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.
 
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.
 
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.
 
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
 
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)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (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 *)
 
virtual void OwnerAttacked (Unit *)
 
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)
 
- 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, 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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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
 
- 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
154 : ScriptedAI(creature), _summons(me)
155 {
156 _questInProgress = false;
157 }
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
SummonList _summons
Definition zone_silverpine_forest.cpp:267
bool _questInProgress
Definition zone_silverpine_forest.cpp:268

References _questInProgress.

Member Function Documentation

◆ JustDied()

void npc_deathstalker_fearleia::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

248 {
250 if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE)
251 player->FailQuest(QUEST_PYREWOOD_AMBUSH);
252 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
Definition Player.h:1082
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
ObjectGuid _playerGUID
Definition zone_silverpine_forest.cpp:266
@ QUEST_PYREWOOD_AMBUSH
Definition zone_silverpine_forest.cpp:132

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

◆ JustEngagedWith()

void npc_deathstalker_fearleia::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

217{}

◆ JustSummoned()

void npc_deathstalker_fearleia::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from CreatureAI.

220 {
221 _summons.Summon(summoned);
222 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

◆ Reset()

void npc_deathstalker_fearleia::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

160 {
161 if (!_questInProgress)
162 {
166 }
167 }
@ UNIT_NPC_FLAG_QUESTGIVER
Definition UnitDefines.h:316
void Clear()
Definition ObjectGuid.h:138
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
void SetNpcFlag(NPCFlags flags)
Definition Unit.h:719

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.

170 {
171 if (quest->GetQuestId() == QUEST_PYREWOOD_AMBUSH && !_questInProgress)
172 {
173 _questInProgress = true;
174 _playerGUID = player->GetGUID();
176 }
177
178 Talk(NPCSAY_INIT, player);
179
180 scheduler.Schedule(6s, [this](TaskContext context)
181 {
182 switch (context.GetRepeatCounter())
183 {
184 case 0:
185 SummonCreatureWithRandomTarget(2060, 1);
186 break;
187 case 2:
188 SummonCreatureWithRandomTarget(2061, 2);
189 SummonCreatureWithRandomTarget(2062, 0);
190 break;
191 case 3:
192 SummonCreatureWithRandomTarget(2063, 1);
193 SummonCreatureWithRandomTarget(2064, 2);
194 SummonCreatureWithRandomTarget(2065, 0);
195 break;
196 case 4:
197 SummonCreatureWithRandomTarget(2066, 1);
198 SummonCreatureWithRandomTarget(2067, 0);
199 SummonCreatureWithRandomTarget(2068, 2);
200 break;
201 case 5: //end
202 if (Player* player = ObjectAccessor::GetPlayer(*me, _playerGUID))
203 {
204 Talk(NPCSAY_END, player);
205 player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me);
206 }
207 _questInProgress = false;
208 Reset();
209 break;
210 }
211
212 if (context.GetRepeatCounter() < 5)
213 context.Repeat();
214 });
215 }
TaskScheduler scheduler
Definition CreatureAI.h:75
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:113
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:720
Talk
Definition hyjal.cpp:82
void Reset() override
Definition zone_silverpine_forest.cpp:159
@ NPCSAY_INIT
Definition zone_silverpine_forest.cpp:133

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
230 {
231 if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000))
232 {
233 Unit* target = nullptr;
235 if (player->IsAlive() && RAND(0, 1))
236 target = player;
237
238 if (!target)
239 target = me;
240
241 summoned->SetFaction(FACTION_STORMWIND);
242 summoned->AddThreat(target, 32.0f);
243 summoned->AI()->AttackStart(target);
244 }
245 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:52
@ FACTION_STORMWIND
Definition SharedDefines.h:212
Definition Creature.h:43
Definition Unit.h:620
void SetFaction(uint32 faction)
Definition Unit.cpp:10096
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:2368
static float PyrewoodSpawnPoints[3][4]
Definition zone_silverpine_forest.cpp:137

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.

225 {
226 _summons.Despawn(summoned);
227 }
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.

255 {
257 scheduler.Update(diff);
258
259 if (!UpdateVictim())
260 return;
261
263 }
bool UpdateVictim()
Definition CreatureAI.cpp:282
bool IsAnyCreatureAlive() const
Definition ScriptedCreature.cpp:144
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39

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: