AzerothCore 3.3.5a
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npc_crusade_persuaded::npc_crusade_persuadedAI Struct Reference
Inheritance diagram for npc_crusade_persuaded::npc_crusade_persuadedAI:
CombatAI CreatureAI UnitAI

Public Member Functions

 npc_crusade_persuadedAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from CombatAI
 CombatAI (Creature *c)
 
void InitializeAI () override
 
void JustDied (Unit *killer) override
 
- 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 KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
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 AttackStart (Unit *)
 
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 DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (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

const uint32 SAY_AGGRO_CHANCE = 33
 
const uint32 PERSUADE_SUCCESS_CHANCE = 3
 
const uint32 SPEECH_TIMER_DEFAULT = 1000
 
const uint32 SPEECH_TIMER_FOR_ROLEPLAY = 8000
 
const uint32 SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY = 0
 
const uint32 SPEECH_COUNTER_START_SUCCESS_ROLEPLAY = 1
 
uint32 speechTimer
 
uint32 speechCounter
 
ObjectGuid playerGUID
 
bool persuaded
 

Additional Inherited Members

- 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 CombatAI
static int32 Permissible (Creature const *)
 
- 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)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CombatAI
EventMap events
 
SpellVct spells
 
- 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_crusade_persuadedAI()

npc_crusade_persuaded::npc_crusade_persuadedAI::npc_crusade_persuadedAI ( Creature creature)
inline
57: CombatAI(creature) { }
Definition CombatAI.h:40

Member Function Documentation

◆ JustEngagedWith()

void npc_crusade_persuaded::npc_crusade_persuadedAI::JustEngagedWith ( Unit who)
inlineoverridevirtual

Called for reaction when initially engaged.

Parameters
whoWho 'me' Engaged combat with

Reimplemented from CombatAI.

81 {
84 }
bool roll_chance_i(int chance)
Definition Random.h:60
@ SAY_AGGRO
Definition chapter2.cpp:31
Talk
Definition hyjal.cpp:82
const uint32 SAY_AGGRO_CHANCE
Definition chapter2.cpp:59

References roll_chance_i(), SAY_AGGRO, and SAY_AGGRO_CHANCE.

◆ Reset()

void npc_crusade_persuaded::npc_crusade_persuadedAI::Reset ( )
inlineoverridevirtual

Reimplemented from CombatAI.

72 {
73 speechTimer = 0;
78 }
@ REACT_AGGRESSIVE
Definition Unit.h:550
Creature *const me
Definition CreatureAI.h:72
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void Clear()
Definition ObjectGuid.h:138
void RestoreFaction()
Definition Unit.cpp:18747
ObjectGuid playerGUID
Definition chapter2.cpp:68
uint32 speechCounter
Definition chapter2.cpp:67
const uint32 SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY
Definition chapter2.cpp:63
uint32 speechTimer
Definition chapter2.cpp:66

References ObjectGuid::Clear(), CreatureAI::me, playerGUID, REACT_AGGRESSIVE, Unit::RestoreFaction(), Creature::SetReactState(), SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY, speechCounter, and speechTimer.

◆ SpellHit()

void npc_crusade_persuaded::npc_crusade_persuadedAI::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

87 {
88 if (spell->Id == SPELL_PERSUASIVE_STRIKE && caster->IsPlayer() && me->IsAlive() && !speechCounter)
89 {
90 if (Player* player = caster->ToPlayer())
91 {
92 playerGUID = player->GetGUID();
95 uint32 persuadeRoll = urand(1, 10);
96
98
99 if (persuadeRoll <= PERSUADE_SUCCESS_CHANCE && player->GetQuestStatus(QUEST_HOW_TO_WIN_FRIENDS) == QUEST_STATUS_INCOMPLETE)
100 {
101 persuaded = true;
102 me->SetFaction(player->GetFaction());
103 me->CombatStop(true);
106 }
107 else
108 persuaded = false;
109 }
110 }
111 }
#define sCreatureTextMgr
Definition CreatureTextMgr.h:119
@ TEXT_RANGE_NORMAL
Definition CreatureTextMgr.h:30
std::uint32_t uint32
Definition Define.h:107
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ CHAT_MSG_ADDON
Definition SharedDefines.h:3151
@ LANG_ADDON
Definition SharedDefines.h:753
@ TEAM_NEUTRAL
Definition SharedDefines.h:762
@ REACT_PASSIVE
Definition Unit.h:548
@ QUEST_HOW_TO_WIN_FRIENDS
Definition chapter2.cpp:42
@ SPELL_PERSUASIVE_STRIKE
Definition chapter2.cpp:40
@ SAY_PERSUADE_RAND
Definition chapter2.cpp:39
void MoveIdle()
Definition MotionMaster.cpp:232
bool IsPlayer() const
Definition Object.h:200
Player * ToPlayer()
Definition Object.h:201
Definition Player.h:1081
void CombatStop(bool includingCast=false)
Definition Unit.cpp:10481
void SetFaction(uint32 faction)
Definition Unit.cpp:10097
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
bool IsAlive() const
Definition Unit.h:1707
const uint32 SPEECH_TIMER_DEFAULT
Definition chapter2.cpp:61
bool persuaded
Definition chapter2.cpp:69
const uint32 SPEECH_COUNTER_START_SUCCESS_ROLEPLAY
Definition chapter2.cpp:64

