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

Public Member Functions

 npc_phalanx (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void PathEndReached (uint32 pathId) override
 
void DoAction (int32 action) 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 (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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 >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (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=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)
 
WorldObject * GetSummoner () 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
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
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 WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, 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 *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 uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 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 Member Functions

void SetDoorHome ()
 
void StartActivation ()
 
void Activate ()
 

Private Attributes

InstanceScript * _instance
 
PhalanxStates _state
 
EventMap _stagingEvents
 
EventMap _combatEvents
 
bool _volleyStarted
 

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
Creature * me
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_phalanx()

npc_phalanx::npc_phalanx ( Creature *  creature)
inline
450 : ScriptedAI(creature),
@ PHALANX_STATE_DORMANT
Definition blackrock_depths.cpp:437
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
Definition ScriptedCreature.h:202
bool _volleyStarted
Definition blackrock_depths.cpp:599
InstanceScript * _instance
Definition blackrock_depths.cpp:595
PhalanxStates _state
Definition blackrock_depths.cpp:596

Member Function Documentation

◆ Activate()

void npc_phalanx::Activate ( )
inlineprivate
587 {
590 SetDoorHome();
593 }
@ REACT_AGGRESSIVE
Definition Unit.h:576
@ EVENT_PHALANX_FINISH_MOVEMENT
Definition blackrock_depths.cpp:429
@ FACTION_PHALANX_HOSTILE
Definition blackrock_depths.cpp:445
@ PHALANX_STATE_ACTIVE
Definition blackrock_depths.cpp:439
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void CancelEvent(EventId eventId)
Definition EventMap.cpp:160
void SetFaction(uint32 faction)
Definition Unit.cpp:6886
Creature * me
Definition ScriptedCreature.h:292
EventMap _stagingEvents
Definition blackrock_depths.cpp:597
void SetDoorHome()
Definition blackrock_depths.cpp:561

References _stagingEvents, _state, EventMap::CancelEvent(), EVENT_PHALANX_FINISH_MOVEMENT, FACTION_PHALANX_HOSTILE, ScriptedAI::me, PHALANX_STATE_ACTIVE, REACT_AGGRESSIVE, SetDoorHome(), Unit::SetFaction(), and Creature::SetReactState().

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

◆ DoAction()

void npc_phalanx::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

503 {
506 }
@ ACTION_PHALANX_START_ACTIVATION
Definition blackrock_depths.cpp:423
void StartActivation()
Definition blackrock_depths.cpp:570

References _state, ACTION_PHALANX_START_ACTIVATION, PHALANX_STATE_DORMANT, and StartActivation().

◆ EnterEvadeMode()

void npc_phalanx::EnterEvadeMode ( EvadeReason  why = EVADE_REASON_OTHER)
inlineoverridevirtual

Reimplemented from CreatureAI.

477 {
478 // Waypoint movement updates home at each node. Evading during the run
479 // must still return to the final guard position.
481 SetDoorHome();
482
484 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:235

References _state, CreatureAI::EnterEvadeMode(), PHALANX_STATE_DORMANT, and SetDoorHome().

◆ JustEngagedWith()

void npc_phalanx::JustEngagedWith ( Unit *  )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

487 {
490 }
@ EVENT_PHALANX_THUNDERCLAP
Definition blackrock_depths.cpp:430
@ EVENT_PHALANX_MIGHTY_BLOW
Definition blackrock_depths.cpp:431
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:48
EventMap _combatEvents
Definition blackrock_depths.cpp:598

References _combatEvents, EVENT_PHALANX_MIGHTY_BLOW, EVENT_PHALANX_THUNDERCLAP, and EventMap::ScheduleEvent().

◆ PathEndReached()

void npc_phalanx::PathEndReached ( uint32  pathId)
inlineoverridevirtual

Reimplemented from CreatureAI.

493 {
495 {
496 Activate();
497 // Zero-delay waypoints do not apply their facing; the sniff turns him after arrival.
498 me->SetFacingTo(me->GetHomePosition().GetOrientation());
499 }
500 }
@ PATH_PHALANX_DOOR
Definition blackrock_depths.cpp:444
@ PHALANX_STATE_MOVING_TO_DOOR
Definition blackrock_depths.cpp:438
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349
void SetFacingTo(float ori)
Definition Unit.cpp:16157
void Activate()
Definition blackrock_depths.cpp:586

References _state, Activate(), Creature::GetHomePosition(), ScriptedAI::me, PATH_PHALANX_DOOR, PHALANX_STATE_MOVING_TO_DOOR, and Unit::SetFacingTo().

◆ Reset()

void npc_phalanx::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

454 {
457 _volleyStarted = false;
458
459 bool const restoring = _state == PHALANX_STATE_DORMANT && _instance &&
461 if (_state != PHALANX_STATE_DORMANT || restoring)
462 {
463 Activate();
464 // An evade already has a home movement. A newly loaded creature needs one,
465 // but must not replay the announcement or become friendly again.
466 if (restoring)
468 }
469 else
470 {
473 }
474 }
@ DONE
Definition InstanceScript.h:61
@ DATA_PHALANX_ACTIVATED
Definition blackrock_depths.h:86
void Reset()
Definition EventMap.cpp:21
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:262
void RestoreFaction()
Definition Unit.cpp:14657
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51

References _combatEvents, _instance, _stagingEvents, _state, _volleyStarted, Activate(), DATA_PHALANX_ACTIVATED, DONE, ZoneScript::GetData(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), PHALANX_STATE_DORMANT, REACT_AGGRESSIVE, EventMap::Reset(), Unit::RestoreFaction(), and Creature::SetReactState().

