AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_taldaram_flamesphere Struct Reference
Inheritance diagram for npc_taldaram_flamesphere:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_taldaram_flamesphere (Creature *pCreature)
 
void DoAction (int32 action) override
 
void MovementInform (uint32 type, uint32 id) override
 
void IsSummonedBy (WorldObject *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void SetVictimPos (Position const &pos)
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void JustStartedThreateningMe (Unit *) override
 
void JustEnteredCombat (Unit *) override
 Called when the unit enters combat.
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- 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)
 
WorldObjectGetSummoner () 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 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 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 PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
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 Reset ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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 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
 

Private Attributes

Position victimPos
 
InstanceScriptinstance
 
uint32 moveTimer
 

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 NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- 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)
 
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_taldaram_flamesphere()

npc_taldaram_flamesphere::npc_taldaram_flamesphere ( Creature pCreature)
inline
91 : NullCreatureAI(pCreature),
92 instance(pCreature->GetInstanceScript()),
93 moveTimer(0)
94 {
95 pCreature->SetReactState(REACT_PASSIVE);
96 }
@ REACT_PASSIVE
Definition Unit.h:567
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
Definition PassiveAI.h:56
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
InstanceScript * instance
Definition boss_prince_taldaram.cpp:172
uint32 moveTimer
Definition boss_prince_taldaram.cpp:173

References REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void npc_taldaram_flamesphere::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

99 {
100 if (action == ACTION_SPHERE)
101 {
102 moveTimer = 3000;
103 }
104 }
@ ACTION_SPHERE
Definition boss_prince_taldaram.cpp:66

References ACTION_SPHERE, and moveTimer.

◆ IsSummonedBy()

void npc_taldaram_flamesphere::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

116 {
117 // Replace sphere instantly if sphere is summoned after prince death
119 {
121 return;
122 }
123
126 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ DATA_PRINCE_TALDARAM
Definition ahnkahet.h:28
@ SPELL_FLAME_SPHERE_VISUAL
Definition boss_prince_taldaram.cpp:36
@ SPELL_FLAME_SPHERE_SPAWN_EFFECT
Definition boss_prince_taldaram.cpp:32
Creature *const me
Definition CreatureAI.h:71
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2216
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:399

References DATA_PRINCE_TALDARAM, Creature::DespawnOrUnsummon(), UnitAI::DoCastSelf(), InstanceScript::GetBossState(), IN_PROGRESS, instance, CreatureAI::me, SPELL_FLAME_SPHERE_SPAWN_EFFECT, and SPELL_FLAME_SPHERE_VISUAL.

◆ MovementInform()

void npc_taldaram_flamesphere::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

107 {
108 if (type == POINT_MOTION_TYPE && id == POINT_ORB)
109 {
112 }
113 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ POINT_ORB
Definition boss_prince_taldaram.cpp:83
@ SPELL_FLAME_SPHERE_DEATH_EFFECT
Definition boss_prince_taldaram.cpp:38

References Creature::DespawnOrUnsummon(), UnitAI::DoCastSelf(), CreatureAI::me, POINT_MOTION_TYPE, POINT_ORB, and SPELL_FLAME_SPHERE_DEATH_EFFECT.

◆ SetVictimPos()

void npc_taldaram_flamesphere::SetVictimPos ( Position const &  pos)
inline
166 {
167 victimPos.Relocate(pos);
168 }
void Relocate(float x, float y)
Definition Position.h:77
Position victimPos
Definition boss_prince_taldaram.cpp:171

References Position::Relocate(), and victimPos.

◆ UpdateAI()

void npc_taldaram_flamesphere::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

129 {
130 if (moveTimer)
131 {
132 if (moveTimer <= diff)
133 {
135 float angleOffset = 0.0f;
136
137 switch (me->GetEntry())
138 {
140 break;
142 angleOffset = DATA_SPHERE_ANGLE_OFFSET;
143 break;
145 angleOffset = -DATA_SPHERE_ANGLE_OFFSET;
146 break;
147 default:
148 return;
149 }
150
151 float angle = me->GetAngle(&victimPos) + angleOffset;
152 float x = me->GetPositionX() + DATA_SPHERE_DISTANCE * cos(angle);
153 float y = me->GetPositionY() + DATA_SPHERE_DISTANCE * std::sin(angle);
155
156 moveTimer = 0;
157 }
158 else
159 {
160 moveTimer -= diff;
161 }
162 }
163 }
@ FORCED_MOVEMENT_WALK
Definition MotionMaster.h:87
constexpr float DATA_SPHERE_DISTANCE
Definition boss_prince_taldaram.cpp:86
@ NPC_FLAME_SPHERE_2
Definition boss_prince_taldaram.cpp:49
@ NPC_FLAME_SPHERE_3
Definition boss_prince_taldaram.cpp:50
@ NPC_FLAME_SPHERE_1
Definition boss_prince_taldaram.cpp:48
@ SPELL_FLAME_SPHERE_PERIODIC
Definition boss_prince_taldaram.cpp:37
#define DATA_SPHERE_ANGLE_OFFSET
Definition boss_prince_taldaram.cpp:87
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
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
float GetAngle(Position const *pos) const
Definition Position.cpp:85
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References DATA_SPHERE_ANGLE_OFFSET, DATA_SPHERE_DISTANCE, UnitAI::DoCastSelf(), FORCED_MOVEMENT_WALK, Position::GetAngle(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), CreatureAI::me, MotionMaster::MovePoint(), moveTimer, NPC_FLAME_SPHERE_1, NPC_FLAME_SPHERE_2, NPC_FLAME_SPHERE_3, POINT_ORB, SPELL_FLAME_SPHERE_PERIODIC, and victimPos.

Member Data Documentation

◆ instance

InstanceScript* npc_taldaram_flamesphere::instance
private

Referenced by IsSummonedBy().

◆ moveTimer

uint32 npc_taldaram_flamesphere::moveTimer
private

Referenced by DoAction(), and UpdateAI().

◆ victimPos

Position npc_taldaram_flamesphere::victimPos
private

Referenced by SetVictimPos(), and UpdateAI().


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