AzerothCore 3.3.5a
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npc_argent_soldier::npc_argent_soldierAI Struct Reference
Inheritance diagram for npc_argent_soldier::npc_argent_soldierAI:
npc_escortAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_argent_soldierAI (Creature *pCreature)
 
void Reset () override
 
void WaypointReached (uint32 uiPoint) override
 
void SetData (uint32 uiType, uint32) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
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...
 
void JustDied (Unit *) override
 
- Public Member Functions inherited from npc_escortAI
 npc_escortAI (Creature *creature)
 
 ~npc_escortAI () override
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void ReturnToLastPoint ()
 
void EnterEvadeMode (EvadeReason=EVADE_REASON_OTHER) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void UpdateEscortAI (uint32 diff)
 
void MovementInform (uint32, uint32) override
 
void AddWaypoint (uint32 id, float x, float y, float z, uint32 waitTime=0)
 
bool SetNextWaypoint (uint32 pointId, float x, float y, float z, float orientation)
 
bool SetNextWaypoint (uint32 pointId, bool setPosition=true)
 
bool GetWaypointPosition (uint32 pointId, float &x, float &y, float &z)
 
void GenerateWaypointArray (Movement::PointsArray *points)
 
virtual void WaypointReached (uint32 pointId)=0
 
virtual void WaypointStart (uint32)
 
void Start (bool isActiveAttacker=true, bool run=false, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false, bool resetWaypoints=true)
 
void SetRun (bool on=true)
 
void SetEscortPaused (bool on)
 
bool HasEscortState (uint32 escortState)
 
bool IsEscorted () override
 
void SetMaxPlayerDistance (float newMax)
 
float GetMaxPlayerDistance ()
 
void SetDespawnAtEnd (bool despawn)
 
void SetDespawnAtFar (bool despawn)
 
bool GetAttack ()
 
void SetCanAttack (bool attack)
 
ObjectGuid GetEventStarterGUID ()
 
void AddEscortState (uint32 escortState)
 
void RemoveEscortState (uint32 escortState)
 
- 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

InstanceScriptpInstance
 
EventMap events
 
uint8 uiWaypoint
 
bool bCheck
 
- 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 npc_escortAI
PlayerGetPlayerForEscort ()
 
- 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_argent_soldierAI()

npc_argent_soldier::npc_argent_soldierAI::npc_argent_soldierAI ( Creature pCreature)
inline
523 : npc_escortAI(pCreature)
524 {
525 pInstance = pCreature->GetInstanceScript();
527 SetDespawnAtEnd(false);
528 uiWaypoint = 0;
529 }
@ REACT_PASSIVE
Definition: Unit.h:548
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedEscortAI.h:53
void SetDespawnAtEnd(bool despawn)
Definition: ScriptedEscortAI.h:104
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
uint8 uiWaypoint
Definition: boss_argent_challenge.cpp:533
InstanceScript * pInstance
Definition: boss_argent_challenge.cpp:531

References WorldObject::GetInstanceScript(), ScriptedAI::me, pInstance, REACT_PASSIVE, npc_escortAI::SetDespawnAtEnd(), Creature::SetReactState(), and uiWaypoint.

Member Function Documentation

◆ DamageTaken()

void npc_argent_soldier::npc_argent_soldierAI::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.

615 {
616 if (bCheck && damage >= me->GetHealth())
617 {
618 bCheck = false;
619 damage = me->GetHealth() - 1;
620 events.DelayEvents(10s);
622 me->CastSpell((Unit*)nullptr, SPELL_FINAL_MEDITATION_H, true);
623 }
624 }
events
Definition: boss_sartura.cpp:43
@ SPELL_DIVINE_SHIELD_H
Definition: boss_argent_challenge.cpp:480
@ SPELL_FINAL_MEDITATION_H
Definition: boss_argent_challenge.cpp:481
Definition: Unit.h:630
uint32 GetHealth() const
Definition: Unit.h:1029
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:1167
bool bCheck
Definition: boss_argent_challenge.cpp:534

References bCheck, Unit::CastSpell(), Unit::GetHealth(), ScriptedAI::me, SPELL_DIVINE_SHIELD_H, and SPELL_FINAL_MEDITATION_H.

◆ JustDied()

void npc_argent_soldier::npc_argent_soldierAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from npc_escortAI.

724 {
725 me->DespawnOrUnsummon(10000);
726 if (pInstance)
728 }
@ DATA_ARGENT_SOLDIER_DEFEATED
Definition: trial_of_the_champion.h:42
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References DATA_ARGENT_SOLDIER_DEFEATED, Creature::DespawnOrUnsummon(), ScriptedAI::me, pInstance, and ZoneScript::SetData().

