AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_koltira_deathweaver::npc_koltira_deathweaverAI Struct Reference
Inheritance diagram for npc_koltira_deathweaver::npc_koltira_deathweaverAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_koltira_deathweaverAI (Creature *creature)
 
void Reset () override
 
void StartEvent ()
 
void sQuestAccept (Player *, Quest const *quest) override
 
void sGossipSelect (Player *player, uint32, uint32) override
 
void MovementInform (uint32 type, uint32 id) override
 
void SummonedCreatureDies (Creature *summon, 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 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 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 _valrothGUID
 

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_koltira_deathweaverAI()

npc_koltira_deathweaver::npc_koltira_deathweaverAI::npc_koltira_deathweaverAI ( Creature creature)
inline
87: ScriptedAI(creature) { }
Definition ScriptedCreature.h:190

Member Function Documentation

◆ MovementInform()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

129 {
130 if (type != WAYPOINT_MOTION_TYPE)
131 return;
132
134 {
135 if (id == POINT_MOUNT)
137 else if (id == POINT_DESPAWN)
138 {
139 me->Dismount();
141 }
142
143 return;
144 }
145
146 switch (id)
147 {
148 case POINT_STAND_UP:
150 break;
151 case POINT_BOX:
153
154 scheduler.Schedule(5s, [this](TaskContext context)
155 {
156 switch (context.GetRepeatCounter())
157 {
158 case 0:
159 Talk(SAY_BREAKOUT3);
160
161 // Shouldn't actually be spawned at this point, but no way to send his yells otherwise?
162 if (Creature* valroth = me->SummonCreature(NPC_HIGH_INQUISITOR_VALROTH, 1640.8596f, -6030.834f, 134.82211f, 4.606426715850830078f, TEMPSUMMON_MANUAL_DESPAWN))
163 {
164 _valrothGUID = valroth->GetGUID();
165 valroth->AI()->Talk(SAY_VALROTH_WAVE1);
166 valroth->SetReactState(REACT_PASSIVE);
167 }
168
169 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.6724f, -6032.0527f, 134.82213f, 4.654973506927490234f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
170 acolyte->GetMotionMaster()->MovePath(NPC_CRIMSON_ACOLYTE * 10, false);
171
172 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.0055f, -6031.893f, 134.82211f, 0.401425719261169433f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
173 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 1) * 10, false);
174
175 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1639.7053f, -6031.7373f, 134.82213f, 2.443460941314697265f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
176 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 2) * 10, false);
177 break;
178 case 1:
180
182 valroth->AI()->Talk(SAY_VALROTH_WAVE2);
183
184 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.7958f, -6030.307f, 134.82211f, 4.65355682373046875f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
185 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 3) * 10, false);
186
187 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.7305f, -6030.751f, 134.82211f, 6.143558979034423828f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
188 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 4) * 10, false);
189
190 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1639.4657f, -6030.404f, 134.82211f, 4.502949237823486328f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
191 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 5) * 10, false);
192 break;
193 case 2:
195
197 valroth->AI()->Talk(SAY_VALROTH_WAVE3);
198
199 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1641.3405f, -6031.436f, 134.82211f, 4.612849712371826171f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
200 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 6) * 10, false);
201
202 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1642.0404f, -6030.3843f, 134.82211f, 1.378810048103332519f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
203 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 7) * 10, false);
204
205 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.1162f, -6029.7817f, 134.82211f, 5.707226753234863281f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
206 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 8) * 10, false);
207
208 if (Creature* acolyte = me->SummonCreature(NPC_CRIMSON_ACOLYTE, 1640.9948f, -6029.8027f, 134.82211f, 1.605702877044677734f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
209 acolyte->GetMotionMaster()->MovePath((NPC_CRIMSON_ACOLYTE + 9) * 10, false);
210 break;
211 case 3:
214 {
216 me->KillSelf();
217
219 valroth->DespawnOrUnsummon();
220 }, 2min);
221
223 {
224 valroth->AI()->Talk(SAY_VALROTH_AGGRO);
225 valroth->SetReactState(REACT_AGGRESSIVE);
226 valroth->GetMotionMaster()->MovePath(NPC_HIGH_INQUISITOR_VALROTH * 10, false);
227 }
228 return;
229 default:
230 break;
231 }
232
233 context.Repeat(20s);
234 });
235
236 scheduler.Schedule(3s, [this](TaskContext)
237 {
239 me->LoadEquipment();
240 });
241 break;
246 break;
247 }
248 }
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition Object.h:50
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:40
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition UnitDefines.h:259
@ REACT_AGGRESSIVE
Definition Unit.h:551
@ SAY_BREAKOUT1
Definition chapter2.cpp:38
@ POINT_BOX
Definition chapter2.cpp:68
@ SAY_BREAKOUT2
Definition chapter2.cpp:39
@ POINT_DESPAWN
Definition chapter2.cpp:72
@ SPELL_ANTI_MAGIC_ZONE
Definition chapter2.cpp:56
@ SAY_BREAKOUT5
Definition chapter2.cpp:42
@ SAY_BREAKOUT6
Definition chapter2.cpp:43
@ NPC_HIGH_INQUISITOR_VALROTH
Definition chapter2.cpp:61
@ POINT_ANTI_MAGIC_ZONE
Definition chapter2.cpp:69
@ SPELL_KOLTIRA_TRANSFORM
Definition chapter2.cpp:55
@ MODEL_DEATH_KNIGHT_MOUNT
Definition chapter2.cpp:65
@ POINT_MOUNT
Definition chapter2.cpp:71
@ SAY_VALROTH_AGGRO
Definition chapter2.cpp:51
@ SAY_BREAKOUT4
Definition chapter2.cpp:41
@ POINT_STAND_UP
Definition chapter2.cpp:67
@ EMOTE_KOLTIRA_COLLAPSES
Definition chapter2.cpp:48
@ NPC_CRIMSON_ACOLYTE
Definition chapter2.cpp:60
@ SAY_VALROTH_WAVE2
Definition chapter2.cpp:53
@ SAY_VALROTH_WAVE3
Definition chapter2.cpp:50
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition Creature.h:43
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1809
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2182
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition EventProcessor.h:107
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
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:391
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:702
void Dismount()
Definition Unit.cpp:13609
void Mount(uint32 mount, uint32 vehicleId=0, uint32 creatureEntry=0)
Definition Unit.cpp:13550
void KillSelf(bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.h:1161
void SetStandState(uint8 state)
Definition Unit.cpp:16800
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:2350
EventProcessor m_Events
Definition Object.h:693
Talk
Definition hyjal.cpp:82
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
Creature * me
Definition ScriptedCreature.h:280
ObjectGuid _valrothGUID
Definition chapter2.cpp:276

