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

Public Member Functions

 npc_deathstalker_fearleia (Creature *creature)
 
void Reset () override
 
void sQuestAccept (Player *player, Quest const *quest) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
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()
 
- 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)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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.
 
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.
 
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.
 
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.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

ObjectGuid _playerGUID
 
SummonList _summons
 
bool _questInProgress
 

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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_deathstalker_fearleia()

npc_deathstalker_fearleia::npc_deathstalker_fearleia ( Creature creature)
inline
158 : ScriptedAI(creature), _summons(me)
159 {
160 _questInProgress = false;
161 }
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
SummonList _summons
Definition zone_silverpine_forest.cpp:271
bool _questInProgress
Definition zone_silverpine_forest.cpp:272

References _questInProgress.

Member Function Documentation

◆ JustDied()

void npc_deathstalker_fearleia::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

252 {
254 if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE)
255 player->FailQuest(QUEST_PYREWOOD_AMBUSH);
256 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
Definition Player.h:1084
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220
ObjectGuid _playerGUID
Definition zone_silverpine_forest.cpp:270
@ QUEST_PYREWOOD_AMBUSH
Definition zone_silverpine_forest.cpp:136

References ObjectAccessor::GetPlayer(), QUEST_PYREWOOD_AMBUSH, and QUEST_STATUS_INCOMPLETE.

◆ JustEngagedWith()

void npc_deathstalker_fearleia::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

221{}

◆ JustSummoned()

void npc_deathstalker_fearleia::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from CreatureAI.

224 {
225 _summons.Summon(summoned);
226 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

◆ Reset()

void npc_deathstalker_fearleia::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

164 {
165 if (!_questInProgress)
166 {
170 }
171 }
@ UNIT_NPC_FLAG_QUESTGIVER
Definition UnitDefines.h:323
void Clear()
Definition ObjectGuid.h:138
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
void SetNpcFlag(NPCFlags flags)
Definition Unit.h:764

References _playerGUID, _questInProgress, _summons, ObjectGuid::Clear(), SummonList::DespawnAll(), ScriptedAI::me, Unit::SetNpcFlag(), and UNIT_NPC_FLAG_QUESTGIVER.

Referenced by sQuestAccept().

◆ sQuestAccept()

void npc_deathstalker_fearleia::sQuestAccept ( Player player,
Quest const *  quest 
)
inlineoverridevirtual

Reimplemented from UnitAI.

174 {
175 if (quest->GetQuestId() == QUEST_PYREWOOD_AMBUSH && !_questInProgress)
176 {
177 _questInProgress = true;
178 _playerGUID = player->GetGUID();
180 }
181
182 Talk(NPCSAY_INIT, player);
183
184 scheduler.Schedule(6s, [this](TaskContext context)
185 {
186 switch (context.GetRepeatCounter())
187 {
188 case 0:
189 SummonCreatureWithRandomTarget(2060, 1);
190 break;
191 case 2:
192 SummonCreatureWithRandomTarget(2061, 2);
193 SummonCreatureWithRandomTarget(2062, 0);
194 break;
195 case 3:
196 SummonCreatureWithRandomTarget(2063, 1);
197 SummonCreatureWithRandomTarget(2064, 2);
198 SummonCreatureWithRandomTarget(2065, 0);
199 break;
200 case 4:
201 SummonCreatureWithRandomTarget(2066, 1);
202 SummonCreatureWithRandomTarget(2067, 0);
203 SummonCreatureWithRandomTarget(2068, 2);
204 break;
205 case 5: //end
206 if (Player* player = ObjectAccessor::GetPlayer(*me, _playerGUID))
207 {
208 Talk(NPCSAY_END, player);
209 player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me);
210 }
211 _questInProgress = false;
212 Reset();
213 break;
214 }
215
216 if (context.GetRepeatCounter() < 5)
217 context.Repeat();
218 });
219 }
TaskScheduler scheduler
Definition CreatureAI.h:74
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler::repeated_t GetRepeatCounter() const
Returns the repeat counter which increases every time the task is repeated.
Definition TaskScheduler.cpp:243
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:765
Talk
Definition hyjal.cpp:82
void Reset() override
Definition zone_silverpine_forest.cpp:163
@ NPCSAY_INIT
Definition zone_silverpine_forest.cpp:137

References _playerGUID, _questInProgress, Object::GetGUID(), Quest::GetQuestId(), TaskContext::GetRepeatCounter(), ScriptedAI::me, NPCSAY_INIT, QUEST_PYREWOOD_AMBUSH, Unit::RemoveNpcFlag(), TaskContext::Repeat(), Reset(), TaskScheduler::Schedule(), CreatureAI::scheduler, and UNIT_NPC_FLAG_QUESTGIVER.

◆ SummonCreatureWithRandomTarget()

void npc_deathstalker_fearleia::SummonCreatureWithRandomTarget ( uint32  creatureId,
int  position 
)
inline
234 {
235 if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000))
236 {
237 Unit* target = nullptr;
239 if (player->IsAlive() && RAND(0, 1))
240 target = player;
241
242 if (!target)
243 target = me;
244
245 summoned->SetFaction(FACTION_STORMWIND);
246 summoned->AddThreat(target, 32.0f);
247 summoned->AI()->AttackStart(target);
248 }
249 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:54
@ FACTION_STORMWIND
Definition SharedDefines.h:200
Definition Creature.h:47
Definition Unit.h:664
void SetFaction(uint32 faction)
Definition Unit.cpp:7060
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:2394
static float PyrewoodSpawnPoints[3][4]
Definition zone_silverpine_forest.cpp:141

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

◆ SummonedCreatureDespawn()

void npc_deathstalker_fearleia::SummonedCreatureDespawn ( Creature summoned)
inlineoverridevirtual

Reimplemented from CreatureAI.

229 {
230 _summons.Despawn(summoned);
231 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

◆ UpdateAI()

void npc_deathstalker_fearleia::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

259 {
261 scheduler.Update(diff);
262
263 if (!UpdateVictim())
264 return;
265
267 }
bool UpdateVictim()
Definition CreatureAI.cpp:353
bool IsAnyCreatureAlive() const
Definition ScriptedCreature.cpp:162
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40

Member Data Documentation

◆ _playerGUID

ObjectGuid npc_deathstalker_fearleia::_playerGUID
private

Referenced by Reset(), and sQuestAccept().

◆ _questInProgress

bool npc_deathstalker_fearleia::_questInProgress
private

◆ _summons

SummonList npc_deathstalker_fearleia::_summons
private

Referenced by Reset().


The documentation for this struct was generated from the following file: