AzerothCore 3.3.5a
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npc_a_special_surprise::npc_a_special_surpriseAI Struct Reference
Inheritance diagram for npc_a_special_surprise::npc_a_special_surpriseAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_a_special_surpriseAI (Creature *creature)
 
void Reset () override
 
bool MeetQuestCondition (Player *player)
 
void MoveInLineOfSight (Unit *who) 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 SummonedCreatureDies (Creature *, Unit *)
 
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 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 ExecuteSpeech_Timer
 
uint32 ExecuteSpeech_Counter
 
ObjectGuid PlayerGUID
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_a_special_surpriseAI()

npc_a_special_surprise::npc_a_special_surpriseAI::npc_a_special_surpriseAI ( Creature creature)
inline
553: ScriptedAI(creature) { }
Definition ScriptedCreature.h:190

Member Function Documentation

◆ MeetQuestCondition()

bool npc_a_special_surprise::npc_a_special_surpriseAI::MeetQuestCondition ( Player player)
inline
570 {
571 switch (me->GetEntry())
572 {
573 case 29061: // Ellen Stanbridge
574 if (player->GetQuestStatus(12742) == QUEST_STATUS_INCOMPLETE)
575 return true;
576 break;
577 case 29072: // Kug Ironjaw
578 if (player->GetQuestStatus(12748) == QUEST_STATUS_INCOMPLETE)
579 return true;
580 break;
581 case 29067: // Donovan Pulfrost
582 if (player->GetQuestStatus(12744) == QUEST_STATUS_INCOMPLETE)
583 return true;
584 break;
585 case 29065: // Yazmina Oakenthorn
586 if (player->GetQuestStatus(12743) == QUEST_STATUS_INCOMPLETE)
587 return true;
588 break;
589 case 29071: // Antoine Brack
590 if (player->GetQuestStatus(12750) == QUEST_STATUS_INCOMPLETE)
591 return true;
592 break;
593 case 29032: // Malar Bravehorn
594 if (player->GetQuestStatus(12739) == QUEST_STATUS_INCOMPLETE)
595 return true;
596 break;
597 case 29068: // Goby Blastenheimer
598 if (player->GetQuestStatus(12745) == QUEST_STATUS_INCOMPLETE)
599 return true;
600 break;
601 case 29073: // Iggy Darktusk
602 if (player->GetQuestStatus(12749) == QUEST_STATUS_INCOMPLETE)
603 return true;
604 break;
605 case 29074: // Lady Eonys
606 if (player->GetQuestStatus(12747) == QUEST_STATUS_INCOMPLETE)
607 return true;
608 break;
609 case 29070: // Valok the Righteous
610 if (player->GetQuestStatus(12746) == QUEST_STATUS_INCOMPLETE)
611 return true;
612 break;
613 }
614
615 return false;
616 }
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
uint32 GetEntry() const
Definition Object.h:116
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
Creature * me
Definition ScriptedCreature.h:280

References Object::GetEntry(), Player::GetQuestStatus(), ScriptedAI::me, and QUEST_STATUS_INCOMPLETE.

Referenced by MoveInLineOfSight().

◆ MoveInLineOfSight()

void npc_a_special_surprise::npc_a_special_surpriseAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

620 {
621 if (PlayerGUID || !who->IsPlayer() || !who->IsWithinDist(me, INTERACTION_DISTANCE))
622 return;
623
624 if (MeetQuestCondition(who->ToPlayer()))
625 PlayerGUID = who->GetGUID();
626 }
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
bool IsPlayer() const
Definition Object.h:201
Player * ToPlayer()
Definition Object.h:202
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:113
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition Object.cpp:1327
bool MeetQuestCondition(Player *player)
Definition chapter2.cpp:569
ObjectGuid PlayerGUID
Definition chapter2.cpp:557

References Object::GetGUID(), INTERACTION_DISTANCE, Object::IsPlayer(), WorldObject::IsWithinDist(), ScriptedAI::me, MeetQuestCondition(), PlayerGUID, and Object::ToPlayer().

◆ Reset()

void npc_a_special_surprise::npc_a_special_surpriseAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

560 {
564
566 me->SetImmuneToPC(true);
567 }
@ REACT_PASSIVE
Definition Unit.h:549
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void Clear()
Definition ObjectGuid.h:138
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13652
uint32 ExecuteSpeech_Timer
Definition chapter2.cpp:555
uint32 ExecuteSpeech_Counter
Definition chapter2.cpp:556

References ObjectGuid::Clear(), ExecuteSpeech_Counter, ExecuteSpeech_Timer, ScriptedAI::me, PlayerGUID, REACT_PASSIVE, Unit::SetImmuneToPC(), and Creature::SetReactState().

Referenced by UpdateAI().

