AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_argent_soldier::npc_argent_soldierAI Struct Reference
Inheritance diagram for npc_argent_soldier::npc_argent_soldierAI:
npc_escortAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_argent_soldierAI (Creature *pCreature)
 
void Reset () override
 
void WaypointReached (uint32 uiPoint) override
 
void SetData (uint32 uiType, uint32) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
virtual void WaypointReached (uint32, uint32)
 
- Public Member Functions inherited from npc_escortAI
 npc_escortAI (Creature *creature)
 
 ~npc_escortAI () override
 
void AttackStart (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void ReturnToLastPoint ()
 
void EnterEvadeMode (EvadeReason=EVADE_REASON_OTHER) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
virtual void UpdateEscortAI (uint32 diff)
 
void MovementInform (uint32, uint32) override
 
void AddWaypoint (uint32 id, float x, float y, float z, uint32 waitTime=0)
 
bool SetNextWaypoint (uint32 pointId, float x, float y, float z, float orientation)
 
bool SetNextWaypoint (uint32 pointId, bool setPosition=true)
 
bool GetWaypointPosition (uint32 pointId, float &x, float &y, float &z)
 
void GenerateWaypointArray (Movement::PointsArray *points)
 
virtual void WaypointStart (uint32)
 
void Start (bool isActiveAttacker=true, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false, bool resetWaypoints=true)
 
void SetEscortPaused (bool on)
 
bool HasEscortState (uint32 escortState)
 
bool IsEscorted () override
 
void SetMaxPlayerDistance (float newMax)
 
float GetMaxPlayerDistance ()
 
void SetDespawnAtEnd (bool despawn)
 
void SetDespawnAtFar (bool despawn)
 
bool GetAttack ()
 
void SetCanAttack (bool attack)
 
ObjectGuid GetEventStarterGUID ()
 
void AddEscortState (uint32 escortState)
 
void RemoveEscortState (uint32 escortState)
 
virtual void WaypointReached (uint32, uint32)
 
- 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 - 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)
 
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=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 >
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=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 ()
 
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 void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (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 void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
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 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)
 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

InstanceScriptpInstance
 
EventMap events
 
uint8 uiWaypoint
 
bool bCheck
 
- 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 npc_escortAI
PlayerGetPlayerForEscort ()
 
- 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_argent_soldierAI()

npc_argent_soldier::npc_argent_soldierAI::npc_argent_soldierAI ( Creature pCreature)
inline
503 : npc_escortAI(pCreature)
504 {
505 pInstance = pCreature->GetInstanceScript();
507 SetDespawnAtEnd(false);
508 uiWaypoint = 0;
509 }
@ REACT_PASSIVE
Definition Unit.h:566
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1238
Creature * me
Definition ScriptedCreature.h:281
uint8 uiWaypoint
Definition boss_argent_challenge.cpp:513
InstanceScript * pInstance
Definition boss_argent_challenge.cpp:511
Definition ScriptedEscortAI.h:53
void SetDespawnAtEnd(bool despawn)
Definition ScriptedEscortAI.h:104

References WorldObject::GetInstanceScript(), ScriptedAI::me, pInstance, REACT_PASSIVE, npc_escortAI::SetDespawnAtEnd(), Creature::SetReactState(), and uiWaypoint.

Member Function Documentation

◆ DamageTaken()

void npc_argent_soldier::npc_argent_soldierAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

597 {
598 if (bCheck && damage >= me->GetHealth())
599 {
600 bCheck = false;
601 damage = me->GetHealth() - 1;
602 events.DelayEvents(10s);
604 me->CastSpell((Unit*)nullptr, SPELL_FINAL_MEDITATION, true);
605 }
606 }
@ SPELL_FINAL_MEDITATION
Definition boss_argent_challenge.cpp:468
@ SPELL_DIVINE_SHIELD
Definition boss_argent_challenge.cpp:467
events
Definition boss_sartura.cpp:43
Definition Unit.h:664
uint32 GetHealth() const
Definition Unit.h:1108
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1350
bool bCheck
Definition boss_argent_challenge.cpp:514

References bCheck, Unit::CastSpell(), Unit::GetHealth(), ScriptedAI::me, SPELL_DIVINE_SHIELD, and SPELL_FINAL_MEDITATION.