◆ JustEngagedWith()

void npc_argent_soldier::npc_argent_soldierAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

627 {
628 switch (me->GetEntry())
629 {
630 case NPC_ARGENT_MONK:
631 events.RescheduleEvent(EVENT_MONK_SPELL_FLURRY_OF_BLOWS, 5s);
632 events.RescheduleEvent(EVENT_MONK_SPELL_PUMMEL, 7s);
633 if (IsHeroic())
634 bCheck = true;
635 break;
636 case NPC_PRIESTESS:
637 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_HOLY_SMITE, 5s, 8s);
638 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, 3s, 6s);
639 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, 8s, 15s);
640 if (IsHeroic())
641 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_MIND_CONTROL_H, 12s);
642 break;
644 events.RescheduleEvent(EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, 12s, 15s);
645 events.RescheduleEvent(EVENT_LIGHTWIELDER_SPELL_CLEAVE, 3s, 5s);
646 if (IsHeroic())
648 break;
649 }
650 }
@ NPC_ARGENT_LIGHTWIELDER
Definition: trial_of_the_champion.h:137
@ NPC_ARGENT_MONK
Definition: trial_of_the_champion.h:138
@ EVENT_PRIESTESS_SPELL_MIND_CONTROL_H
Definition: boss_argent_challenge.cpp:510
@ EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE_H
Definition: boss_argent_challenge.cpp:513
@ EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT
Definition: boss_argent_challenge.cpp:509
@ EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT
Definition: boss_argent_challenge.cpp:511
@ EVENT_MONK_SPELL_FLURRY_OF_BLOWS
Definition: boss_argent_challenge.cpp:505
@ EVENT_MONK_SPELL_PUMMEL
Definition: boss_argent_challenge.cpp:506
@ EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN
Definition: boss_argent_challenge.cpp:508
@ EVENT_LIGHTWIELDER_SPELL_CLEAVE
Definition: boss_argent_challenge.cpp:512
@ EVENT_PRIESTESS_SPELL_HOLY_SMITE
Definition: boss_argent_challenge.cpp:507
@ NPC_PRIESTESS
Definition: blackrock_depths.h:100
bool IsHeroic() const
Definition: ScriptedCreature.h:379
uint32 GetEntry() const
Definition: Object.h:115

References bCheck, EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, EVENT_LIGHTWIELDER_SPELL_CLEAVE, EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE_H, EVENT_MONK_SPELL_FLURRY_OF_BLOWS, EVENT_MONK_SPELL_PUMMEL, EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, EVENT_PRIESTESS_SPELL_HOLY_SMITE, EVENT_PRIESTESS_SPELL_MIND_CONTROL_H, EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, Object::GetEntry(), ScriptedAI::IsHeroic(), ScriptedAI::me, NPC_ARGENT_LIGHTWIELDER, NPC_ARGENT_MONK, and NPC_PRIESTESS.

◆ Reset()

void npc_argent_soldier::npc_argent_soldierAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

537 {
538 events.Reset();
539 bCheck = false;
540 }

References bCheck.

◆ SetData()

void npc_argent_soldier::npc_argent_soldierAI::SetData ( uint32  uiType,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

562 {
563 AddWaypoint(0, me->GetPositionX(), 660.0f, 411.80f);
564 switch (me->GetEntry())
565 {
567 switch (uiType)
568 {
569 case 0:
570 AddWaypoint(1, 716.321f, 647.047f, 411.93f);
571 break;
572 case 1:
573 AddWaypoint(1, 742.44f, 650.29f, 411.79f);
574 break;
575 case 2:
576 AddWaypoint(1, 772.6314f, 651.7f, 411.93f);
577 break;
578 }
579 break;
580 case NPC_ARGENT_MONK:
581 switch (uiType)
582 {
583 case 0:
584 AddWaypoint(1, 717.86f, 649.0f, 411.923f);
585 break;
586 case 1:
587 AddWaypoint(1, 746.73f, 650.24f, 411.56f);
588 break;
589 case 2:
590 AddWaypoint(1, 775.567f, 648.26f, 411.93f);
591 break;
592 }
593 break;
594 case NPC_PRIESTESS:
595 switch (uiType)
596 {
597 case 0:
598 AddWaypoint(1, 719.872f, 650.94f, 411.93f);
599 break;
600 case 1:
601 AddWaypoint(1, 750.72f, 650.20f, 411.77f);
602 break;
603 case 2:
604 AddWaypoint(1, 777.78f, 645.70f, 411.93f);
605 break;
606 }
607 break;
608 }
609
610 Start(false, true);
611 uiWaypoint = uiType;
612 }
void Start(bool isActiveAttacker=true, bool run=false, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false, bool resetWaypoints=true)
Definition: ScriptedEscortAI.cpp:449
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime=0)
Definition: ScriptedEscortAI.cpp:396
float GetPositionX() const
Definition: Position.h:116

References npc_escortAI::AddWaypoint(), Object::GetEntry(), Position::GetPositionX(), ScriptedAI::me, NPC_ARGENT_LIGHTWIELDER, NPC_ARGENT_MONK, NPC_PRIESTESS, npc_escortAI::Start(), and uiWaypoint.

