AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_valkyr_battle_maiden Struct Reference
Inheritance diagram for npc_valkyr_battle_maiden:
PassiveAI CreatureAI UnitAI

Public Member Functions

 npc_valkyr_battle_maiden (Creature *creature)
 
void Reset () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from PassiveAI
 PassiveAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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)
 
WorldObject * GetSummoner () 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 bool IsEscortNPC (bool=true) const
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
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 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 MovementInform (uint32, uint32)
 
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
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
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 DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (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, int32 aura=0)
 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 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 FlyBackTimer
 
float x
 
float y
 
float z
 
uint32 phase
 

Additional Inherited Members

- 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 PassiveAI
static int32 Permissible (Creature const *)
 
- 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 AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
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_valkyr_battle_maiden()

npc_valkyr_battle_maiden::npc_valkyr_battle_maiden ( Creature *  creature)
inline
2834: PassiveAI(creature) { }
Definition PassiveAI.h:25

Member Function Documentation

◆ Reset()

void npc_valkyr_battle_maiden::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

2841 {
2842 me->setActive(true);
2843 me->SetVisible(false);
2845 me->SetCanFly(true);
2846 FlyBackTimer = 500;
2847 phase = 0;
2848
2849 me->GetPosition(x, y, z);
2850 z += 4.0f;
2851 x -= 3.5f;
2852 y -= 5.0f;
2853 me->GetMotionMaster()->Clear(false);
2854 me->SetPosition(x, y, z, 0.0f);
2855 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
Creature *const me
Definition CreatureAI.h:71
void SetPosition(float x, float y, float z, float o)
Definition Creature.cpp:3366
void Clear(bool reset=true)
Definition MotionMaster.h:194
void SetVisible(bool x)
Definition Unit.cpp:10916
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:16268
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:754
void setActive(bool isActiveObject)
Definition Object.cpp:1091
void GetPosition(float &x, float &y) const
Definition Position.h:126
float x
Definition zone_the_scarlet_enclave.cpp:2837
float y
Definition zone_the_scarlet_enclave.cpp:2837
uint32 phase
Definition zone_the_scarlet_enclave.cpp:2838
uint32 FlyBackTimer
Definition zone_the_scarlet_enclave.cpp:2836
float z
Definition zone_the_scarlet_enclave.cpp:2837

References MotionMaster::Clear(), FlyBackTimer, Unit::GetMotionMaster(), Position::GetPosition(), CreatureAI::me, phase, WorldObject::setActive(), Unit::SetCanFly(), Creature::SetPosition(), Unit::SetUnitFlag(), Unit::SetVisible(), UNIT_FLAG_NON_ATTACKABLE, x, y, and z.

◆ UpdateAI()

void npc_valkyr_battle_maiden::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

2858 {
2859 if (FlyBackTimer <= diff)
2860 {
2861 Player* player = nullptr;
2862 if (me->IsSummon())
2863 {
2864 if (Unit * summoner = me->ToTempSummon()->GetSummonerUnit())
2865 {
2866 player = summoner->ToPlayer();
2867 }
2868 }
2869
2870 if (!player)
2871 {
2872 phase = 3;
2873 }
2874
2875 switch (phase)
2876 {
2877 case 0:
2878 me->SetWalk(false);
2880 FlyBackTimer = 500;
2881 break;
2882 case 1:
2883 if (player)
2884 {
2885 player->GetClosePoint(x, y, z, me->GetObjectSize());
2886 }
2887 z += 2.5f;
2888 x -= 2.0f;
2889 y -= 1.5f;
2890 me->GetMotionMaster()->MovePoint(0, x, y, z);
2891 if (player)
2892 {
2893 me->SetTarget(player->GetGUID());
2894 }
2895 me->SetVisible(true);
2896 FlyBackTimer = 4500;
2897 break;
2898 case 2:
2899 if (player && !player->isResurrectRequested())
2900 {
2902 DoCast(player, SPELL_REVIVE, true);
2903 Talk(WHISPER_REVIVE, player);
2904 }
2905 FlyBackTimer = 5000;
2906 break;
2907 case 3:
2908 me->SetVisible(false);
2909 FlyBackTimer = 3000;
2910 break;
2911 case 4:
2913 break;
2914 default:
2915 //Nothing To DO
2916 break;
2917 }
2918 ++phase;
2919 }
2920 else FlyBackTimer -= diff;
2921 }
@ EMOTE_ONESHOT_CUSTOM_SPELL_01
Definition SharedDefines.h:2001
@ EMOTE_STATE_FLYGRABCLOSED
Definition SharedDefines.h:2051
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition Creature.cpp:3616
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3416
void DisappearAndDie()
Definition Creature.cpp:366
void MovePoint(uint32 id, Position const &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:241
Player * ToPlayer()
Definition Object.h:208
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:120
Definition Player.h:1086
bool isResurrectRequested() const
Definition Player.h:1857
Unit * GetSummonerUnit() const
Definition TemporarySummon.cpp:44
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:175
Definition Unit.h:670
TempSummon * ToTempSummon()
Definition Unit.h:737
bool IsSummon() const
Definition Unit.h:800
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2202
bool GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
Definition Object.cpp:2832
float GetObjectSize() const
Definition Object.cpp:2904
Talk
Definition hyjal.cpp:82
@ WHISPER_REVIVE
Definition zone_the_scarlet_enclave.cpp:2829
@ SPELL_REVIVE
Definition zone_the_scarlet_enclave.cpp:2824

References Creature::DisappearAndDie(), UnitAI::DoCast(), EMOTE_ONESHOT_CUSTOM_SPELL_01, EMOTE_STATE_FLYGRABCLOSED, FlyBackTimer, WorldObject::GetClosePoint(), Object::GetGUID(), Unit::GetMotionMaster(), WorldObject::GetObjectSize(), TempSummon::GetSummonerUnit(), Unit::HandleEmoteCommand(), Player::isResurrectRequested(), Unit::IsSummon(), CreatureAI::me, MotionMaster::MovePoint(), phase, Creature::SetTarget(), Unit::SetVisible(), Creature::SetWalk(), SPELL_REVIVE, Object::ToPlayer(), Unit::ToTempSummon(), WHISPER_REVIVE, x, y, and z.

Member Data Documentation

◆ FlyBackTimer

uint32 npc_valkyr_battle_maiden::FlyBackTimer

Referenced by Reset(), and UpdateAI().

◆ phase

uint32 npc_valkyr_battle_maiden::phase

Referenced by Reset(), and UpdateAI().

◆ x

float npc_valkyr_battle_maiden::x

Referenced by Reset(), and UpdateAI().

◆ y

float npc_valkyr_battle_maiden::y

Referenced by Reset(), and UpdateAI().

◆ z

float npc_valkyr_battle_maiden::z

Referenced by Reset(), and UpdateAI().


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