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

Public Member Functions

 npc_midsummer_bonfire (Creature *creature)
 
void Ignite ()
 
void StampOut ()
 
void UpdateBonfireBlessingBuffs ()
 
bool InitBonfire ()
 
void SpellHit (Unit *caster, SpellInfo const *spellInfo) 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
 

Private Attributes

bool * _isStampedOut
 
TeamId _teamId
 
uint8 _type
 
GameObject_spellFocus
 
GameObject_bonfire
 

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_midsummer_bonfire()

npc_midsummer_bonfire::npc_midsummer_bonfire ( Creature creature)
inline
180 : ScriptedAI(creature)
181 {
182 // Midsummer Bonfire Spawn Trap also spawns this NPC (currently unwanted)
183 if (me->ToTempSummon())
185
186 _isStampedOut = nullptr;
189 _spellFocus = nullptr;
190
192 return;
193
194 scheduler.Schedule(420ms, [this](TaskContext context)
195 {
196 if (!InitBonfire())
197 context.Repeat();
198 });
199 }
bool IsHolidayActive(HolidayIds id)
Definition GameEventMgr.cpp:1950
@ TEAM_NEUTRAL
Definition SharedDefines.h:762
@ HOLIDAY_FIRE_FESTIVAL
Definition SharedDefines.h:2756
TaskScheduler scheduler
Definition CreatureAI.h:75
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2177
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
TempSummon * ToTempSummon()
Definition Unit.h:686
@ BONFIRE_TYPE_NONE
Definition midsummer.cpp:48
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
TeamId _teamId
Definition midsummer.cpp:362
uint8 _type
Definition midsummer.cpp:363
bool InitBonfire()
Definition midsummer.cpp:277
bool * _isStampedOut
Definition midsummer.cpp:361
GameObject * _spellFocus
Definition midsummer.cpp:364

References _isStampedOut, _spellFocus, _teamId, _type, BONFIRE_TYPE_NONE, Creature::DespawnOrUnsummon(), HOLIDAY_FIRE_FESTIVAL, InitBonfire(), IsHolidayActive(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, TEAM_NEUTRAL, and Unit::ToTempSummon().

Member Function Documentation

◆ Ignite()

void npc_midsummer_bonfire::Ignite ( )
inline
202 {
203 if (_isStampedOut)
204 *_isStampedOut = false;
205
206 if (!_spellFocus)
207 {
209
212 }
213
214 switch (_type)
215 {
220 break;
222 if (_bonfire)
224 break;
225 default:
226 break;
227 }
228 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
void SetGoState(GOState state)
Definition GameObject.cpp:2462
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:390
void AddGameObject(GameObject *gameObj)
Definition Unit.cpp:6235
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition Object.cpp:2468
@ SPELL_LIGHT_BONFIRE_ART_KIT
Definition midsummer.cpp:44
@ SPELL_MIDSUMMER_BONFIRE_BUNNIES_2
Definition midsummer.cpp:38
@ GO_MIDSUMMER_BONFIRE_CAMPFIRE_SPELL_FOCUS
Definition midsummer.cpp:35
@ BONFIRE_TYPE_ALLIANCE
Definition midsummer.cpp:49
@ BONFIRE_TYPE_AHUNE
Definition midsummer.cpp:52
@ BONFIRE_TYPE_HORDE
Definition midsummer.cpp:50
void UpdateBonfireBlessingBuffs()
Definition midsummer.cpp:254
GameObject * _bonfire
Definition midsummer.cpp:365

References _bonfire, _isStampedOut, _spellFocus, _type, Unit::AddGameObject(), BONFIRE_TYPE_AHUNE, BONFIRE_TYPE_ALLIANCE, BONFIRE_TYPE_HORDE, UnitAI::DoCastSelf(), WorldObject::FindNearestGameObject(), GO_MIDSUMMER_BONFIRE_CAMPFIRE_SPELL_FOCUS, GO_STATE_ACTIVE, ScriptedAI::me, GameObject::SetGoState(), SPELL_LIGHT_BONFIRE_ART_KIT, SPELL_MIDSUMMER_BONFIRE_BUNNIES_2, and UpdateBonfireBlessingBuffs().

◆ InitBonfire()

bool npc_midsummer_bonfire::InitBonfire ( )
inline
278 {
281
282 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_ALLIANCE) && (_type == BONFIRE_TYPE_NONE); i++)
283 {
285 {
288 }
289 }
290
291 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_HORDE) && (_type == BONFIRE_TYPE_NONE); i++)
292 {
294 {
297 }
298 }
299
300 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_CITY) && (_type == BONFIRE_TYPE_NONE); i++)
301 {
303 {
305 Ignite();
306 return true;
307 }
308 }
309
311 {
313 return true;
314 }
315
317 return false;
318
319 auto itr = BonfireStateStore.find(std::make_tuple(me->GetMapId(), me->GetZoneId(), _teamId));
320 if ((itr != BonfireStateStore.end()) && (itr->second))
321 _isStampedOut = itr->second;
322 else
323 LOG_ERROR("scripts.midsummer", "NPC {} (GUID{}) in map {}, zone {} with teamId {} can't locate its entry within BonfireStateStore", me->GetGUID().GetEntry(), me->GetSpawnId(), me->GetMapId(), me->GetZoneId(), _teamId);
324
325 Ignite();
326
327 return true;
328 }
std::uint32_t uint32
Definition Define.h:107
#define LOG_ERROR(filterType__,...)
Definition Log.h:157
@ TEAM_ALLIANCE
Definition SharedDefines.h:760
@ TEAM_HORDE
Definition SharedDefines.h:761
ObjectGuid::LowType GetSpawnId() const
Definition Creature.h:65
uint32 GetEntry() const
Definition ObjectGuid.h:144
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:113
uint32 GetMapId() const
Definition Position.h:280
uint32 GetZoneId() const
Definition Object.cpp:3148
uint32 const GoBonfireHorde[COUNT_GO_BONFIRE_HORDE]
Definition midsummer.cpp:147
@ COUNT_GO_BONFIRE_HORDE
Definition midsummer.cpp:55
@ COUNT_GO_BONFIRE_CITY
Definition midsummer.cpp:56
@ BONFIRE_TYPE_CITY
Definition midsummer.cpp:51
@ COUNT_GO_BONFIRE_ALLIANCE
Definition midsummer.cpp:54
@ GO_AHUNE_BONFIRE
Definition midsummer.cpp:36
uint32 const GoBonfireAlliance[COUNT_GO_BONFIRE_ALLIANCE]
Definition midsummer.cpp:146
const std::map< std::tuple< uint32, uint32, TeamId >, bool * > BonfireStateStore
Definition midsummer.cpp:62
uint32 const GoBonfireCity[COUNT_GO_BONFIRE_CITY]
Definition midsummer.cpp:148
void Ignite()
Definition midsummer.cpp:201