◆ UpdateAI()

void npc_argent_soldier::npc_argent_soldierAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from npc_escortAI.

653 {
655
656 if (!UpdateVictim())
657 return;
658
659 events.Update(diff);
660
662 return;
663
664 switch (events.ExecuteEvent())
665 {
666 case 0:
667 break;
668
671 events.Repeat(12s, 18s);
672 break;
674 if (me->GetVictim())
675 me->CastSpell(me->GetVictim(), SPELL_PUMMEL, false);
676 events.Repeat(8s, 11s);
677 break;
678
680 if (me->GetVictim())
682 events.Repeat(6s, 8s);
683 break;
685 if (me->GetVictim())
687 events.Repeat(12s, 15s);
688 break;
690 me->CastSpell((Unit*)nullptr, SPELL_FOUNTAIN_OF_LIGHT, false);
691 events.Repeat(35s, 45s);
692 break;
694 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 30.0f, true))
695 me->CastSpell(target, SPELL_MIND_CONTROL_H, false);
696 events.Repeat(22s, 30s);
697 break;
698
700 {
701 Unit* target = DoSelectLowestHpFriendly(40.0f);
702 if (!target)
703 target = me;
704 me->CastSpell(target, SPELL_BLAZING_LIGHT, false);
705 events.Repeat(8s, 12s);
706 }
707 break;
709 if (me->GetVictim())
710 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
711 events.Repeat(6s, 8s);
712 break;
714 if (me->GetVictim())
716 events.Repeat(12s, 15s);
717 break;
718 }
719
721 }
@ SPELL_MIND_CONTROL_H
Definition: boss_argent_challenge.cpp:490
@ SPELL_CLEAVE
Definition: boss_argent_challenge.cpp:495
@ SPELL_PUMMEL
Definition: boss_argent_challenge.cpp:479
@ SPELL_FOUNTAIN_OF_LIGHT
Definition: boss_argent_challenge.cpp:486
@ SPELL_UNBALANCING_STRIKE_H
Definition: boss_argent_challenge.cpp:496
@ SPELL_FLURRY_OF_BLOWS
Definition: boss_argent_challenge.cpp:478
#define SPELL_SHADOW_WORD_PAIN
Definition: boss_argent_challenge.cpp:500
#define SPELL_HOLY_SMITE
Definition: boss_argent_challenge.cpp:499
#define SPELL_BLAZING_LIGHT
Definition: boss_argent_challenge.cpp:501
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Unit * DoSelectLowestHpFriendly(float range, uint32 minHPDiff=1)
Definition: ScriptedCreature.cpp:489
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition: ScriptedEscortAI.cpp:240
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DoSelectLowestHpFriendly(), EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, EVENT_LIGHTWIELDER_SPELL_CLEAVE, EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE_H, EVENT_MONK_SPELL_FLURRY_OF_BLOWS, EVENT_MONK_SPELL_PUMMEL, EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, EVENT_PRIESTESS_SPELL_HOLY_SMITE, EVENT_PRIESTESS_SPELL_MIND_CONTROL_H, EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, Unit::GetVictim(), Unit::HasUnitState(), ScriptedAI::me, UnitAI::SelectTarget(), SPELL_BLAZING_LIGHT, SPELL_CLEAVE, SPELL_FLURRY_OF_BLOWS, SPELL_FOUNTAIN_OF_LIGHT, SPELL_HOLY_SMITE, SPELL_MIND_CONTROL_H, SPELL_PUMMEL, SPELL_SHADOW_WORD_PAIN, SPELL_UNBALANCING_STRIKE_H, UNIT_STATE_CASTING, npc_escortAI::UpdateAI(), and CreatureAI::UpdateVictim().

◆ WaypointReached()

void npc_argent_soldier::npc_argent_soldierAI::WaypointReached ( uint32  uiPoint)
inlineoverridevirtual

Implements npc_escortAI.

543 {
544 if (uiPoint == 1)
545 {
546 switch (uiWaypoint)
547 {
548 case 0:
549 me->SetFacingTo(5.4f);
550 break;
551 case 1:
552 me->SetFacingTo(4.6f);
553 break;
554 case 2:
555 me->SetFacingTo(4.0f);
556 break;
557 }
558 }
559 }
void SetFacingTo(float ori)
Definition: Unit.cpp:20527

References ScriptedAI::me, Unit::SetFacingTo(), and uiWaypoint.

Member Data Documentation

◆ bCheck

bool npc_argent_soldier::npc_argent_soldierAI::bCheck

Referenced by DamageTaken(), JustEngagedWith(), and Reset().

◆ events

EventMap npc_argent_soldier::npc_argent_soldierAI::events

◆ pInstance

InstanceScript* npc_argent_soldier::npc_argent_soldierAI::pInstance

Referenced by JustDied(), and npc_argent_soldierAI().

◆ uiWaypoint

uint8 npc_argent_soldier::npc_argent_soldierAI::uiWaypoint