AzerothCore 3.3.5a
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npc_rookery_hatcher::npc_rookery_hatcherAI Struct Reference
Inheritance diagram for npc_rookery_hatcher::npc_rookery_hatcherAI:
CreatureAI UnitAI

Public Member Functions

 npc_rookery_hatcherAI (Creature *creature)
 
void InitializeAI () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
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 SpellHit (Unit *, SpellInfo const *)
 
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. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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
 
std::list< GameObject * > nearbyEggs
 
GameObjecttargetEgg
 
Position targetPosition
 

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 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 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_rookery_hatcherAI()

npc_rookery_hatcher::npc_rookery_hatcherAI::npc_rookery_hatcherAI ( Creature creature)
inline
53: CreatureAI(creature) {}
Definition: CreatureAI.h:70

Member Function Documentation

◆ InitializeAI()

void npc_rookery_hatcher::npc_rookery_hatcherAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

61 {
63 DoZoneInCombat(nullptr, 100.0f);
64 nearbyEggs.clear();
65 targetEgg = nullptr;
66 }
virtual void InitializeAI()
Definition: UnitAI.h:204
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106
std::list< GameObject * > nearbyEggs
Definition: boss_solakar_flamewreath.cpp:56
GameObject * targetEgg
Definition: boss_solakar_flamewreath.cpp:57

References CreatureAI::DoZoneInCombat(), UnitAI::InitializeAI(), nearbyEggs, and targetEgg.

◆ JustEngagedWith()

void npc_rookery_hatcher::npc_rookery_hatcherAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

69 {
70 events.ScheduleEvent(SPELL_HATCH_EGG, 1s);
71 }
events
Definition: boss_sartura.cpp:43
@ SPELL_HATCH_EGG
Definition: boss_solakar_flamewreath.cpp:25

References SPELL_HATCH_EGG.

◆ UpdateAI()

void npc_rookery_hatcher::npc_rookery_hatcherAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

74 {
75 std::list<GameObject*> nearbyEggs;
76 float tempDist = 20;
77 float minDist = 25;
78 std::list<Creature*> nearbyWhelps;
79
80 if (!UpdateVictim())
81 {
82 return;
83 }
84
86 for (auto const& whelp : nearbyWhelps)
87 {
88 if (!whelp->IsInCombat())
89 {
90 whelp->SetInCombatWith(me->GetVictim());
91 whelp->AI()->AttackStart(me->GetVictim());
92 }
93 }
94
96 return;
97 events.Update(diff);
98
99 while (uint32 eventId = events.ExecuteEvent())
100 {
101 switch (eventId)
102 {
103 case SPELL_HATCH_EGG:
104 if (!targetEgg) // no target, try to find one
105 {
106 minDist = 50;
107 tempDist = 50;
109 for (auto const& egg : nearbyEggs)
110 {
111 if (egg->isSpawned() && egg->getLootState() == GO_READY)
112 {
113 tempDist = me->GetDistance2d(egg);
114 if (tempDist < minDist)
115 {
116 minDist = tempDist;
117 targetEgg = egg;
118 }
119 }
120 }
121 }
122
123 if (targetEgg) //have a target, go to it and cast it
124 {
126 }
127 break;
128 default:
129 break;
130 }
131 }
132
133 // cast takes 1.5second, during which we don't have a target
135 {
140 targetEgg = nullptr;
141 events.ScheduleEvent(SPELL_HATCH_EGG, 6s, 8s);
142 }
144 {
145 if (Unit* victim = me->GetVictim())
146 {
147 AttackStart(victim);
148 }
149
151 {
152 me->GetMotionMaster()->MovePoint(0, me->GetVictim()->GetPosition()); // a bit hacky, but needed to start moving once we've summoned an egg
153 }
154 }
156 }
std::uint32_t uint32
Definition: Define.h:107
constexpr float RANGE_WHELP_CALL_HELP
Definition: boss_solakar_flamewreath.cpp:34
constexpr float RANGE_SPELL_HATCH_EGG
Definition: boss_solakar_flamewreath.cpp:33
@ NPC_ROOKERY_WHELP
Definition: blackrock_spire.h:89
@ GO_ROOKERY_EGG
Definition: blackrock_spire.h:111
void GetCreatureListWithEntryInGrid(std::list< Creature * > &list, WorldObject *source, uint32 entry, float maxSearchRange)
Definition: ScriptedCreature.cpp:860
@ GO_READY
Definition: GameObject.h:111
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Creature *const me
Definition: CreatureAI.h:72
LootState getLootState() const
Definition: GameObject.h:224
void GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2504
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1274
void GetPosition(float &x, float &y) const
Definition: Position.h:121
Definition: Unit.h:630
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20537
float GetMeleeReach() const
Definition: Unit.h:829
Unit * GetVictim() const
Definition: Unit.h:853
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16689
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213
Position targetPosition
Definition: boss_solakar_flamewreath.cpp:58

References UnitAI::AttackStart(), UnitAI::DoCast(), UnitAI::DoMeleeAttackIfReady(), GetCreatureListWithEntryInGrid(), WorldObject::GetDistance2d(), WorldObject::GetGameObjectListWithEntryInGrid(), GameObject::getLootState(), Unit::GetMeleeReach(), Unit::GetMotionMaster(), Position::GetPosition(), Unit::GetVictim(), GO_READY, GO_ROOKERY_EGG, Unit::HasUnitState(), CreatureAI::me, MotionMaster::MovePoint(), nearbyEggs, NPC_ROOKERY_WHELP, RANGE_SPELL_HATCH_EGG, RANGE_WHELP_CALL_HELP, Unit::SetFacingToObject(), SPELL_HATCH_EGG, Unit::StopMovingOnCurrentPos(), targetEgg, targetPosition, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_rookery_hatcher::npc_rookery_hatcherAI::events

◆ nearbyEggs

std::list<GameObject*> npc_rookery_hatcher::npc_rookery_hatcherAI::nearbyEggs

Referenced by InitializeAI(), and UpdateAI().

◆ targetEgg

GameObject* npc_rookery_hatcher::npc_rookery_hatcherAI::targetEgg

Referenced by InitializeAI(), and UpdateAI().

◆ targetPosition

Position npc_rookery_hatcher::npc_rookery_hatcherAI::targetPosition

Referenced by UpdateAI().