◆ JustDied()

void npc_argent_soldier::npc_argent_soldierAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

706 {
707 me->DespawnOrUnsummon(10s);
708 if (pInstance)
710 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2126
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_ARGENT_SOLDIER_DEFEATED
Definition trial_of_the_champion.h:42

References DATA_ARGENT_SOLDIER_DEFEATED, Creature::DespawnOrUnsummon(), ScriptedAI::me, pInstance, and ZoneScript::SetData().

◆ JustEngagedWith()

void npc_argent_soldier::npc_argent_soldierAI::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

609 {
610 switch (me->GetEntry())
611 {
612 case NPC_ARGENT_MONK:
613 events.RescheduleEvent(EVENT_MONK_SPELL_FLURRY_OF_BLOWS, 5s);
614 events.RescheduleEvent(EVENT_MONK_SPELL_PUMMEL, 7s);
615 if (IsHeroic())
616 bCheck = true;
617 break;
618 case NPC_PRIESTESS:
619 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_HOLY_SMITE, 5s, 8s);
620 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, 3s, 6s);
621 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, 8s, 15s);
622 if (IsHeroic())
623 events.RescheduleEvent(EVENT_PRIESTESS_SPELL_MIND_CONTROL, 12s);
624 break;
626 events.RescheduleEvent(EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, 12s, 15s);
627 events.RescheduleEvent(EVENT_LIGHTWIELDER_SPELL_CLEAVE, 3s, 5s);
628 if (IsHeroic())
629 events.RescheduleEvent(EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE, 8s, 12s);
630 break;
631 }
632 }
@ NPC_PRIESTESS
Definition blackrock_depths.h:100
@ EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT
Definition boss_argent_challenge.cpp:489
@ EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT
Definition boss_argent_challenge.cpp:491
@ EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE
Definition boss_argent_challenge.cpp:493
@ EVENT_MONK_SPELL_FLURRY_OF_BLOWS
Definition boss_argent_challenge.cpp:485
@ EVENT_MONK_SPELL_PUMMEL
Definition boss_argent_challenge.cpp:486
@ EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN
Definition boss_argent_challenge.cpp:488
@ EVENT_PRIESTESS_SPELL_MIND_CONTROL
Definition boss_argent_challenge.cpp:490
@ EVENT_LIGHTWIELDER_SPELL_CLEAVE
Definition boss_argent_challenge.cpp:492
@ EVENT_PRIESTESS_SPELL_HOLY_SMITE
Definition boss_argent_challenge.cpp:487
uint32 GetEntry() const
Definition Object.h:117
bool IsHeroic() const
Definition ScriptedCreature.h:383
@ NPC_ARGENT_LIGHTWIELDER
Definition trial_of_the_champion.h:137
@ NPC_ARGENT_MONK
Definition trial_of_the_champion.h:138

References bCheck, EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, EVENT_LIGHTWIELDER_SPELL_CLEAVE, EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE, EVENT_MONK_SPELL_FLURRY_OF_BLOWS, EVENT_MONK_SPELL_PUMMEL, EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, EVENT_PRIESTESS_SPELL_HOLY_SMITE, EVENT_PRIESTESS_SPELL_MIND_CONTROL, EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, Object::GetEntry(), ScriptedAI::IsHeroic(), ScriptedAI::me, NPC_ARGENT_LIGHTWIELDER, NPC_ARGENT_MONK, and NPC_PRIESTESS.

◆ Reset()

void npc_argent_soldier::npc_argent_soldierAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

517 {
518 events.Reset();
519 bCheck = false;
520 }

References bCheck.