◆ UpdateAI()

void npc_a_special_surprise::npc_a_special_surpriseAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

629 {
630 if (PlayerGUID && !me->GetVictim() && me->IsAlive())
631 {
632 if (ExecuteSpeech_Timer <= diff)
633 {
635
636 if (!player)
637 {
638 Reset();
639 return;
640 }
641
642 switch (ExecuteSpeech_Counter)
643 {
644 case 0:
645 Talk(SAY_EXEC_START, player);
646 break;
647 case 1:
649 break;
650 case 2:
651 Talk(SAY_EXEC_PROG, player);
652 break;
653 case 3:
654 Talk(SAY_EXEC_NAME, player);
655 break;
656 case 4:
657 Talk(SAY_EXEC_RECOG, player);
658 break;
659 case 5:
660 Talk(SAY_EXEC_NOREM, player);
661 break;
662 case 6:
663 Talk(SAY_EXEC_THINK, player);
664 break;
665 case 7:
666 Talk(SAY_EXEC_LISTEN, player);
667 break;
668 case 8:
669 if (Creature* Plaguefist = GetClosestCreatureWithEntry(me, NPC_PLAGUEFIST, 85.0f))
670 {
671 Plaguefist->AI()->Talk(SAY_PLAGUEFIST, player);
672 }
673 break;
674 case 9:
675 Talk(SAY_EXEC_TIME, player);
678 me->SetImmuneToPC(false);
679 break;
680 case 10:
681 Talk(SAY_EXEC_WAITING, player);
682 break;
683 case 11:
686 me->SetHealth(0);
687 return;
688 }
689
690 if (ExecuteSpeech_Counter >= 9)
691 ExecuteSpeech_Timer = 15000;
692 else
693 ExecuteSpeech_Timer = 7000;
694
696 }
697 else
698 ExecuteSpeech_Timer -= diff;
699 }
700 }
Creature * GetClosestCreatureWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool alive)
Definition ScriptedCreature.cpp:865
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:40
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ EMOTE_DIES
Definition chapter2.cpp:535
@ SAY_EXEC_PROG
Definition chapter2.cpp:527
@ SAY_EXEC_NAME
Definition chapter2.cpp:528
@ SAY_EXEC_TIME
Definition chapter2.cpp:533
@ NPC_PLAGUEFIST
Definition chapter2.cpp:538
@ SAY_EXEC_THINK
Definition chapter2.cpp:531
@ SAY_EXEC_NOREM
Definition chapter2.cpp:530
@ SAY_PLAGUEFIST
Definition chapter2.cpp:537
@ SAY_EXEC_WAITING
Definition chapter2.cpp:534
@ SAY_EXEC_LISTEN
Definition chapter2.cpp:532
@ SAY_EXEC_START
Definition chapter2.cpp:526
@ SAY_EXEC_RECOG
Definition chapter2.cpp:529
Definition Creature.h:43
void setDeathState(DeathState s, bool despawn=false) override
A creature can be in 4 different states: Alive, JustDied, Corpse, and JustRespawned....
Definition Creature.cpp:1965
Definition Player.h:1082
bool IsAlive() const
Definition Unit.h:1698
void SetHealth(uint32 val)
Definition Unit.cpp:15529
Unit * GetVictim() const
Definition Unit.h:846
void SetStandState(uint8 state)
Definition Unit.cpp:16759
Talk
Definition hyjal.cpp:82
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
void Reset() override
Definition chapter2.cpp:559

References EMOTE_DIES, ExecuteSpeech_Counter, ExecuteSpeech_Timer, GetClosestCreatureWithEntry(), ObjectAccessor::GetPlayer(), Unit::GetVictim(), Unit::IsAlive(), JustDied, ScriptedAI::me, NPC_PLAGUEFIST, PlayerGUID, REACT_PASSIVE, Reset(), SAY_EXEC_LISTEN, SAY_EXEC_NAME, SAY_EXEC_NOREM, SAY_EXEC_PROG, SAY_EXEC_RECOG, SAY_EXEC_START, SAY_EXEC_THINK, SAY_EXEC_TIME, SAY_EXEC_WAITING, SAY_PLAGUEFIST, Creature::setDeathState(), Unit::SetHealth(), Unit::SetImmuneToPC(), Creature::SetReactState(), Unit::SetStandState(), UNIT_STAND_STATE_KNEEL, and UNIT_STAND_STATE_STAND.

Member Data Documentation

◆ ExecuteSpeech_Counter

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Counter

Referenced by Reset(), and UpdateAI().

◆ ExecuteSpeech_Timer

uint32 npc_a_special_surprise::npc_a_special_surpriseAI::ExecuteSpeech_Timer

Referenced by Reset(), and UpdateAI().

◆ PlayerGUID

ObjectGuid npc_a_special_surprise::npc_a_special_surpriseAI::PlayerGUID

Referenced by MoveInLineOfSight(), Reset(), and UpdateAI().


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