AzerothCore 3.3.5a
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npc_shadow_of_doom Struct Reference
Inheritance diagram for npc_shadow_of_doom:
CombatAI CreatureAI UnitAI

Public Member Functions

 npc_shadow_of_doom (Creature *creature)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void Reset () override
 
void IsSummonedBy (WorldObject *summoner) override
 
void JustDied (Unit *) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void UpdateAI (uint32 const diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from CombatAI
 CombatAI (Creature *c)
 
void InitializeAI () override
 
- 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 KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
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 AttackStart (Unit *)
 
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 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)
 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
 

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 CombatAI
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 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 CombatAI
EventMap events
 
SpellVct spells
 
- 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_shadow_of_doom()

npc_shadow_of_doom::npc_shadow_of_doom ( Creature creature)
inline
807: CombatAI(creature) { }
Definition CombatAI.h:40

Member Function Documentation

◆ IsSummonedBy()

void npc_shadow_of_doom::IsSummonedBy ( WorldObject summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

829 {
830 if (!summoner)
831 return;
832
833 if (Player* player = summoner->ToPlayer())
834 {
835 me->SetImmuneToPC(true);
836 me->SetFacingToObject(player);
837
840
841 scheduler.Schedule(5s, [this, player](TaskContext const& /*context*/)
842 {
843 me->SetImmuneToPC(false);
844 if (me->CanStartAttack(player))
845 AttackStart(player);
846 });
847 }
848 }
@ SPELL_SPAWN_SMOKE
Definition boss_midnight.cpp:47
TaskScheduler scheduler
Definition CreatureAI.h:75
Creature *const me
Definition CreatureAI.h:72
bool CanStartAttack(Unit const *u) const
Definition Creature.cpp:1919
Player * ToPlayer()
Definition Object.h:202
Definition Player.h:1083
Definition TaskScheduler.h:421
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
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:27
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20378
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13693
Talk
Definition hyjal.cpp:82
@ SHADOW_OF_DOOM_SAY_AGGRO
Definition scourge_invasion.h:339

References UnitAI::AttackStart(), Creature::CanStartAttack(), UnitAI::DoCastSelf(), CreatureAI::me, TaskScheduler::Schedule(), CreatureAI::scheduler, Unit::SetFacingToObject(), Unit::SetImmuneToPC(), SHADOW_OF_DOOM_SAY_AGGRO, SPELL_SPAWN_SMOKE, and Object::ToPlayer().

◆ JustDied()

void npc_shadow_of_doom::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CombatAI.

851 {
853 }
@ SPELL_ZAP_CRYSTAL_CORPSE
Definition scourge_invasion.h:141

References UnitAI::DoCastSelf(), and SPELL_ZAP_CRYSTAL_CORPSE.

◆ JustEngagedWith()

void npc_shadow_of_doom::JustEngagedWith ( Unit who)
inlineoverridevirtual

Called for reaction when initially engaged.

Parameters
whoWho 'me' Engaged combat with

Reimplemented from CombatAI.

810 {
811 scheduler.Schedule(2s, [&](TaskContext context)
812 {
814 context.Repeat(6500ms, 13s);
815 }).Schedule(2s, [&](TaskContext context)
816 {
818 context.Repeat(14500ms, 14500ms);
819 });
820 }
@ SPELL_FEAR
Definition boss_nefarian.cpp:141
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:276
@ SPELL_MINDFLAY
Definition scourge_invasion.h:142

References UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_FEAR, and SPELL_MINDFLAY.

◆ Reset()

void npc_shadow_of_doom::Reset ( )
inlineoverridevirtual

Reimplemented from CombatAI.

823 {
825 me->SetImmuneToPC(false);
826 }
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45

References TaskScheduler::CancelAll(), CreatureAI::me, CreatureAI::scheduler, and Unit::SetImmuneToPC().

◆ SpellHit()

void npc_shadow_of_doom::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

856 {
857 if (spell->Id == SPELL_SPIRIT_SPAWN_OUT)
858 me->DespawnOrUnsummon(3000);
859 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2182
@ SPELL_SPIRIT_SPAWN_OUT
Definition scourge_invasion.h:87

References Creature::DespawnOrUnsummon(), SpellInfo::Id, CreatureAI::me, and SPELL_SPIRIT_SPAWN_OUT.

◆ UpdateAI()

void npc_shadow_of_doom::UpdateAI ( uint32 const  )
inlineoverridevirtual

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

Reimplemented from CombatAI.

862 {
863 scheduler.Update(diff);
865 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39

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


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