◆ SetData()

void npc_argent_soldier::npc_argent_soldierAI::SetData ( uint32  uiType,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

543 {
544 AddWaypoint(0, me->GetPositionX(), 660.0f, 411.80f);
545 switch (me->GetEntry())
546 {
548 switch (uiType)
549 {
550 case 0:
551 AddWaypoint(1, 716.321f, 647.047f, 411.93f);
552 break;
553 case 1:
554 AddWaypoint(1, 742.44f, 650.29f, 411.79f);
555 break;
556 case 2:
557 AddWaypoint(1, 772.6314f, 651.7f, 411.93f);
558 break;
559 }
560 break;
561 case NPC_ARGENT_MONK:
562 switch (uiType)
563 {
564 case 0:
565 AddWaypoint(1, 717.86f, 649.0f, 411.923f);
566 break;
567 case 1:
568 AddWaypoint(1, 746.73f, 650.24f, 411.56f);
569 break;
570 case 2:
571 AddWaypoint(1, 775.567f, 648.26f, 411.93f);
572 break;
573 }
574 break;
575 case NPC_PRIESTESS:
576 switch (uiType)
577 {
578 case 0:
579 AddWaypoint(1, 719.872f, 650.94f, 411.93f);
580 break;
581 case 1:
582 AddWaypoint(1, 750.72f, 650.20f, 411.77f);
583 break;
584 case 2:
585 AddWaypoint(1, 777.78f, 645.70f, 411.93f);
586 break;
587 }
588 break;
589 }
590
591 me->SetWalk(false);
592 Start(false);
593 uiWaypoint = uiType;
594 }
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3247
float GetPositionX() const
Definition Position.h:121
void Start(bool isActiveAttacker=true, ObjectGuid playerGUID=ObjectGuid::Empty, Quest const *quest=nullptr, bool instantRespawn=false, bool canLoopPath=false, bool resetWaypoints=true)
Definition ScriptedEscortAI.cpp:419
void AddWaypoint(uint32 id, float x, float y, float z, uint32 waitTime=0)
Definition ScriptedEscortAI.cpp:386

References npc_escortAI::AddWaypoint(), Object::GetEntry(), Position::GetPositionX(), ScriptedAI::me, NPC_ARGENT_LIGHTWIELDER, NPC_ARGENT_MONK, NPC_PRIESTESS, Creature::SetWalk(), npc_escortAI::Start(), and uiWaypoint.

◆ UpdateAI()

void npc_argent_soldier::npc_argent_soldierAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

635 {
637
638 if (!UpdateVictim())
639 return;
640
641 events.Update(diff);
642
644 return;
645
646 switch (events.ExecuteEvent())
647 {
648 case 0:
649 break;
650
653 events.Repeat(12s, 18s);
654 break;
656 if (me->GetVictim())
657 me->CastSpell(me->GetVictim(), SPELL_PUMMEL, false);
658 events.Repeat(8s, 11s);
659 break;
660
662 if (me->GetVictim())
664 events.Repeat(6s, 8s);
665 break;
667 if (me->GetVictim())
669 events.Repeat(12s, 15s);
670 break;
672 me->CastSpell((Unit*)nullptr, SPELL_FOUNTAIN_OF_LIGHT, false);
673 events.Repeat(35s, 45s);
674 break;
676 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 30.0f, true))
677 me->CastSpell(target, SPELL_MIND_CONTROL, false);
678 events.Repeat(22s, 30s);
679 break;
680
682 {
683 Unit* target = DoSelectLowestHpFriendly(40.0f);
684 if (!target)
685 target = me;
686 me->CastSpell(target, SPELL_BLAZING_LIGHT, false);
687 events.Repeat(8s, 12s);
688 }
689 break;
691 if (me->GetVictim())
692 me->CastSpell(me->GetVictim(), SPELL_CLEAVE, false);
693 events.Repeat(6s, 8s);
694 break;
696 if (me->GetVictim())
698 events.Repeat(12s, 15s);
699 break;
700 }
701
703 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_CLEAVE
Definition boss_argent_challenge.cpp:479
@ SPELL_MIND_CONTROL
Definition boss_argent_challenge.cpp:475
@ SPELL_UNBALANCING_STRIKE
Definition boss_argent_challenge.cpp:480
@ SPELL_PUMMEL
Definition boss_argent_challenge.cpp:466
@ SPELL_FOUNTAIN_OF_LIGHT
Definition boss_argent_challenge.cpp:472
@ SPELL_SHADOW_WORD_PAIN
Definition boss_argent_challenge.cpp:474
@ SPELL_HOLY_SMITE
Definition boss_argent_challenge.cpp:471
@ SPELL_BLAZING_LIGHT
Definition boss_argent_challenge.cpp:478
@ SPELL_FLURRY_OF_BLOWS
Definition boss_argent_challenge.cpp:465
bool UpdateVictim()
Definition CreatureAI.cpp:353
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
Unit * GetVictim() const
Definition Unit.h:903
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
Unit * DoSelectLowestHpFriendly(float range, uint32 minHPDiff=1)
Definition ScriptedCreature.cpp:517
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition ScriptedEscortAI.cpp:231