◆ SetDoorHome()

void npc_phalanx::SetDoorHome ( )
inlineprivate
562 {
563 if (WaypointPath const* path = sWaypointMgr->GetPath(PATH_PHALANX_DOOR); path && !path->Nodes.empty())
564 {
565 WaypointNode const& node = path->Nodes.back();
566 me->SetHomePosition(node.X, node.Y, node.Z, node.Orientation.value_or(me->GetOrientation()));
567 }
568 }
#define sWaypointMgr
Definition WaypointMgr.h:54
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:347
float GetOrientation() const
Definition Position.h:124
Definition WaypointDefines.h:37
std::optional< float > Orientation
Definition WaypointDefines.h:49
float X
Definition WaypointDefines.h:48
float Z
Definition WaypointDefines.h:48
float Y
Definition WaypointDefines.h:48
Definition WaypointDefines.h:60

References Position::GetOrientation(), ScriptedAI::me, WaypointNode::Orientation, PATH_PHALANX_DOOR, Creature::SetHomePosition(), sWaypointMgr, WaypointNode::X, WaypointNode::Y, and WaypointNode::Z.

Referenced by Activate(), EnterEvadeMode(), and StartActivation().

◆ StartActivation()

void npc_phalanx::StartActivation ( )
inlineprivate
571 {
573 SetDoorHome();
574 if (_instance)
576
577 // The sniff retains interaction during staging, changes faction on arrival,
578 // and announces the event shortly after starting the run.
580 me->SetWalk(false);
584 }
@ REACT_PASSIVE
Definition Unit.h:574
@ EVENT_PHALANX_YELL
Definition blackrock_depths.cpp:428
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3416
void MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource=PathSource::WAYPOINT_MGR)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:1017
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52

References _instance, _stagingEvents, _state, DATA_PHALANX_ACTIVATED, DONE, EVENT_PHALANX_FINISH_MOVEMENT, EVENT_PHALANX_YELL, Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MoveWaypoint(), PATH_PHALANX_DOOR, PHALANX_STATE_MOVING_TO_DOOR, REACT_PASSIVE, EventMap::ScheduleEvent(), ZoneScript::SetData(), SetDoorHome(), Creature::SetReactState(), and Creature::SetWalk().

Referenced by DoAction(), and UpdateAI().

◆ UpdateAI()

void npc_phalanx::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

509 {
510 // Preserve the existing Plugger activation hook.
513
515 while (uint32 eventId = _stagingEvents.ExecuteEvent())
516 {
517 if (eventId == EVENT_PHALANX_YELL)
519 else if (eventId == EVENT_PHALANX_FINISH_MOVEMENT)
520 {
521 // A blocked route must not leave him permanently passive or teleport him.
522 Activate();
523 }
524 }
525
527 return;
528
529 _combatEvents.Update(diff);
531 return;
532
533 if (!_volleyStarted && HealthBelowPct(51))
534 {
535 _volleyStarted = true;
537 }
538
539 while (uint32 eventId = _combatEvents.ExecuteEvent())
540 {
541 switch (eventId)
542 {
545 DoCastSelf(SPELL_THUNDERCLAP) == SPELL_CAST_OK ? 10s : 500ms);
546 break;
550 break;
554 break;
555 }
556 }
558 }
std::uint32_t uint32
Definition Define.h:107
@ FACTION_MONSTER
Definition SharedDefines.h:183
@ SPELL_CAST_OK
Definition SharedDefines.h:1126
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ EVENT_PHALANX_FIREBALL_VOLLEY
Definition blackrock_depths.cpp:432
@ SPELL_MIGHTYBLOW
Definition blackrock_depths.cpp:413
@ SPELL_FIREBALLVOLLEY
Definition blackrock_depths.cpp:412
@ SPELL_THUNDERCLAP
Definition blackrock_depths.cpp:411
@ SAY_PHALANX_AGGRO
Definition blackrock_depths.cpp:418
bool UpdateVictim()
Definition CreatureAI.cpp:350
void Update(uint32 time)
Definition EventMap.h:67
EventId ExecuteEvent()
Definition EventMap.cpp:86
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:274
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:399
uint32 GetFaction() const override
Definition Unit.h:857
bool HasUnitState(const uint32 f) const
Definition Unit.h:742
Talk
Definition hyjal.cpp:82
bool HealthBelowPct(uint32 pct) const
Definition ScriptedCreature.h:379

References _combatEvents, _stagingEvents, _state, _volleyStarted, Activate(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_PHALANX_FINISH_MOVEMENT, EVENT_PHALANX_FIREBALL_VOLLEY, EVENT_PHALANX_MIGHTY_BLOW, EVENT_PHALANX_THUNDERCLAP, EVENT_PHALANX_YELL, EventMap::ExecuteEvent(), FACTION_MONSTER, Unit::GetFaction(), Unit::HasUnitState(), ScriptedAI::HealthBelowPct(), ScriptedAI::me, PHALANX_STATE_ACTIVE, PHALANX_STATE_DORMANT, SAY_PHALANX_AGGRO, EventMap::ScheduleEvent(), SPELL_CAST_OK, SPELL_FIREBALLVOLLEY, SPELL_MIGHTYBLOW, SPELL_THUNDERCLAP, StartActivation(), UNIT_STATE_CASTING, EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _combatEvents

EventMap npc_phalanx::_combatEvents
private

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

◆ _instance

InstanceScript* npc_phalanx::_instance
private

Referenced by Reset(), and StartActivation().

◆ _stagingEvents

EventMap npc_phalanx::_stagingEvents
private

◆ _state

◆ _volleyStarted

bool npc_phalanx::_volleyStarted
private

Referenced by Reset(), and UpdateAI().


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