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

Public Member Functions

 pyrewood_ambushAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustSummoned (Creature *summoned) override
 
void SummonedCreatureDespawn (Creature *summoned) override
 
void SummonCreatureWithRandomTarget (uint32 creatureId, int position)
 
void JustDied (Unit *) override
 
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
 
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. 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

uint32 Phase
 
int8 KillCount
 
uint32 WaitTimer
 
ObjectGuid PlayerGUID
 
SummonList Summons
 
bool QuestInProgress
 
- 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

◆ pyrewood_ambushAI()

pyrewood_ambush::pyrewood_ambushAI::pyrewood_ambushAI ( Creature creature)
inline
191 : ScriptedAI(creature), Summons(me)
192 {
193 QuestInProgress = false;
194 }
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
bool QuestInProgress
Definition: zone_silverpine_forest.cpp:202
SummonList Summons
Definition: zone_silverpine_forest.cpp:200

References QuestInProgress.

Member Function Documentation

◆ JustDied()

void pyrewood_ambush::pyrewood_ambushAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

251 {
252 if (PlayerGUID)
254 if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE)
255 player->FailQuest(QUEST_PYREWOOD_AMBUSH);
256 }
@ QUEST_PYREWOOD_AMBUSH
Definition: zone_silverpine_forest.cpp:144
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
Definition: Player.h:1081
ObjectGuid PlayerGUID
Definition: zone_silverpine_forest.cpp:199

References ObjectAccessor::GetPlayer(), ScriptedAI::me, PlayerGUID, QUEST_PYREWOOD_AMBUSH, and QUEST_STATUS_INCOMPLETE.

◆ JustEngagedWith()

void pyrewood_ambush::pyrewood_ambushAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

217{ }

◆ JustSummoned()

void pyrewood_ambush::pyrewood_ambushAI::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

220 {
221 Summons.Summon(summoned);
222 ++KillCount;
223 }
Summons
Definition: boss_razorgore.cpp:55
int8 KillCount
Definition: zone_silverpine_forest.cpp:197

References KillCount.

◆ Reset()

void pyrewood_ambush::pyrewood_ambushAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

205 {
207
208 if (!QuestInProgress) //fix reset values (see UpdateVictim)
209 {
210 Phase = 0;
211 KillCount = 0;
213 Summons.DespawnAll();
214 }
215 }
Phase
Definition: boss_zuljin.cpp:82
#define WAIT_SECS
Definition: zone_silverpine_forest.cpp:164
void Clear()
Definition: ObjectGuid.h:138
uint32 WaitTimer
Definition: zone_silverpine_forest.cpp:198

References ObjectGuid::Clear(), KillCount, PlayerGUID, QuestInProgress, WAIT_SECS, and WaitTimer.

Referenced by UpdateAI().

◆ SummonCreatureWithRandomTarget()

void pyrewood_ambush::pyrewood_ambushAI::SummonCreatureWithRandomTarget ( uint32  creatureId,
int  position 
)
inline
232 {
233 if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000))
234 {
235 Unit* target = nullptr;
236 if (PlayerGUID)
238 if (player->IsAlive() && RAND(0, 1))
239 target = player;
240
241 if (!target)
242 target = me;
243
244 summoned->SetFaction(FACTION_STORMWIND);
245 summoned->AddThreat(target, 32.0f);
246 summoned->AI()->AttackStart(target);
247 }
248 }
static float PyrewoodSpawnPoints[3][4]
Definition: zone_silverpine_forest.cpp:149
@ FACTION_STORMWIND
Definition: SharedDefines.h:212
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:25
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:51
Definition: Creature.h:43
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:2366
Definition: Unit.h:630
void SetFaction(uint32 faction)
Definition: Unit.cpp:10056

References FACTION_STORMWIND, ObjectAccessor::GetPlayer(), ScriptedAI::me, PlayerGUID, PyrewoodSpawnPoints, RAND(), Unit::SetFaction(), WorldObject::SummonCreature(), and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

Referenced by UpdateAI().

◆ SummonedCreatureDespawn()

void pyrewood_ambush::pyrewood_ambushAI::SummonedCreatureDespawn ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

226 {
227 Summons.Despawn(summoned);
228 --KillCount;
229 }

References KillCount.

◆ UpdateAI()

void pyrewood_ambush::pyrewood_ambushAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

259 {
260 //LOG_INFO("scripts", "DEBUG: p({}) k({}) d({}) W({})", Phase, KillCount, diff, WaitTimer);
261
262 if (!QuestInProgress)
263 return;
264
265 if (KillCount && Phase < 6)
266 {
267 if (!UpdateVictim()) //reset() on target Despawn...
268 return;
269
271 return;
272 }
273
274 switch (Phase)
275 {
276 case 0:
277 if (WaitTimer == WAIT_SECS)
278 {
279 if (PlayerGUID)
280 {
282 {
283 me->AI()->Talk(NPCSAY_INIT, player);
284 }
285 }
286 }
287 if (WaitTimer <= diff)
288 {
289 WaitTimer -= diff;
290 return;
291 }
292 break;
293 case 1:
295 break;
296 case 2:
299 break;
300 case 3:
304 break;
305 case 4:
310 break;
311 case 5: //end
312 if (PlayerGUID)
313 {
315 {
316 me->AI()->Talk(NPCSAY_END, player);
317 player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me);
318 }
319 }
320 QuestInProgress = false;
321 Reset();
322 break;
323 }
324 ++Phase; //prepare next phase
325 }
@ NPCSAY_END
Definition: zone_silverpine_forest.cpp:146
@ NPCSAY_INIT
Definition: zone_silverpine_forest.cpp:145
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
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.
Definition: CreatureAI.cpp:50
bool UpdateVictim()
Definition: CreatureAI.cpp:280
CreatureAI * AI() const
Definition: Creature.h:140
void SummonCreatureWithRandomTarget(uint32 creatureId, int position)
Definition: zone_silverpine_forest.cpp:231
void Reset() override
Definition: zone_silverpine_forest.cpp:204
uint32 Phase
Definition: zone_silverpine_forest.cpp:196

References Creature::AI(), UnitAI::DoMeleeAttackIfReady(), ObjectAccessor::GetPlayer(), KillCount, ScriptedAI::me, NPCSAY_END, NPCSAY_INIT, Phase, PlayerGUID, QUEST_PYREWOOD_AMBUSH, QuestInProgress, Reset(), SummonCreatureWithRandomTarget(), CreatureAI::Talk(), CreatureAI::UpdateVictim(), WAIT_SECS, and WaitTimer.

Member Data Documentation

◆ KillCount

int8 pyrewood_ambush::pyrewood_ambushAI::KillCount

◆ Phase

uint32 pyrewood_ambush::pyrewood_ambushAI::Phase

Referenced by UpdateAI().

◆ PlayerGUID

ObjectGuid pyrewood_ambush::pyrewood_ambushAI::PlayerGUID

◆ QuestInProgress

bool pyrewood_ambush::pyrewood_ambushAI::QuestInProgress

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

◆ Summons

SummonList pyrewood_ambush::pyrewood_ambushAI::Summons

◆ WaitTimer

uint32 pyrewood_ambush::pyrewood_ambushAI::WaitTimer

Referenced by Reset(), and UpdateAI().