AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_sunblade_scout Struct Reference
Inheritance diagram for npc_sunblade_scout:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_sunblade_scout (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void ScheduleCombat ()
 
void ScheduleOOC ()
 
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.
 
virtual void JustReachedHome ()
 
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 bool CanAIAttack (Unit const *) const
 
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
 

Private Attributes

ObjectGuid _protectorGUID
 

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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
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_sunblade_scout()

npc_sunblade_scout::npc_sunblade_scout ( Creature creature)
inline
165: ScriptedAI(creature) { }
Definition ScriptedCreature.h:190

Member Function Documentation

◆ JustEngagedWith()

void npc_sunblade_scout::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

177 {
179 me->CallForHelp(30.0f);
181 std::list<Creature*> protectors;
182 GetCreatureListWithEntryInGrid(protectors, me, NPC_SUNBLADE_PROTECTOR, 100.0f); // range unknown
183 // Skip already activated protectors
184 protectors.remove_if([](Creature* trigger) {return !trigger->HasAura(SPELL_COSMETIC_STUN_IMMUNE_PERMANENT);});
185 protectors.sort(Acore::ObjectDistanceOrderPred(me));
186 if (protectors.empty())
187 {
189 return;
190 }
191 Creature* closestProtector = protectors.front();
192 me->GetMotionMaster()->MoveFollow(closestProtector, 0.0f, 0.0f);
193 _protectorGUID = closestProtector->GetGUID();
194 me->ClearTarget();
196 scheduler.Schedule(1s, [this](TaskContext context)
197 {
198 if (_protectorGUID)
200 {
201 if (me->IsWithinRange(protector, 25.0f))
202 {
203 me->SetFacingToObject(protector);
204 DoCastSelf(SPELL_ACTIVATE_SUNBLADE_PROTECTOR);
205 scheduler.Schedule(5s, [this](TaskContext /*context*/)
206 {
207 ScheduleCombat();
208 });
209 return;
210 }
211 context.Repeat(1s);
212 return;
213 }
215 });
216 }
void GetCreatureListWithEntryInGrid(std::list< Creature * > &list, WorldObject *source, uint32 entry, float maxSearchRange)
Definition ScriptedCreature.cpp:875
@ REACT_PASSIVE
Definition Unit.h:548
Definition Object.h:700
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition Creature.h:43
void ClearTarget()
Definition Creature.h:383
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition Creature.cpp:2474
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true, bool inheritSpeed=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:409
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
bool IsWithinRange(Unit const *obj, float dist) const
Definition Unit.cpp:685
Talk
Definition hyjal.cpp:82
@ SAY_AGGRO
Definition instance_sunwell_plateau.cpp:156
@ NPC_SUNBLADE_PROTECTOR
Definition instance_sunwell_plateau.cpp:155
@ SPELL_COSMETIC_STUN_IMMUNE_PERMANENT
Definition instance_sunwell_plateau.cpp:158
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
Creature * me
Definition ScriptedCreature.h:280
ObjectGuid _protectorGUID
Definition instance_sunwell_plateau.cpp:250
void ScheduleCombat()
Definition instance_sunwell_plateau.cpp:218

References _protectorGUID, Creature::CallForHelp(), TaskScheduler::CancelAll(), Creature::ClearTarget(), ObjectAccessor::GetCreature(), GetCreatureListWithEntryInGrid(), Object::GetGUID(), Unit::GetMotionMaster(), Unit::HasAura(), Unit::IsWithinRange(), ScriptedAI::me, MotionMaster::MoveFollow(), NPC_SUNBLADE_PROTECTOR, REACT_PASSIVE, TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), ScheduleCombat(), CreatureAI::scheduler, Creature::SetReactState(), and SPELL_COSMETIC_STUN_IMMUNE_PERMANENT.

◆ Reset()

void npc_sunblade_scout::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

168 {
170 ScheduleOOC();
171 me->SetCombatMovement(false);
174 }
@ REACT_AGGRESSIVE
Definition Unit.h:550
void SetCombatMovement(bool allowMovement)
Definition Creature.cpp:3863
void Clear()
Definition ObjectGuid.h:138
void ScheduleOOC()
Definition instance_sunwell_plateau.cpp:231

References _protectorGUID, TaskScheduler::CancelAll(), ObjectGuid::Clear(), ScriptedAI::me, REACT_AGGRESSIVE, ScheduleOOC(), CreatureAI::scheduler, Creature::SetCombatMovement(), and Creature::SetReactState().

◆ ScheduleCombat()

void npc_sunblade_scout::ScheduleCombat ( )
inline
219 {
221 me->SetCombatMovement(true);
222 if (Unit* victim = me->GetVictim())
223 me->GetMotionMaster()->MoveChase(victim);
224 scheduler.Schedule(2s, 5s, [this](TaskContext context)
225 {
227 context.Repeat(7s, 8s);
228 });
229 }
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:313
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
Definition Unit.h:636
Unit * GetVictim() const
Definition Unit.h:862
@ SPELL_SINISTER_STRIKE
Definition instance_sunwell_plateau.cpp:160

References Unit::GetVictim(), REACT_AGGRESSIVE, TaskContext::Repeat(), and SPELL_SINISTER_STRIKE.

Referenced by JustEngagedWith().

◆ ScheduleOOC()

void npc_sunblade_scout::ScheduleOOC ( )
inline
232 {
233 scheduler.Schedule(45s, [this](TaskContext context)
234 {
236 context.Repeat();
237 });
238 }
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:248
@ SPELL_FELBLOOD_CHANNEL
Definition instance_sunwell_plateau.cpp:159

References TaskContext::Repeat(), and SPELL_FELBLOOD_CHANNEL.

Referenced by Reset().

◆ UpdateAI()

void npc_sunblade_scout::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

241 {
242 scheduler.Update(diff);
243
245 return;
246
248 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
bool IsCombatMovementAllowed() const
Definition Creature.h:432
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39

Member Data Documentation

◆ _protectorGUID

ObjectGuid npc_sunblade_scout::_protectorGUID
private

Referenced by JustEngagedWith(), and Reset().


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