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

Public Member Functions

 npc_creature_generator_akama (Creature *creature)
 
void Reset () override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void DoAction (int32 param) 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 (Position const *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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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 >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (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)
 
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)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
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 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 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

uint8 spawnCounter = 0
 
- Public Attributes inherited from ScriptedAI
Creature * me
 

Private Attributes

SummonList summons
 
InstanceScript * instance
 

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 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)
 
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_creature_generator_akama()

npc_creature_generator_akama::npc_creature_generator_akama ( Creature *  creature)
inline
378 : ScriptedAI(creature), summons(me)
379 {
380 instance = creature->GetInstanceScript();
381 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
InstanceScript * instance
Definition boss_shade_of_akama.cpp:481
SummonList summons
Definition boss_shade_of_akama.cpp:480

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DoAction()

void npc_creature_generator_akama::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

422 {
423 switch (param)
424 {
427 break;
429 if (me->GetPositionY() > 400.0f) // Right Side
430 {
431 ScheduleTimedEvent(10s, [&]
432 {
435 }, 50s, 60s);
436
437 ScheduleTimedEvent(2s, 5s, [&]
438 {
441 }, 30s, 40s);
442 }
443
444 if (me->GetPositionY() < 400.0f) // Left Side
445 {
446 ScheduleTimedEvent(3s, [&]
447 {
450 }, 50s, 60s);
451
452 ScheduleTimedEvent(2s, 5s, [&]
453 {
456 }, 30s, 35s);
457 }
458 break;
462 break;
465 {
466 if (Creature* c = summon->ToCreature())
467 if (c->GetEntry() != NPC_ASHTONGUE_DEFENDER && c->GetEntry() != NPC_ASHTONGUE_SORCERER)
468 c->DespawnOrUnsummon();
469 });
470 break;
471 }
472 }
@ NPC_ASHTONGUE_SORCERER
Definition boss_shade_of_akama.cpp:66
@ NPC_ASHTONGUE_DEFENDER
Definition boss_shade_of_akama.cpp:67
@ ACTION_GENERATOR_STOP
Definition boss_shade_of_akama.cpp:82
@ ACTION_GENERATOR_START
Definition boss_shade_of_akama.cpp:81
@ ACTION_GENERATOR_DESPAWN_ALL
Definition boss_shade_of_akama.cpp:83
@ COUNTER_SPAWNS_MAX
Definition boss_shade_of_akama.cpp:86
@ ACTION_GENERATOR_DESPAWN_NON_DEFENDERS
Definition boss_shade_of_akama.cpp:84
@ SPELL_SUMMON_ASHTONGUE_DEFENDER
Definition boss_shade_of_akama.cpp:61
@ SPELL_SUMMON_ASHTONGUE_SORCERER
Definition boss_shade_of_akama.cpp:60
@ SPELL_ASHTONGUE_WAVE_B
Definition boss_shade_of_akama.cpp:59
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition Creature.h:47
Creature * ToCreature()
Definition Object.h:212
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition ScriptedCreature.h:140
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:399
Definition Object.h:482
float GetPositionY() const
Definition Position.h:122
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
Definition ScriptedCreature.cpp:349
uint8 spawnCounter
Definition boss_shade_of_akama.cpp:383

References ACTION_GENERATOR_DESPAWN_ALL, ACTION_GENERATOR_DESPAWN_NON_DEFENDERS, ACTION_GENERATOR_START, ACTION_GENERATOR_STOP, TaskScheduler::CancelAll(), COUNTER_SPAWNS_MAX, SummonList::DespawnAll(), UnitAI::DoCastSelf(), SummonList::DoForAllSummons(), Position::GetPositionY(), ScriptedAI::me, NPC_ASHTONGUE_DEFENDER, NPC_ASHTONGUE_SORCERER, CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), spawnCounter, SPELL_ASHTONGUE_WAVE_B, SPELL_SUMMON_ASHTONGUE_DEFENDER, SPELL_SUMMON_ASHTONGUE_SORCERER, summons, and Object::ToCreature().

◆ JustSummoned()

void npc_creature_generator_akama::JustSummoned ( Creature *  summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

391 {
392 spawnCounter++;
394 summons.Summon(summon);
395
396 switch (summon->GetEntry())
397 {
400 {
401 float x, y, z;
402 shade->GetNearPoint(shade, x, y, z, 20.f, 0, shade->GetAngle(summon));
403 summon->GetMotionMaster()->MovePoint(POINT_ENGAGE, x, y, z);
404 }
405 break;
406 default:
407 summon->SetInCombatWithZone();
409 summon->AI()->AttackStart(akama);
410 break;
411 }
412 }
@ DATA_AKAMA_SHADE
Definition black_temple.h:41
@ DATA_SHADE_OF_AKAMA
Definition black_temple.h:31
@ POINT_ENGAGE
Definition boss_shade_of_akama.cpp:78
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2887
CreatureAI * AI() const
Definition Creature.h:143
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:126
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
uint32 GetEntry() const
Definition Object.h:123
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:29
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
void JustSummoned(Creature *) override
Definition ScriptedCreature.h:214

References Creature::AI(), UnitAI::AttackStart(), DATA_AKAMA_SHADE, DATA_SHADE_OF_AKAMA, InstanceScript::GetCreature(), Object::GetEntry(), Unit::GetMotionMaster(), instance, ScriptedAI::JustSummoned(), MotionMaster::MovePoint(), NPC_ASHTONGUE_SORCERER, POINT_ENGAGE, Creature::SetInCombatWithZone(), spawnCounter, SummonList::Summon(), and summons.

◆ Reset()

void npc_creature_generator_akama::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

386 {
388 }

References TaskScheduler::CancelAll(), and CreatureAI::scheduler.

◆ SummonedCreatureDies()

void npc_creature_generator_akama::SummonedCreatureDies ( Creature *  summon,
Unit *   
)
inlineoverridevirtual

Reimplemented from CreatureAI.

415 {
416 spawnCounter--;
417 summon->DespawnOrUnsummon(10s);
418 summons.Despawn(summon);
419 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2221
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), Creature::DespawnOrUnsummon(), spawnCounter, and summons.

◆ UpdateAI()

void npc_creature_generator_akama::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

475 {
476 scheduler.Update(diff);
477 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27

References CreatureAI::scheduler, and TaskScheduler::Update().

Member Data Documentation

◆ instance

InstanceScript* npc_creature_generator_akama::instance
private

◆ spawnCounter

uint8 npc_creature_generator_akama::spawnCounter = 0

◆ summons

SummonList npc_creature_generator_akama::summons
private

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