AzerothCore 3.3.5a
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npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI Struct Reference
Inheritance diagram for npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_lord_illidan_stormrageAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void SummonNextWave ()
 
void CheckEventFail ()
 
void LiveCounter ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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
 

Public Attributes

ObjectGuid PlayerGUID
 
uint32 WaveTimer
 
uint32 AnnounceTimer
 
int8 LiveCount
 
uint8 WaveCount
 
bool EventStarted
 
bool Announced
 
bool Failed
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
- 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_lord_illidan_stormrageAI()

npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::npc_lord_illidan_stormrageAI ( Creature creature)
inline
1073: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ AttackStart()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::AttackStart ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1106{ }

◆ CheckEventFail()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::CheckEventFail ( )
inline
1111 {
1113 if (!player)
1114 {
1115 Failed = true;
1116 return;
1117 }
1118
1119 if (Group* EventGroup = player->GetGroup())
1120 {
1121 uint8 GroupMemberCount = 0;
1122 uint8 DeadMemberCount = 0;
1123 uint8 FailedMemberCount = 0;
1124
1125 Group::MemberSlotList const& members = EventGroup->GetMemberSlots();
1126
1127 for (Group::member_citerator itr = members.begin(); itr != members.end(); ++itr)
1128 {
1129 Player* GroupMember = ObjectAccessor::GetPlayer(*me, itr->guid);
1130 if (!GroupMember)
1131 continue;
1133 {
1135 ++FailedMemberCount;
1136 }
1137 ++GroupMemberCount;
1138
1139 if (GroupMember->isDead())
1140 ++DeadMemberCount;
1141 }
1142
1143 if (GroupMemberCount == FailedMemberCount)
1144 {
1145 Failed = true;
1146 }
1147
1148 if (GroupMemberCount == DeadMemberCount)
1149 {
1150 for (Group::member_citerator itr = members.begin(); itr != members.end(); ++itr)
1151 {
1152 if (Player* groupMember = ObjectAccessor::GetPlayer(*me, itr->guid))
1153 if (groupMember->GetQuestStatus(QUEST_BATTLE_OF_THE_CRIMSON_WATCH) == QUEST_STATUS_INCOMPLETE)
1154 groupMember->FailQuest(QUEST_BATTLE_OF_THE_CRIMSON_WATCH);
1155 }
1156 Failed = true;
1157 }
1158 }
1159 else if (player->isDead() || !player->IsWithinDistInMap(me, EVENT_AREA_RADIUS))
1160 {
1162 Failed = true;
1163 }
1164 }
std::uint8_t uint8
Definition: Define.h:109
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
#define QUEST_BATTLE_OF_THE_CRIMSON_WATCH
Definition: zone_shadowmoon_valley.cpp:817
#define EVENT_AREA_RADIUS
Definition: zone_shadowmoon_valley.cpp:818
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:223
Creature * me
Definition: ScriptedCreature.h:280
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1321
Definition: Player.h:1064
Group * GetGroup()
Definition: Player.h:2448
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1424
void FailQuest(uint32 quest_id)
Definition: PlayerQuest.cpp:880
bool isDead() const
Definition: Unit.h:1206
Definition: Group.h:169
std::list< MemberSlot > MemberSlotList
Definition: Group.h:179
MemberSlotList::const_iterator member_citerator
Definition: Group.h:180
bool Failed
Definition: zone_shadowmoon_valley.cpp:1085
ObjectGuid PlayerGUID
Definition: zone_shadowmoon_valley.cpp:1075

References EVENT_AREA_RADIUS, Failed, Player::FailQuest(), Player::GetGroup(), ObjectAccessor::GetPlayer(), Player::GetQuestStatus(), Unit::isDead(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, PlayerGUID, QUEST_BATTLE_OF_THE_CRIMSON_WATCH, and QUEST_STATUS_INCOMPLETE.

Referenced by UpdateAI().

◆ JustEngagedWith()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1103{ }

◆ LiveCounter()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::LiveCounter ( )
inline
1167 {
1168 --LiveCount;
1169 if (!LiveCount)
1170 Announced = false;
1171 }
bool Announced
Definition: zone_shadowmoon_valley.cpp:1084
int8 LiveCount
Definition: zone_shadowmoon_valley.cpp:1080

References Announced, and LiveCount.

◆ MoveInLineOfSight()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1104{ }

◆ Reset()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1088 {
1089 PlayerGUID.Clear();
1090
1091 WaveTimer = 10000;
1092 AnnounceTimer = 7000;
1093 LiveCount = 0;
1094 WaveCount = 0;
1095
1096 EventStarted = false;
1097 Announced = false;
1098 Failed = false;
1099
1100 me->SetVisible(false);
1101 }
void Clear()
Definition: ObjectGuid.h:138
void SetVisible(bool x)
Definition: Unit.cpp:14189
bool EventStarted
Definition: zone_shadowmoon_valley.cpp:1083
uint32 AnnounceTimer
Definition: zone_shadowmoon_valley.cpp:1078
uint8 WaveCount
Definition: zone_shadowmoon_valley.cpp:1081
uint32 WaveTimer
Definition: zone_shadowmoon_valley.cpp:1077

References Announced, AnnounceTimer, ObjectGuid::Clear(), EventStarted, Failed, LiveCount, ScriptedAI::me, PlayerGUID, Unit::SetVisible(), WaveCount, and WaveTimer.

◆ SummonNextWave()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::SummonNextWave ( )
1329{
1332 uint8 FelguardCount = 0;
1333 uint8 DreadlordCount = 0;
1334
1335 for (uint8 i = 0; i < count; ++i)
1336 {
1337 Creature* Spawn = nullptr;
1338 float X = SpawnLocation[locIndex + i].x;
1339 float Y = SpawnLocation[locIndex + i].y;
1340 float Z = SpawnLocation[locIndex + i].z;
1341 float O = SpawnLocation[locIndex + i].o;
1342 Spawn = me->SummonCreature(WavesInfo[WaveCount].CreatureId, X, Y, Z, O, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 60000);
1343 ++LiveCount;
1344
1345 if (Spawn)
1346 {
1347 if (WaveCount == 0)//1 Wave
1348 {
1349 if (rand() % 3 == 1 && FelguardCount < 2)
1350 {
1351 Spawn->SetDisplayId(18654);
1352 ++FelguardCount;
1353 }
1354 else if (DreadlordCount < 3)
1355 {
1356 Spawn->SetDisplayId(19991);
1357 ++DreadlordCount;
1358 }
1359 else if (FelguardCount < 2)
1360 {
1361 Spawn->SetDisplayId(18654);
1362 ++FelguardCount;
1363 }
1364 }
1365
1366 if (WaveCount < 3)//1-3 Wave
1367 {
1368 if (PlayerGUID)
1369 {
1371 {
1372 float x, y, z;
1373 target->GetPosition(x, y, z);
1374 Spawn->GetMotionMaster()->MovePoint(0, x, y, z);
1375 }
1376 }
1377 CAST_AI(npc_illidari_spawn::npc_illidari_spawnAI, Spawn->AI())->LordIllidanGUID = me->GetGUID();
1378 }
1379
1380 if (WavesInfo[WaveCount].CreatureId == 22076) // Torloth
1381 {
1383 if (PlayerGUID)
1385 }
1386 }
1387 }
1388 ++WaveCount;
1391}
#define CAST_AI(a, b)
Definition: UnitAI.h:26
@ TEMPSUMMON_TIMED_OR_DEAD_DESPAWN
Definition: Object.h:45
static Location SpawnLocation[]
Definition: zone_shadowmoon_valley.cpp:844
static WaveDataCreature WavesInfo[]
Definition: zone_shadowmoon_valley.cpp:871
Definition: Creature.h:46
void SetDisplayId(uint32 displayId, float displayScale=1.f) override
Definition: Creature.cpp:3505
CreatureAI * AI() const
Definition: Creature.h:143
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2355
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
float y
Definition: zone_shadowmoon_valley.cpp:840
float o
Definition: zone_shadowmoon_valley.cpp:840
float z
Definition: zone_shadowmoon_valley.cpp:840
float x
Definition: zone_shadowmoon_valley.cpp:840
uint8 UsedSpawnPoint
Definition: zone_shadowmoon_valley.cpp:867
uint32 YellTimer
Definition: zone_shadowmoon_valley.cpp:868
uint32 SpawnTimer
Definition: zone_shadowmoon_valley.cpp:868
uint8 SpawnCount
Definition: zone_shadowmoon_valley.cpp:867
Definition: zone_shadowmoon_valley.cpp:912
Definition: zone_shadowmoon_valley.cpp:1217

References Creature::AI(), AnnounceTimer, CAST_AI, Object::GetGUID(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), LiveCount, ScriptedAI::me, MotionMaster::MovePoint(), Location::o, PlayerGUID, Creature::SetDisplayId(), WaveDataCreature::SpawnCount, SpawnLocation, WaveDataCreature::SpawnTimer, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, WaveDataCreature::UsedSpawnPoint, WaveCount, WavesInfo, WaveTimer, Location::x, Location::y, WaveDataCreature::YellTimer, and Location::z.

Referenced by UpdateAI().

◆ UpdateAI()

void npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

1174 {
1175 if (!PlayerGUID || !EventStarted)
1176 return;
1177
1178 if (!LiveCount && WaveCount < 4)
1179 {
1180 if (!Announced && AnnounceTimer <= diff)
1181 {
1182 Announced = true;
1183 }
1184 else
1185 AnnounceTimer -= diff;
1186
1187 if (WaveTimer <= diff)
1188 {
1190 }
1191 else
1192 WaveTimer -= diff;
1193 }
1195
1196 if (Failed)
1198 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SummonNextWave()
Definition: zone_shadowmoon_valley.cpp:1328
void CheckEventFail()
Definition: zone_shadowmoon_valley.cpp:1110

References Announced, AnnounceTimer, CheckEventFail(), CreatureAI::EnterEvadeMode(), EventStarted, Failed, LiveCount, PlayerGUID, SummonNextWave(), WaveCount, and WaveTimer.

Member Data Documentation

◆ Announced

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Announced

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

◆ AnnounceTimer

uint32 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::AnnounceTimer

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

◆ EventStarted

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::EventStarted

Referenced by Reset(), and UpdateAI().

◆ Failed

bool npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::Failed

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

◆ LiveCount

int8 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::LiveCount

◆ PlayerGUID

ObjectGuid npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::PlayerGUID

◆ WaveCount

uint8 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::WaveCount

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

◆ WaveTimer

uint32 npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI::WaveTimer

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