AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_shattered_hand_scout Struct Reference
Inheritance diagram for npc_shattered_hand_scout:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_shattered_hand_scout (Creature *creature)
 
void Reset () override
 
void SetData (uint32 type, uint32) override
 
void MoveInLineOfSight (Unit *who) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void MovementInform (uint32 type, uint32 point) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
bool FireArrows ()
 
CreatureGetPorung ()
 
- 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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
 
- 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)
 
 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
 

Private Attributes

TaskScheduler _scheduler
 
GuidSet _zealotGUIDs
 
GuidSet _firstZealots
 

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_shattered_hand_scout()

npc_shattered_hand_scout::npc_shattered_hand_scout ( Creature creature)
inline
79: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ DamageTaken()

void npc_shattered_hand_scout::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from ScriptedAI.

119 {
120 if (damage >= me->GetHealth())
121 {
122 // Let creature fall to 1 HP but prevent it from dying.
123 damage = me->GetHealth() - 1;
124 }
125 }
Creature * me
Definition: ScriptedCreature.h:280
uint32 GetHealth() const
Definition: Unit.h:869

References Unit::GetHealth(), and ScriptedAI::me.

◆ FireArrows()

bool npc_shattered_hand_scout::FireArrows ( )
inline
251 {
252 std::list<Creature*> creatureList;
253 GetCreatureListWithEntryInGrid(creatureList, me, NPC_SH_ARCHER, 100.0f);
254
255 if (creatureList.empty())
256 {
257 return false;
258 }
259
260 for (Creature* creature : creatureList)
261 {
262 if (creature)
263 {
264 creature->AI()->DoCastAOE(SPELL_SHOOT_FLAME_ARROW);
265 }
266 }
267
268 return true;
269 }
void GetCreatureListWithEntryInGrid(std::list< Creature * > &list, WorldObject *source, uint32 entry, float maxSearchRange)
Definition: ScriptedCreature.cpp:827
@ SPELL_SHOOT_FLAME_ARROW
Definition: boss_porung.cpp:29
@ NPC_SH_ARCHER
Definition: shattered_halls.h:50
Definition: Creature.h:46

References GetCreatureListWithEntryInGrid(), NPC_SH_ARCHER, and SPELL_SHOOT_FLAME_ARROW.

Referenced by MovementInform().

◆ GetPorung()

Creature * npc_shattered_hand_scout::GetPorung ( )
inline
272 {
274 }
@ NPC_BLOOD_GUARD
Definition: shattered_halls.h:48
@ NPC_PORUNG
Definition: shattered_halls.h:47
bool IsHeroic() const
Definition: ScriptedCreature.h:379
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2446

References WorldObject::FindNearestCreature(), NPC_BLOOD_GUARD, and NPC_PORUNG.

Referenced by MovementInform().

◆ MoveInLineOfSight()

void npc_shattered_hand_scout::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

95 {
96 if (!me->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE) && me->IsWithinDist2d(who, 50.0f) && who->GetPositionZ() > -3.0f
97 && who->IsPlayer())
98 {
103 me->GetMotionMaster()->MovePath(me->GetEntry() * 10, false);
104
105 _firstZealots.clear();
106 std::list<Creature*> creatureList;
107 GetCreatureListWithEntryInGrid(creatureList, me, NPC_SH_ZEALOT, 15.0f);
108 for (Creature* creature : creatureList)
109 {
110 if (creature)
111 {
112 _firstZealots.insert(creature->GetGUID());
113 }
114 }
115 }
116 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ SAY_INVADERS_BREACHED
Definition: boss_porung.cpp:35
@ SPELL_CLEAR_ALL
Definition: boss_porung.cpp:27
@ NPC_SH_ZEALOT
Definition: shattered_halls.h:49
Talk
Definition: hyjal.cpp:82
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
bool IsPlayer() const
Definition: Object.h:197
uint32 GetEntry() const
Definition: Object.h:112
bool IsWithinDist2d(float x, float y, float dist) const
Definition: Object.cpp:1305
float GetPositionZ() const
Definition: Position.h:119
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:682
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
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:849
GuidSet _firstZealots
Definition: boss_porung.cpp:279

References _firstZealots, UnitAI::DoCastSelf(), GetCreatureListWithEntryInGrid(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPositionZ(), Unit::HasUnitFlag(), Object::IsPlayer(), WorldObject::IsWithinDist2d(), ScriptedAI::me, MotionMaster::MovePath(), NPC_SH_ZEALOT, REACT_PASSIVE, SAY_INVADERS_BREACHED, Creature::SetReactState(), Unit::SetUnitFlag(), SPELL_CLEAR_ALL, and UNIT_FLAG_NOT_SELECTABLE.

◆ MovementInform()

void npc_shattered_hand_scout::MovementInform ( uint32  type,
uint32  point 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

