI.

2709 {
2710 summons.Summon(s);
2711 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References SummonList::Summon(), and summons.

◆ MoveInLineOfSight()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

2714 {
2715 if (me->IsAlive() && !me->IsInCombat() && who->IsPlayer() && who->GetExactDist2d(me) < 35.0f)
2716 AttackStart(who);
2717 }
bool IsPlayer() const
Definition Object.h:200
bool IsAlive() const
Definition Unit.h:1707
bool IsInCombat() const
Definition Unit.h:893
float GetExactDist2d(const float x, const float y) const
Definition Position.h:170
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210

References ScriptedAI::AttackStart(), Position::GetExactDist2d(), Unit::IsAlive(), Unit::IsInCombat(), Object::IsPlayer(), and ScriptedAI::me.

◆ Reset()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

2692{ events.Reset(); summons.DespawnAll(); }

References SummonList::DespawnAll(), and summons.

◆ SpellHitTarget()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::SpellHitTarget ( Unit target,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

2730 {
2731 if (spell->Id == 71906 || spell->Id == 71942)
2732 {
2733 if (Creature* c = me->SummonCreature(38410, *target, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000))
2734 {
2735 c->AI()->AttackStart(target);
2736 DoZoneInCombat(c);
2737 if (!target->IsClass(CLASS_DRUID))
2738 if (Player* p = target->ToPlayer())
2739 {
2740 if (Item* i = p->GetWeaponForAttack(BASE_ATTACK))
2741 me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, i->GetEntry());
2742 if (Item* i = p->GetWeaponForAttack(OFF_ATTACK))
2743 me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, i->GetEntry());
2744 if (Item* i = p->GetWeaponForAttack(RANGED_ATTACK))
2745 me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, i->GetEntry());
2746
2747 target->CastSpell(c, 60352, true); // Mirror Image, clone visual appearance
2748 }
2749 c->AI()->DoAction(target->getClass());
2750 }
2751 }
2752 }
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition Object.h:49
@ CLASS_DRUID
Definition SharedDefines.h:151
@ OFF_ATTACK
Definition Unit.h:210
@ BASE_ATTACK
Definition Unit.h:209
@ RANGED_ATTACK
Definition Unit.h:211
@ UNIT_VIRTUAL_ITEM_SLOT_ID
Definition UpdateFields.h:116
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:106
Definition Creature.h:43
Definition Item.h:220
Player * ToPlayer()
Definition Object.h:201
Definition Player.h:1081
uint8 getClass() const
Definition Unit.h:809
virtual bool IsClass(Classes unitClass, ClassContext context=CLASS_CONTEXT_NONE) const
Definition Unit.h:810
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1178
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21372
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2368

References BASE_ATTACK, Unit::CastSpell(), CLASS_DRUID, CreatureAI::DoZoneInCombat(), Unit::getClass(), SpellInfo::Id, Unit::IsClass(), ScriptedAI::me, OFF_ATTACK, RANGED_ATTACK, Unit::SetUInt32Value(), WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, Object::ToPlayer(), and UNIT_VIRTUAL_ITEM_SLOT_ID.

◆ SummonedCreatureDespawn()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::SummonedCreatureDespawn ( Creature s)
inlineoverridevirtual

Reimplemented from CreatureAI.

2720 {
2721 summons.Despawn(s);
2722 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

2755 {
2756 if (!UpdateVictim())
2757 return;
2758
2759 events.Update(diff);
2760
2762 return;
2763
2764 switch (events.ExecuteEvent())
2765 {
2766 case 0:
2767 break;
2768 case 1:
2769 {
2770 uint8 count = me->GetMap()->Is25ManRaid() ? 4 : 2;
2771 bool casted = false;
2772 for (uint8 i = 0; i < count; ++i)
2773 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 37.5f, true))
2774 {
2775 casted = true;
2776 me->CastSpell(target, 71906, true); // Severed Essence
2777 }
2778 events.Repeat(casted ? 25s : 5s);
2779 }
2780 break;
2781 }
2782
2784 }
std::uint8_t uint8
Definition Define.h:109
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
bool UpdateVictim()
Definition CreatureAI.cpp:280
bool Is25ManRaid() const
Definition Map.h:300
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
Definition Unit.h:636
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
Map * GetMap() const
Definition Object.h:536

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), WorldObject::GetMap(), Unit::HasUnitState(), Map::Is25ManRaid(), ScriptedAI::me, Random, UnitAI::SelectTarget(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::events

◆ summons

SummonList npc_icc_valkyr_herald::npc_icc_valkyr_heraldAI::summons

The documentation for this struct was generated from the following file: