AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_firework::npc_fireworkAI Struct Reference
Inheritance diagram for npc_firework::npc_fireworkAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_fireworkAI (Creature *creature)
 
bool isCluster ()
 
GameObjectFindNearestLauncher ()
 
uint32 GetFireworkSpell (uint32 entry)
 
uint32 GetFireworkGameObjectId ()
 
void Reset () override
 
- 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
 

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_fireworkAI()

npc_firework::npc_fireworkAI::npc_fireworkAI ( Creature creature)
inline
2133: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:190

Member Function Documentation

◆ FindNearestLauncher()

GameObject * npc_firework::npc_fireworkAI::FindNearestLauncher ( )
inline
2171 {
2172 GameObject* launcher = nullptr;
2173
2174 if (isCluster())
2175 {
2180
2181 if (launcher1)
2182 launcher = launcher1;
2183 else if (launcher2)
2184 launcher = launcher2;
2185 else if (launcher3)
2186 launcher = launcher3;
2187 else if (launcher4)
2188 launcher = launcher4;
2189 }
2190 else
2191 {
2195
2196 if (launcher1)
2197 launcher = launcher1;
2198 else if (launcher2)
2199 launcher = launcher2;
2200 else if (launcher3)
2201 launcher = launcher3;
2202 }
2203
2204 return launcher;
2205 }
GameObject * GetClosestGameObjectWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool onlySpawned)
Definition: ScriptedCreature.cpp:822
@ GO_CLUSTER_LAUNCHER_1
Definition: npcs_special.cpp:2101
@ GO_CLUSTER_LAUNCHER_3
Definition: npcs_special.cpp:2103
@ GO_FIREWORK_LAUNCHER_2
Definition: npcs_special.cpp:2099
@ GO_FIREWORK_LAUNCHER_1
Definition: npcs_special.cpp:2098
@ GO_CLUSTER_LAUNCHER_2
Definition: npcs_special.cpp:2102
@ GO_CLUSTER_LAUNCHER_4
Definition: npcs_special.cpp:2104
@ GO_FIREWORK_LAUNCHER_3
Definition: npcs_special.cpp:2100
Creature * me
Definition: ScriptedCreature.h:280
Definition: GameObject.h:121
bool isCluster()
Definition: npcs_special.cpp:2135

References GetClosestGameObjectWithEntry(), GO_CLUSTER_LAUNCHER_1, GO_CLUSTER_LAUNCHER_2, GO_CLUSTER_LAUNCHER_3, GO_CLUSTER_LAUNCHER_4, GO_FIREWORK_LAUNCHER_1, GO_FIREWORK_LAUNCHER_2, and GO_FIREWORK_LAUNCHER_3.

◆ GetFireworkGameObjectId()

uint32 npc_firework::npc_fireworkAI::GetFireworkGameObjectId ( )
inline
2241 {
2242 uint32 spellId = 0;
2243
2244 switch (me->GetEntry())
2245 {
2246 case NPC_CLUSTER_BLUE:
2248 break;
2249 case NPC_CLUSTER_GREEN:
2251 break;
2252 case NPC_CLUSTER_PURPLE:
2254 break;
2255 case NPC_CLUSTER_RED:
2257 break;
2258 case NPC_CLUSTER_YELLOW:
2260 break;
2261 case NPC_CLUSTER_WHITE:
2263 break;
2266 break;
2269 break;
2272 break;
2275 break;
2278 break;
2281 break;
2282 case NPC_CLUSTER_ELUNE:
2284 break;
2285 }
2286
2287 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2288
2289 if (spellInfo && spellInfo->Effects[0].Effect == SPELL_EFFECT_SUMMON_OBJECT_WILD)
2290 return spellInfo->Effects[0].MiscValue;
2291
2292 return 0;
2293 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
std::uint32_t uint32
Definition: Define.h:107
#define sSpellMgr
Definition: SpellMgr.h:825
@ NPC_FIREWORK_BIG_YELLOW
Definition: npcs_special.cpp:2081
@ NPC_FIREWORK_BIG_WHITE
Definition: npcs_special.cpp:2082
@ NPC_FIREWORK_BIG_GREEN
Definition: npcs_special.cpp:2078
@ NPC_FIREWORK_GREEN
Definition: npcs_special.cpp:2072
@ NPC_CLUSTER_RED
Definition: npcs_special.cpp:2085
@ NPC_FIREWORK_BIG_RED
Definition: npcs_special.cpp:2080
@ NPC_CLUSTER_WHITE
Definition: npcs_special.cpp:2088
@ NPC_FIREWORK_BIG_PURPLE
Definition: npcs_special.cpp:2079
@ NPC_CLUSTER_BIG_YELLOW
Definition: npcs_special.cpp:2095
@ NPC_CLUSTER_PURPLE
Definition: npcs_special.cpp:2087
@ NPC_CLUSTER_YELLOW
Definition: npcs_special.cpp:2089
@ NPC_FIREWORK_WHITE
Definition: npcs_special.cpp:2076
@ NPC_CLUSTER_BIG_WHITE
Definition: npcs_special.cpp:2094
@ NPC_CLUSTER_GREEN
Definition: npcs_special.cpp:2086
@ NPC_FIREWORK_RED
Definition: npcs_special.cpp:2074
@ NPC_FIREWORK_PURPLE
Definition: npcs_special.cpp:2073
@ NPC_FIREWORK_BIG_BLUE
Definition: npcs_special.cpp:2077
@ NPC_CLUSTER_BIG_PURPLE
Definition: npcs_special.cpp:2092
@ NPC_FIREWORK_YELLOW
Definition: npcs_special.cpp:2075
@ NPC_CLUSTER_BIG_GREEN
Definition: npcs_special.cpp:2091
@ NPC_CLUSTER_BLUE
Definition: npcs_special.cpp:2084
@ NPC_FIREWORK_BLUE
Definition: npcs_special.cpp:2071
@ NPC_CLUSTER_BIG_BLUE
Definition: npcs_special.cpp:2090
@ NPC_CLUSTER_BIG_RED
Definition: npcs_special.cpp:2093
@ NPC_CLUSTER_ELUNE
Definition: npcs_special.cpp:2096
@ SPELL_EFFECT_SUMMON_OBJECT_WILD
Definition: SharedDefines.h:854
uint32 GetEntry() const
Definition: Object.h:112
Definition: SpellInfo.h:316
std::array< SpellEffectInfo, MAX_SPELL_EFFECTS > Effects
Definition: SpellInfo.h:393
uint32 GetFireworkSpell(uint32 entry)
Definition: npcs_special.cpp:2207

References SpellInfo::Effects, NPC_CLUSTER_BIG_BLUE, NPC_CLUSTER_BIG_GREEN, NPC_CLUSTER_BIG_PURPLE, NPC_CLUSTER_BIG_RED, NPC_CLUSTER_BIG_WHITE, NPC_CLUSTER_BIG_YELLOW, NPC_CLUSTER_BLUE, NPC_CLUSTER_ELUNE, NPC_CLUSTER_GREEN, NPC_CLUSTER_PURPLE, NPC_CLUSTER_RED, NPC_CLUSTER_WHITE, NPC_CLUSTER_YELLOW, NPC_FIREWORK_BIG_BLUE, NPC_FIREWORK_BIG_GREEN, NPC_FIREWORK_BIG_PURPLE, NPC_FIREWORK_BIG_RED, NPC_FIREWORK_BIG_WHITE, NPC_FIREWORK_BIG_YELLOW, NPC_FIREWORK_BLUE, NPC_FIREWORK_GREEN, NPC_FIREWORK_PURPLE, NPC_FIREWORK_RED, NPC_FIREWORK_WHITE, NPC_FIREWORK_YELLOW, SPELL_EFFECT_SUMMON_OBJECT_WILD, sSpellMgr, and urand().

◆ GetFireworkSpell()

uint32 npc_firework::npc_fireworkAI::GetFireworkSpell ( uint32  entry)
inline
2208 {
2209 switch (entry)
2210 {
2211 case NPC_FIREWORK_BLUE:
2212 return SPELL_ROCKET_BLUE;
2213 case NPC_FIREWORK_GREEN:
2214 return SPELL_ROCKET_GREEN;
2216 return SPELL_ROCKET_PURPLE;
2217 case NPC_FIREWORK_RED:
2218 return SPELL_ROCKET_RED;
2220 return SPELL_ROCKET_YELLOW;
2221 case NPC_FIREWORK_WHITE:
2222 return SPELL_ROCKET_WHITE;
2224 return SPELL_ROCKET_BIG_BLUE;
2230 return SPELL_ROCKET_BIG_RED;
2235 default:
2236 return 0;
2237 }
2238 }
@ SPELL_ROCKET_BIG_RED
Definition: npcs_special.cpp:2115
@ SPELL_ROCKET_YELLOW
Definition: npcs_special.cpp:2111
@ SPELL_ROCKET_BIG_WHITE
Definition: npcs_special.cpp:2116
@ SPELL_ROCKET_RED
Definition: npcs_special.cpp:2109
@ SPELL_ROCKET_PURPLE
Definition: npcs_special.cpp:2108
@ SPELL_ROCKET_BLUE
Definition: npcs_special.cpp:2106
@ SPELL_ROCKET_BIG_YELLOW
Definition: npcs_special.cpp:2117
@ SPELL_ROCKET_WHITE
Definition: npcs_special.cpp:2110
@ SPELL_ROCKET_BIG_BLUE
Definition: npcs_special.cpp:2112
@ SPELL_ROCKET_GREEN
Definition: npcs_special.cpp:2107
@ SPELL_ROCKET_BIG_GREEN
Definition: npcs_special.cpp:2113
@ SPELL_ROCKET_BIG_PURPLE
Definition: npcs_special.cpp:2114