128 {
129 if (type == WAYPOINT_MOTION_TYPE && point == POINT_SCOUT_WP_END)
130 {
131 me->SetVisible(false);
132
133 if (Creature* porung = GetPorung())
134 {
135 porung->setActive(true);
136 porung->AI()->DoCastAOE(SPELL_SUMMON_ZEALOTS);
137 porung->AI()->Talk(SAY_PORUNG_ARCHERS);
138
139 _scheduler.Schedule(45s, [this](TaskContext context)
140 {
141 if (Creature* porung = GetPorung())
142 {
143 porung->AI()->DoCastAOE(SPELL_SUMMON_ZEALOTS);
144 }
145
146 context.Repeat();
147 });
148 }
149
150 _scheduler.Schedule(1s, [this](TaskContext /*context*/)
151 {
152 _zealotGUIDs.clear();
153 std::list<Creature*> creatureList;
154 GetCreatureListWithEntryInGrid(creatureList, me, NPC_SH_ZEALOT, 100.0f);
155 for (Creature* creature : creatureList)
156 {
157 if (creature)
158 {
159 creature->AI()->SetData(SET_DATA_ARBITRARY_VALUE, SET_DATA_ARBITRARY_VALUE);
160 _zealotGUIDs.insert(creature->GetGUID());
161 }
162 }
163
164 for (auto const& guid : _firstZealots)
165 {
166 if (Creature* zealot = ObjectAccessor::GetCreature(*me, guid))
167 {
168 zealot->SetInCombatWithZone();
169 }
170 }
171
172 if (Creature* porung = GetPorung())
173 {
174 porung->AI()->Talk(SAY_PORUNG_READY, 3600ms);
175 porung->AI()->Talk(SAY_PORUNG_AIM, 4800ms);
176 }
177
178 _scheduler.Schedule(5800ms, [this](TaskContext /*context*/)
179 {
180 std::list<Creature*> creatureList;
181 GetCreatureListWithEntryInGrid(creatureList, me, NPC_SH_ARCHER, 100.0f);
182 for (Creature* creature : creatureList)
183 {
184 if (creature)
185 {
186 creature->AI()->DoCastAOE(SPELL_SHOOT_FLAME_ARROW);
187 }
188 }
189
190 if (Creature* porung = GetPorung())
191 {
192 porung->AI()->Talk(SAY_PORUNG_FIRE, 200ms);
193 }
194
195 _scheduler.Schedule(2s, 9750ms, [this](TaskContext context)
196 {
197 if (FireArrows())
198 {
199 context.Repeat();
200 }
201
202 if (!me->SelectNearestPlayer(250.0f))
203 {
204 me->SetVisible(true);
205 me->DespawnOrUnsummon(5s, 5s);
206
207 for (auto const& guid : _zealotGUIDs)
208 {
209 if (Creature* zealot = ObjectAccessor::GetCreature(*me, guid))
210 {
211 if (zealot->IsAlive())
212 {
213 zealot->DespawnOrUnsummon(5s, 5s);
214 }
215 else
216 {
217 zealot->Respawn(true);
218 }
219 }
220 }
221
222 for (auto const& guid : _firstZealots)
223 {
224 if (Creature* zealot = ObjectAccessor::GetCreature(*me, guid))
225 {
226 if (zealot->IsAlive())
227 {
228 zealot->DespawnOrUnsummon(5s, 5s);
229 }
230 else
231 {
232 zealot->Respawn(true);
233 }
234 }
235 }
236
238 }
239 });
240 });
241 });
242 }
243 }
@ WAYPOINT_MOTION_TYPE
Definition: MotionMaster.h:39
@ SAY_PORUNG_READY
Definition: boss_porung.cpp:38
@ SAY_PORUNG_AIM
Definition: boss_porung.cpp:39
@ SAY_PORUNG_FIRE
Definition: boss_porung.cpp:40
@ SAY_PORUNG_ARCHERS
Definition: boss_porung.cpp:37
@ POINT_SCOUT_WP_END
Definition: boss_porung.cpp:46
@ SET_DATA_ARBITRARY_VALUE
Definition: boss_porung.cpp:48
@ SPELL_SUMMON_ZEALOTS
Definition: boss_porung.cpp:28
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2473
void SetVisible(bool x)
Definition: Unit.cpp:14189
GuidSet _zealotGUIDs
Definition: boss_porung.cpp:278
TaskScheduler _scheduler
Definition: boss_porung.cpp:277
Creature * GetPorung()
Definition: boss_porung.cpp:271
bool FireArrows()
Definition: boss_porung.cpp:250

References _firstZealots, _scheduler, _zealotGUIDs, TaskScheduler::CancelAll(), UnitAI::DoCastAOE(), FireArrows(), ObjectAccessor::GetCreature(), GetCreatureListWithEntryInGrid(), GetPorung(), ScriptedAI::me, NPC_SH_ARCHER, NPC_SH_ZEALOT, POINT_SCOUT_WP_END, TaskContext::Repeat(), SAY_PORUNG_AIM, SAY_PORUNG_ARCHERS, SAY_PORUNG_FIRE, SAY_PORUNG_READY, TaskScheduler::Schedule(), WorldObject::SelectNearestPlayer(), SET_DATA_ARBITRARY_VALUE, Unit::SetVisible(), SPELL_SHOOT_FLAME_ARROW, SPELL_SUMMON_ZEALOTS, and WAYPOINT_MOTION_TYPE.

◆ Reset()

void npc_shattered_hand_scout::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

82 {
84 }
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684

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

◆ SetData()

void npc_shattered_hand_scout::SetData ( uint32  type,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

87 {
88 if (type != SET_DATA_ENCOUNTER_DONE)
89 return;
90
92 }
@ SET_DATA_ENCOUNTER_DONE
Definition: boss_porung.cpp:49

References _scheduler, TaskScheduler::CancelAll(), and SET_DATA_ENCOUNTER_DONE.

◆ UpdateAI()

void npc_shattered_hand_scout::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

246 {
247 _scheduler.Update(diff);
248 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27

Member Data Documentation

◆ _firstZealots

GuidSet npc_shattered_hand_scout::_firstZealots
private

◆ _scheduler

TaskScheduler npc_shattered_hand_scout::_scheduler
private

Referenced by MovementInform(), and SetData().

◆ _zealotGUIDs

GuidSet npc_shattered_hand_scout::_zealotGUIDs
private

Referenced by MovementInform().