References _valrothGUID, EventProcessor::AddEventAtOffset(), Creature::DespawnOrUnsummon(), Unit::Dismount(), UnitAI::DoCastSelf(), EMOTE_KOLTIRA_COLLAPSES, ObjectAccessor::GetCreature(), TaskContext::GetRepeatCounter(), Unit::HasUnitFlag(), Unit::KillSelf(), Creature::LoadEquipment(), WorldObject::m_Events, ScriptedAI::me, MODEL_DEATH_KNIGHT_MOUNT, Unit::Mount(), NPC_CRIMSON_ACOLYTE, NPC_HIGH_INQUISITOR_VALROTH, POINT_ANTI_MAGIC_ZONE, POINT_BOX, POINT_DESPAWN, POINT_MOUNT, POINT_STAND_UP, REACT_AGGRESSIVE, TaskContext::Repeat(), SAY_BREAKOUT1, SAY_BREAKOUT2, SAY_BREAKOUT4, SAY_BREAKOUT5, SAY_BREAKOUT6, SAY_VALROTH_AGGRO, SAY_VALROTH_WAVE2, SAY_VALROTH_WAVE3, TaskScheduler::Schedule(), CreatureAI::scheduler, Unit::SetStandState(), SPELL_ANTI_MAGIC_ZONE, SPELL_KOLTIRA_TRANSFORM, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_STAND_STATE_KNEEL, and WAYPOINT_MOTION_TYPE.

◆ Reset()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

90 {
94 me->setActive(false);
95 }
void KillAllEvents(bool force)
Definition EventProcessor.cpp:82
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:703
void setActive(bool isActiveObject)
Definition Object.cpp:1075

References TaskScheduler::CancelAll(), EventProcessor::KillAllEvents(), WorldObject::m_Events, ScriptedAI::me, CreatureAI::scheduler, WorldObject::setActive(), Unit::SetUnitFlag(), and UNIT_FLAG_IMMUNE_TO_NPC.

◆ sGossipSelect()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::sGossipSelect ( Player player,
uint32  ,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

120 {
122 {
123 CloseGossipMenuFor(player);
124 StartEvent();
125 }
126 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
void CloseGossipMenuFor(Player *player)
Definition ScriptedGossip.cpp:56
@ QUEST_BREAKOUT
Definition chapter2.cpp:58
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
void StartEvent()
Definition chapter2.cpp:97

References CloseGossipMenuFor(), Player::GetQuestStatus(), QUEST_BREAKOUT, QUEST_STATUS_INCOMPLETE, and StartEvent().

◆ sQuestAccept()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::sQuestAccept ( Player ,
Quest const *  quest 
)
inlineoverridevirtual

Reimplemented from UnitAI.

114 {
115 if (quest->GetQuestId() == QUEST_BREAKOUT)
116 StartEvent();
117 }

References Quest::GetQuestId(), QUEST_BREAKOUT, and StartEvent().

◆ StartEvent()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::StartEvent ( )
inline
98 {
99 if (!me->HasNpcFlag(UNIT_NPC_FLAG_GOSSIP)) // Already in progress
100 return;
101
104 me->setActive(true);
105
107
109 me->GetMotionMaster()->MovePath(me->GetEntry() * 10, false);
110 }, 5s);
111 }
@ UNIT_STAND_STATE_SIT
Definition UnitDefines.h:33
@ UNIT_NPC_FLAG_GOSSIP
Definition UnitDefines.h:315
@ SAY_BREAKOUT0
Definition chapter2.cpp:37
uint32 GetEntry() const
Definition Object.h:116
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:720
bool HasNpcFlag(NPCFlags flags) const
Definition Unit.h:718

References EventProcessor::AddEventAtOffset(), Object::GetEntry(), Unit::GetMotionMaster(), Unit::HasNpcFlag(), WorldObject::m_Events, ScriptedAI::me, Unit::RemoveNpcFlag(), SAY_BREAKOUT0, WorldObject::setActive(), Unit::SetStandState(), UNIT_NPC_FLAG_GOSSIP, and UNIT_STAND_STATE_SIT.

Referenced by sGossipSelect(), and sQuestAccept().

◆ SummonedCreatureDies()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

251 {
252 if (summon->GetEntry() == NPC_HIGH_INQUISITOR_VALROTH)
253 {
254 me->m_Events.KillAllEvents(false);
257 Talk(SAY_BREAKOUT8, 3s);
258 Talk(SAY_BREAKOUT9, 8s);
259 scheduler.Schedule(11s, [this](TaskContext)
260 {
262 SetInvincibility(true);
265 me->GetMotionMaster()->MovePath((me->GetEntry() + 1) * 10, false);
266 });
267 }
268 }
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ REACT_PASSIVE
Definition Unit.h:549
@ SAY_BREAKOUT8
Definition chapter2.cpp:45
@ SAY_BREAKOUT9
Definition chapter2.cpp:46
@ SAY_BREAKOUT10
Definition chapter2.cpp:47
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4965
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:704
void SetInvincibility(bool apply)
Definition ScriptedCreature.h:442

References Object::GetEntry(), NPC_HIGH_INQUISITOR_VALROTH, REACT_PASSIVE, SAY_BREAKOUT10, SAY_BREAKOUT8, SAY_BREAKOUT9, SPELL_ANTI_MAGIC_ZONE, UNIT_FLAG_IMMUNE_TO_NPC, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void npc_koltira_deathweaver::npc_koltira_deathweaverAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

271 {
272 scheduler.Update(diff);
273 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27

Member Data Documentation

◆ _valrothGUID

ObjectGuid npc_koltira_deathweaver::npc_koltira_deathweaverAI::_valrothGUID
private

Referenced by MovementInform().


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