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DoSelectLowestHpFriendly(), EVENT_LIGHTWIELDER_SPELL_BLAZING_LIGHT, EVENT_LIGHTWIELDER_SPELL_CLEAVE, EVENT_LIGHTWIELDER_SPELL_UNBALANCING_STRIKE, EVENT_MONK_SPELL_FLURRY_OF_BLOWS, EVENT_MONK_SPELL_PUMMEL, EVENT_PRIESTESS_SPELL_FOUNTAIN_OF_LIGHT, EVENT_PRIESTESS_SPELL_HOLY_SMITE, EVENT_PRIESTESS_SPELL_MIND_CONTROL, EVENT_PRIESTESS_SPELL_SHADOW_WORD_PAIN, Unit::GetVictim(), Unit::HasUnitState(), ScriptedAI::me, Random, UnitAI::SelectTarget(), SPELL_BLAZING_LIGHT, SPELL_CLEAVE, SPELL_FLURRY_OF_BLOWS, SPELL_FOUNTAIN_OF_LIGHT, SPELL_HOLY_SMITE, SPELL_MIND_CONTROL, SPELL_PUMMEL, SPELL_SHADOW_WORD_PAIN, SPELL_UNBALANCING_STRIKE, UNIT_STATE_CASTING, npc_escortAI::UpdateAI(), and CreatureAI::UpdateVictim().

◆ WaypointReached() [1/2]

void npc_argent_soldier::npc_argent_soldierAI::WaypointReached ( uint32  uiPoint)
inlineoverridevirtual

Implements npc_escortAI.

524 {
525 if (uiPoint == 1)
526 {
527 switch (uiWaypoint)
528 {
529 case 0:
530 me->SetFacingTo(5.4f);
531 break;
532 case 1:
533 me->SetFacingTo(4.6f);
534 break;
535 case 2:
536 me->SetFacingTo(4.0f);
537 break;
538 }
539 }
540 }
void SetFacingTo(float ori)
Definition Unit.cpp:16411

References ScriptedAI::me, Unit::SetFacingTo(), and uiWaypoint.

◆ WaypointReached() [2/2]

virtual void CreatureAI::WaypointReached ( uint32  ,
uint32   
)
inlinevirtual

Reimplemented from CreatureAI.

193{ }

Member Data Documentation

◆ bCheck

bool npc_argent_soldier::npc_argent_soldierAI::bCheck

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

◆ events

EventMap npc_argent_soldier::npc_argent_soldierAI::events

◆ pInstance

InstanceScript* npc_argent_soldier::npc_argent_soldierAI::pInstance

Referenced by JustDied(), and npc_argent_soldierAI().

◆ uiWaypoint

uint8 npc_argent_soldier::npc_argent_soldierAI::uiWaypoint

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