References BONFIRE_TYPE_AHUNE, BONFIRE_TYPE_ALLIANCE, BONFIRE_TYPE_CITY, BONFIRE_TYPE_HORDE, BONFIRE_TYPE_NONE, BonfireStateStore, COUNT_GO_BONFIRE_ALLIANCE, COUNT_GO_BONFIRE_CITY, COUNT_GO_BONFIRE_HORDE, GO_AHUNE_BONFIRE, GoBonfireAlliance, GoBonfireCity, GoBonfireHorde, LOG_ERROR, TEAM_ALLIANCE, TEAM_HORDE, and TEAM_NEUTRAL.

Referenced by npc_midsummer_bonfire().

◆ SpellHit()

void npc_midsummer_bonfire::SpellHit ( Unit caster,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

331 {
332 if (!caster->IsPlayer())
333 return;
334
335 switch (spellInfo->Id)
336 {
338 {
339 Ignite();
340 break;
341 }
343 {
344 StampOut();
345
346 // desecrating other faction's bonfire flags player for PVP
347 caster->SetPvP(true);
348 break;
349 }
350 default:
351 break;
352 }
353 }
bool IsPlayer() const
Definition Object.h:201
void SetPvP(bool state)
Definition Unit.h:983
@ SPELL_STAMP_OUT_BONFIRE
Definition midsummer.cpp:40
@ SPELL_TOSS_FUEL_ON_BONFIRE
Definition midsummer.cpp:43
void StampOut()
Definition midsummer.cpp:230

References SpellInfo::Id, Object::IsPlayer(), Unit::SetPvP(), SPELL_STAMP_OUT_BONFIRE, and SPELL_TOSS_FUEL_ON_BONFIRE.

◆ StampOut()

void npc_midsummer_bonfire::StampOut ( )
inline
231 {
232 switch (_type)
233 {
236 if (_isStampedOut)
237 *_isStampedOut = true;
238
239 if (_spellFocus)
240 {
243 _spellFocus = nullptr;
244 }
245
248 break;
249 default:
250 break;
251 }
252 }
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition GameObject.cpp:936
void AddObjectToRemoveList()
Definition Object.cpp:2160
@ SPELL_STAMP_OUT_BONFIRE_ART_KIT
Definition midsummer.cpp:41

References _isStampedOut, _spellFocus, _type, WorldObject::AddObjectToRemoveList(), BONFIRE_TYPE_ALLIANCE, BONFIRE_TYPE_HORDE, GameObject::DespawnOrUnsummon(), UnitAI::DoCastSelf(), SPELL_STAMP_OUT_BONFIRE_ART_KIT, and UpdateBonfireBlessingBuffs().

◆ UpdateAI()

void npc_midsummer_bonfire::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

356 {
357 scheduler.Update(diff);
358 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27

◆ UpdateBonfireBlessingBuffs()

void npc_midsummer_bonfire::UpdateBonfireBlessingBuffs ( )
inline
255 {
257 return;
258
259 me->GetMap()->DoForAllPlayers([&](Player* p)
260 {
261 if ((p->GetZoneId() == me->GetZoneId()) && (p->GetTeamId() == _teamId))
262 {
263 if (_isStampedOut)
264 {
265 if (*_isStampedOut)
266 p->RemoveAurasDueToSpell(SPELL_BONFIRES_BLESSING);
267 else
268 {
269 if (!p->HasAura(SPELL_BONFIRES_BLESSING))
270 p->CastSpell(p, SPELL_BONFIRES_BLESSING, true);
271 }
272 }
273 }
274 });
275 }
void DoForAllPlayers(std::function< void(Player *)> exec)
Definition Map.cpp:3008
Definition Player.h:1082
TeamId GetTeamId(bool original=false) const
Definition Player.h:2118
Map * GetMap() const
Definition Object.h:537

References _teamId, _type, BONFIRE_TYPE_ALLIANCE, BONFIRE_TYPE_HORDE, Map::DoForAllPlayers(), WorldObject::GetMap(), Player::GetTeamId(), WorldObject::GetZoneId(), and ScriptedAI::me.

Referenced by Ignite(), and StampOut().

Member Data Documentation

◆ _bonfire

GameObject* npc_midsummer_bonfire::_bonfire
private

Referenced by Ignite().

◆ _isStampedOut

bool* npc_midsummer_bonfire::_isStampedOut
private

◆ _spellFocus

GameObject* npc_midsummer_bonfire::_spellFocus
private

◆ _teamId

TeamId npc_midsummer_bonfire::_teamId
private

◆ _type

uint8 npc_midsummer_bonfire::_type
private

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