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

Public Member Functions

 npc_harrison_jones (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void sGossipSelect (Player *player, uint32 sender, uint32 action) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DoAction (int32 action) override
 
void OpenMassiveGateAndCallGuards ()
 
void MovementInform (uint32 type, uint32 id) 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.
 
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 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 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

InstanceScript_instance
 
uint32 _phase
 

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_harrison_jones()

npc_harrison_jones::npc_harrison_jones ( Creature creature)
inline
380 : ScriptedAI(creature)
381 {
382 _instance = creature->GetInstanceScript();
383 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
InstanceScript * _instance
Definition zulaman.cpp:535

References _instance, and WorldObject::GetInstanceScript().

Member Function Documentation

◆ DoAction()

void npc_harrison_jones::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

439 {
440 if (action == ACTION_COMPLETE_GONG_RITUAL)
441 {
447 gong->SetGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
448 // Players are Now Saved to instance at SPECIAL (Player should be notified?)
449 scheduler.Schedule(500ms, [this](TaskContext /*task*/)
450 {
451 me->GetMotionMaster()->MovePath(HARRISON_MOVE_2, false);
452 });
453 }
454 }
std::uint32_t uint32
Definition Define.h:107
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1607
@ UNIT_VIRTUAL_ITEM_SLOT_ID
Definition UpdateFields.h:116
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition GameObject.h:120
void PermBindAllPlayers()
Definition Map.cpp:2336
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
InstanceMap * ToInstanceMap()
Definition Map.h:393
Definition TaskScheduler.h:421
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4808
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21372
Map * GetMap() const
Definition Object.h:536
Creature * me
Definition ScriptedCreature.h:280
uint32 _phase
Definition zulaman.cpp:536
@ ACTION_COMPLETE_GONG_RITUAL
Definition zulaman.cpp:349
@ SPELL_BANGING_THE_GONG
Definition zulaman.cpp:335
@ PHASE_GATE_CLOSED
Definition zulaman.cpp:343
@ HARRISON_MOVE_2
Definition zulaman.cpp:355
@ DATA_STRANGE_GONG
Definition zulaman.h:38

References _instance, _phase, ACTION_COMPLETE_GONG_RITUAL, DATA_STRANGE_GONG, InstanceScript::GetGameObject(), WorldObject::GetMap(), Unit::GetMotionMaster(), GO_FLAG_NOT_SELECTABLE, HARRISON_MOVE_2, ScriptedAI::me, InstanceMap::PermBindAllPlayers(), PHASE_GATE_CLOSED, Unit::RemoveAura(), TaskScheduler::Schedule(), CreatureAI::scheduler, Unit::SetUInt32Value(), SPELL_BANGING_THE_GONG, Map::ToInstanceMap(), and UNIT_VIRTUAL_ITEM_SLOT_ID.

◆ JustEngagedWith()

void npc_harrison_jones::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

391{ }

◆ MovementInform()

void npc_harrison_jones::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

487 {
488 // at gong
489 if (type == WAYPOINT_MOTION_TYPE && id == 2 && _phase == PHASE_GONG)
490 {
492 me->SetFacingToObject(gong);
493 scheduler.Schedule(2s, [this](TaskContext /*task*/)
494 {
496 }).Schedule(7s, [this](TaskContext /*task*/)
497 {
500 me->SetFacingTo(5.9696f);
502 gong->RemoveGameObjectFlag(GO_FLAG_NOT_SELECTABLE);
503 });
504 }
505 // to the massive gate
506 else if (type == WAYPOINT_MOTION_TYPE && id == 1 && _phase == PHASE_GATE_CLOSED)
507 {
510 }
511 // at massive gate
512 else if (type == WAYPOINT_MOTION_TYPE && id == 2 && _phase == PHASE_GATE_CLOSED)
513 {
516 scheduler.Schedule(8s, [this](TaskContext /*task*/)
517 {
520 }).Schedule(10s, [this](TaskContext /*task*/)
521 {
525 });
526 }
527 }
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1894
@ EMOTE_STATE_USE_STANDING
Definition SharedDefines.h:1944
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
void SetEntry(uint32 entry)
Definition Object.h:116
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
void SetFacingTo(float ori)
Definition Unit.cpp:20581
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20591
Talk
Definition hyjal.cpp:82
void OpenMassiveGateAndCallGuards()
Definition zulaman.cpp:456
@ NPC_HARRISON_JONES_1
Definition zulaman.cpp:368
@ SAY_HARRISON_2
Definition zulaman.cpp:329
@ SAY_HARRISON_1
Definition zulaman.cpp:328
@ SAY_HARRISON_3
Definition zulaman.cpp:330
@ WEAPON_MACE
Definition zulaman.cpp:374
@ SPELL_STEALTH
Definition zulaman.cpp:336
@ PHASE_GONG
Definition zulaman.cpp:342
@ PHASE_GATE_OPENED
Definition zulaman.cpp:344
@ HARRISON_MOVE_3
Definition zulaman.cpp:356