References NPC_FIREWORK_BIG_BLUE, NPC_FIREWORK_BIG_GREEN, NPC_FIREWORK_BIG_PURPLE, NPC_FIREWORK_BIG_RED, NPC_FIREWORK_BIG_WHITE, NPC_FIREWORK_BIG_YELLOW, NPC_FIREWORK_BLUE, NPC_FIREWORK_GREEN, NPC_FIREWORK_PURPLE, NPC_FIREWORK_RED, NPC_FIREWORK_WHITE, NPC_FIREWORK_YELLOW, SPELL_ROCKET_BIG_BLUE, SPELL_ROCKET_BIG_GREEN, SPELL_ROCKET_BIG_PURPLE, SPELL_ROCKET_BIG_RED, SPELL_ROCKET_BIG_WHITE, SPELL_ROCKET_BIG_YELLOW, SPELL_ROCKET_BLUE, SPELL_ROCKET_GREEN, SPELL_ROCKET_PURPLE, SPELL_ROCKET_RED, SPELL_ROCKET_WHITE, and SPELL_ROCKET_YELLOW.

◆ isCluster()

◆ Reset()

void npc_firework::npc_fireworkAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

2296 {
2297 if (GameObject* launcher = FindNearestLauncher())
2298 {
2299 launcher->SendCustomAnim(ANIM_GO_LAUNCH_FIREWORK);
2300 me->SetOrientation(launcher->GetOrientation() + M_PI / 2);
2301 }
2302 else
2303 return;
2304
2305 if (isCluster())
2306 {
2307 // Check if we are near Elune'ara lake south, if so try to summon Omen or a minion
2308 if (me->GetZoneId() == ZONE_MOONGLADE)
2309 {
2311 {
2312 switch (urand(0, 9))
2313 {
2314 case 0:
2315 case 1:
2316 case 2:
2317 case 3:
2318 if (Creature* minion = me->SummonCreature(NPC_MINION_OF_OMEN, me->GetPositionX() + frand(-5.0f, 5.0f), me->GetPositionY() + frand(-5.0f, 5.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 20000))
2319 minion->AI()->AttackStart(me->SelectNearestPlayer(20.0f));
2320 break;
2321 case 9:
2323 break;
2324 }
2325 }
2326 }
2327 if (me->GetEntry() == NPC_CLUSTER_ELUNE)
2329
2330 float displacement = 0.7f;
2331 for (uint8 i = 0; i < 4; i++)
2332 me->SummonGameObject(GetFireworkGameObjectId(), me->GetPositionX() + (i % 2 == 0 ? displacement : -displacement), me->GetPositionY() + (i > 1 ? displacement : -displacement), me->GetPositionZ() + 4.0f, me->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 1);
2333 }
2334 else
2335 //me->CastSpell(me, GetFireworkSpell(me->GetEntry()), true);
2337 }
float frand(float min, float max)
Definition: Random.cpp:57
std::uint8_t uint8
Definition: Define.h:109
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:50
@ ANIM_GO_LAUNCH_FIREWORK
Definition: npcs_special.cpp:2120
@ ZONE_MOONGLADE
Definition: npcs_special.cpp:2121
@ NPC_OMEN
Definition: npcs_special.cpp:2069
@ SPELL_LUNAR_FORTUNE
Definition: npcs_special.cpp:2118
@ NPC_MINION_OF_OMEN
Definition: npcs_special.cpp:2070
Position omenSummonPos
Definition: npcs_special.cpp:2124
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Definition: Creature.h:46
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
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2473
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2446
uint32 GetZoneId() const
Definition: Object.cpp:3144
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition: Object.cpp:2369
float GetPositionZ() const
Definition: Position.h:119
float GetOrientation() const
Definition: Position.h:120
void SetOrientation(float orientation)
Definition: Position.h:112
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1168
GameObject * FindNearestLauncher()
Definition: npcs_special.cpp:2170
uint32 GetFireworkGameObjectId()
Definition: npcs_special.cpp:2240

References ANIM_GO_LAUNCH_FIREWORK, frand(), Position::GetPositionX(), Position::GetPositionY(), NPC_CLUSTER_ELUNE, NPC_MINION_OF_OMEN, NPC_OMEN, omenSummonPos, SPELL_LUNAR_FORTUNE, WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, urand(), and ZONE_MOONGLADE.