References CHAT_MSG_ADDON, Unit::CombatStop(), Unit::GetMotionMaster(), SpellInfo::Id, Unit::IsAlive(), Object::IsPlayer(), LANG_ADDON, CreatureAI::me, MotionMaster::MoveIdle(), persuaded, playerGUID, QUEST_HOW_TO_WIN_FRIENDS, QUEST_STATUS_INCOMPLETE, REACT_PASSIVE, SAY_PERSUADE_RAND, sCreatureTextMgr, Unit::SetFaction(), Creature::SetReactState(), SPEECH_COUNTER_START_SUCCESS_ROLEPLAY, SPEECH_TIMER_DEFAULT, speechCounter, speechTimer, SPELL_PERSUASIVE_STRIKE, TEAM_NEUTRAL, TEXT_RANGE_NORMAL, Object::ToPlayer(), and urand().

◆ UpdateAI()

void npc_crusade_persuaded::npc_crusade_persuadedAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from CombatAI.

114 {
115 if (speechCounter)
116 {
117 if (speechTimer <= diff)
118 {
120 if (!player)
121 {
123 return;
124 }
125
126 if (persuaded)
127 {
128 switch (speechCounter)
129 {
130 case 1:
133 break;
134
135 case 2:
138 break;
139
140 case 3:
143 break;
144
145 case 4:
148 break;
149
150 case 5:
153 break;
154
155 case 6:
157 Unit::Kill(player, me);
160 return;
161 }
162
164 }
165 else
166 {
169 }
170 }
171 else
172 speechTimer = (speechTimer > diff) ? (speechTimer - diff) : 0;
173
174 return;
175 }
176
177 CombatAI::UpdateAI(diff);
178 }
@ SAY_CRUSADER
Definition chapter2.cpp:32
@ SAY_PERSUADED4
Definition chapter2.cpp:36
@ SAY_PERSUADED5
Definition chapter2.cpp:37
@ SAY_PERSUADED3
Definition chapter2.cpp:35
@ SAY_PERSUADED2
Definition chapter2.cpp:34
@ SAY_PERSUADED6
Definition chapter2.cpp:38
@ SAY_PERSUADED1
Definition chapter2.cpp:33
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition CombatAI.cpp:87
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:208
void GroupEventHappens(uint32 questId, WorldObject const *pEventObject)
Definition PlayerQuest.cpp:1818
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.cpp:17754
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
const uint32 SPEECH_TIMER_FOR_ROLEPLAY
Definition chapter2.cpp:62

References CHAT_MSG_ADDON, CreatureAI::EnterEvadeMode(), ObjectAccessor::GetPlayer(), Player::GroupEventHappens(), Unit::Kill(), LANG_ADDON, CreatureAI::me, persuaded, playerGUID, QUEST_HOW_TO_WIN_FRIENDS, SAY_CRUSADER, SAY_PERSUADED1, SAY_PERSUADED2, SAY_PERSUADED3, SAY_PERSUADED4, SAY_PERSUADED5, SAY_PERSUADED6, sCreatureTextMgr, SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY, SPEECH_TIMER_FOR_ROLEPLAY, speechCounter, speechTimer, TEAM_NEUTRAL, TEXT_RANGE_NORMAL, and CombatAI::UpdateAI().

Member Data Documentation

◆ PERSUADE_SUCCESS_CHANCE

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::PERSUADE_SUCCESS_CHANCE = 3

◆ persuaded

bool npc_crusade_persuaded::npc_crusade_persuadedAI::persuaded

Referenced by SpellHit(), and UpdateAI().

◆ playerGUID

ObjectGuid npc_crusade_persuaded::npc_crusade_persuadedAI::playerGUID

Referenced by Reset(), SpellHit(), and UpdateAI().

◆ SAY_AGGRO_CHANCE

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::SAY_AGGRO_CHANCE = 33

Referenced by JustEngagedWith().

◆ SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::SPEECH_COUNTER_PREVENT_SUCCESS_ROLEPLAY = 0

Referenced by Reset(), and UpdateAI().

◆ SPEECH_COUNTER_START_SUCCESS_ROLEPLAY

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::SPEECH_COUNTER_START_SUCCESS_ROLEPLAY = 1

Referenced by SpellHit().

◆ SPEECH_TIMER_DEFAULT

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::SPEECH_TIMER_DEFAULT = 1000

Referenced by SpellHit().

◆ SPEECH_TIMER_FOR_ROLEPLAY

const uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::SPEECH_TIMER_FOR_ROLEPLAY = 8000

Referenced by UpdateAI().

◆ speechCounter

uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::speechCounter

Referenced by Reset(), SpellHit(), and UpdateAI().

◆ speechTimer

uint32 npc_crusade_persuaded::npc_crusade_persuadedAI::speechTimer

Referenced by Reset(), SpellHit(), and UpdateAI().


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