References _instance, _phase, DATA_STRANGE_GONG, UnitAI::DoCastSelf(), EMOTE_ONESHOT_NONE, EMOTE_STATE_USE_STANDING, InstanceScript::GetGameObject(), Unit::GetMotionMaster(), GO_FLAG_NOT_SELECTABLE, HARRISON_MOVE_3, ScriptedAI::me, MotionMaster::MovePath(), NPC_HARRISON_JONES_1, OpenMassiveGateAndCallGuards(), PHASE_GATE_CLOSED, PHASE_GATE_OPENED, PHASE_GONG, SAY_HARRISON_1, SAY_HARRISON_2, SAY_HARRISON_3, TaskScheduler::Schedule(), CreatureAI::scheduler, Object::SetEntry(), Unit::SetFacingTo(), Unit::SetFacingToObject(), Unit::SetUInt32Value(), SPELL_BANGING_THE_GONG, SPELL_STEALTH, UNIT_NPC_EMOTESTATE, UNIT_VIRTUAL_ITEM_SLOT_ID, WAYPOINT_MOTION_TYPE, and WEAPON_MACE.

◆ OpenMassiveGateAndCallGuards()

void npc_harrison_jones::OpenMassiveGateAndCallGuards ( )
inline
457 {
459 {
460 gate->AllowSaveToDB(true);
461 gate->SetGoState(GO_STATE_ACTIVE);
462 }
463 std::list<Creature*> targetList;
465 if (!targetList.empty())
466 {
467 for (auto const& creature : targetList)
468 {
469 if (creature)
470 {
471 creature->SetImmuneToPC(true);
472 creature->SetReactState(REACT_PASSIVE);
473
474 if (creature->GetPositionX() > 120)
475 {
476 creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(WEAPON_SPEAR));
477 creature->AI()->SetData(0, 1);
478 }
479 else
480 creature->AI()->SetData(0, 2);
481 }
482 }
483 }
484 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
void GetCreatureListWithEntryInGrid(std::list< Creature * > &list, WorldObject *source, uint32 entry, float maxSearchRange)
Definition ScriptedCreature.cpp:875
@ REACT_PASSIVE
Definition Unit.h:548
@ WEAPON_SPEAR
Definition zulaman.cpp:375
@ NPC_AMANISHI_GUARDIAN
Definition zulaman.h:63
@ DATA_MASSIVE_GATE
Definition zulaman.h:39

References _instance, DATA_MASSIVE_GATE, GetCreatureListWithEntryInGrid(), InstanceScript::GetGameObject(), GO_STATE_ACTIVE, ScriptedAI::me, NPC_AMANISHI_GUARDIAN, REACT_PASSIVE, UNIT_VIRTUAL_ITEM_SLOT_ID, and WEAPON_SPEAR.

Referenced by MovementInform().

◆ Reset()

void npc_harrison_jones::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

386 {
389 }
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720

References _phase, ScriptedAI::me, PHASE_GONG, Unit::RemoveUnitFlag(), and UNIT_FLAG_NOT_SELECTABLE.

◆ sGossipSelect()

void npc_harrison_jones::sGossipSelect ( Player player,
uint32  sender,
uint32  action 
)
inlineoverridevirtual

Reimplemented from UnitAI.

394 {
395 if (me->GetCreatureTemplate()->GossipMenuId == sender && !action)
396 {
397 CloseGossipMenuFor(player);
398 me->SetFacingToObject(player);
401 scheduler.Schedule(2s, [this](TaskContext /*task*/)
402 {
403 me->GetMotionMaster()->MovePath(HARRISON_MOVE_1, false);
404 });
405 }
406 }
void CloseGossipMenuFor(Player *player)
Definition ScriptedGossip.cpp:56
@ UNIT_NPC_FLAG_GOSSIP
Definition UnitDefines.h:315
CreatureTemplate const * GetCreatureTemplate() const
Definition Creature.h:209
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:736
uint32 GossipMenuId
Definition CreatureData.h:194
@ SAY_HARRISON_0
Definition zulaman.cpp:327
@ HARRISON_MOVE_1
Definition zulaman.cpp:354

References CloseGossipMenuFor(), Creature::GetCreatureTemplate(), Unit::GetMotionMaster(), CreatureTemplate::GossipMenuId, HARRISON_MOVE_1, ScriptedAI::me, Unit::RemoveNpcFlag(), SAY_HARRISON_0, TaskScheduler::Schedule(), CreatureAI::scheduler, Unit::SetFacingToObject(), and UNIT_NPC_FLAG_GOSSIP.

◆ SpellHit()

void npc_harrison_jones::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

409 {
410 if (spell->Id == SPELL_COSMETIC_SPEAR_THROW)
411 {
412 me->RemoveAllAuras(); // remove stealth
415 me->PlayDistanceSound(1332); // human male death
417 me->StopMoving();
418 scheduler.Schedule(1s, [this](TaskContext /*task*/)
419 {
421 }).Schedule(2s, [this](TaskContext /*task*/)
422 {
423 // Send savages to attack players
424 std::list<Creature*> creatures;
426 for (Creature* creature : creatures)
427 {
428 creature->SetImmuneToAll(false);
429 creature->SetInCombatWithZone();
430 }
431 });
434 me->DespawnOrUnsummon(3min+30s, 0s);
435 }
436 }
@ EMOTE_ONESHOT_WOUND_CRITICAL
Definition SharedDefines.h:1924
@ UNIT_STAND_STATE_DEAD
Definition UnitDefines.h:39
creatures
Definition boss_prince_malchezaar.cpp:51
Definition Creature.h:43
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
virtual void DoAction(int32)
Definition InstanceScript.h:274
void StorePersistentData(uint32 index, uint32 data)
Definition InstanceScript.cpp:422
void StopMoving()
Definition Unit.cpp:16702
void RemoveAllAuras()
Definition Unit.cpp:5351
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2011
void SetStandState(uint8 state)
Definition Unit.cpp:16778
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition Object.cpp:2513
void PlayDistanceSound(uint32 sound_id, Player *target=nullptr)
Definition Object.cpp:2895
@ NPC_HARRISON_JONES_2
Definition zulaman.cpp:369
@ SPELL_COSMETIC_SPEAR_THROW
Definition zulaman.cpp:337
@ DATA_TIMED_RUN
Definition zulaman.h:95
@ ACTION_START_TIMED_RUN
Definition zulaman.h:98
@ NPC_AMANISHI_SAVAGE
Definition zulaman.h:57

References _instance, ACTION_START_TIMED_RUN, DATA_TIMED_RUN, Creature::DespawnOrUnsummon(), InstanceScript::DoAction(), EMOTE_ONESHOT_WOUND_CRITICAL, WorldObject::GetCreatureListWithEntryInGrid(), Unit::HandleEmoteCommand(), SpellInfo::Id, ScriptedAI::me, NPC_AMANISHI_SAVAGE, NPC_HARRISON_JONES_2, WorldObject::PlayDistanceSound(), Unit::RemoveAllAuras(), TaskScheduler::Schedule(), CreatureAI::scheduler, Object::SetEntry(), Unit::SetStandState(), Unit::SetUnitFlag(), SPELL_COSMETIC_SPEAR_THROW, Unit::StopMoving(), InstanceScript::StorePersistentData(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_DEAD.

◆ UpdateAI()

void npc_harrison_jones::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

530 {
531 scheduler.Update(diff);
532 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27

References CreatureAI::scheduler, and TaskScheduler::Update().

Member Data Documentation

◆ _instance

InstanceScript* npc_harrison_jones::_instance
private

◆ _phase

uint32 npc_harrison_jones::_phase
private

Referenced by DoAction(), MovementInform(), and Reset().


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