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

Public Member Functions

 npc_fireworkAI (Creature *creature)
 
bool isCluster ()
 
GameObjectFindNearestLauncher ()
 
uint32 GetFireworkSpell (uint32 entry)
 
uint32 GetFireworkGameObjectId ()
 
void Reset () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
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 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)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
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
 
- 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)
 
 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 
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 ()
 
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 *)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 
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)
 
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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)
 
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)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
 
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
 

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
 
bool IsFleeing
 
- 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_fireworkAI()

npc_firework::npc_fireworkAI::npc_fireworkAI ( Creature creature)
inline
2129: ScriptedAI(creature) { }
Definition: ScriptedCreature.h:192

Member Function Documentation

◆ FindNearestLauncher()

GameObject * npc_firework::npc_fireworkAI::FindNearestLauncher ( )
inline
2167 {
2168 GameObject* launcher = nullptr;
2169
2170 if (isCluster())
2171 {
2176
2177 if (launcher1)
2178 launcher = launcher1;
2179 else if (launcher2)
2180 launcher = launcher2;
2181 else if (launcher3)
2182 launcher = launcher3;
2183 else if (launcher4)
2184 launcher = launcher4;
2185 }
2186 else
2187 {
2191
2192 if (launcher1)
2193 launcher = launcher1;
2194 else if (launcher2)
2195 launcher = launcher2;
2196 else if (launcher3)
2197 launcher = launcher3;
2198 }
2199
2200 return launcher;
2201 }
GameObject * GetClosestGameObjectWithEntry(WorldObject *source, uint32 entry, float maxSearchRange, bool onlySpawned)
Definition: ScriptedCreature.cpp:813
@ GO_CLUSTER_LAUNCHER_1
Definition: npcs_special.cpp:2097
@ GO_CLUSTER_LAUNCHER_3
Definition: npcs_special.cpp:2099
@ GO_FIREWORK_LAUNCHER_2
Definition: npcs_special.cpp:2095
@ GO_FIREWORK_LAUNCHER_1
Definition: npcs_special.cpp:2094
@ GO_CLUSTER_LAUNCHER_2
Definition: npcs_special.cpp:2098
@ GO_CLUSTER_LAUNCHER_4
Definition: npcs_special.cpp:2100
@ GO_FIREWORK_LAUNCHER_3
Definition: npcs_special.cpp:2096
Creature * me
Definition: ScriptedCreature.h:282
Definition: GameObject.h:122
bool isCluster()
Definition: npcs_special.cpp:2131

References GetClosestGameObjectWithEntry(), GO_CLUSTER_LAUNCHER_1, GO_CLUSTER_LAUNCHER_2, GO_CLUSTER_LAUNCHER_3, GO_CLUSTER_LAUNCHER_4, GO_FIREWORK_LAUNCHER_1, GO_FIREWORK_LAUNCHER_2, and GO_FIREWORK_LAUNCHER_3.

◆ GetFireworkGameObjectId()

uint32 npc_firework::npc_fireworkAI::GetFireworkGameObjectId ( )
inline
2237 {
2238 uint32 spellId = 0;
2239
2240 switch (me->GetEntry())
2241 {
2242 case NPC_CLUSTER_BLUE:
2244 break;
2245 case NPC_CLUSTER_GREEN:
2247 break;
2248 case NPC_CLUSTER_PURPLE:
2250 break;
2251 case NPC_CLUSTER_RED:
2253 break;
2254 case NPC_CLUSTER_YELLOW:
2256 break;
2257 case NPC_CLUSTER_WHITE:
2259 break;
2262 break;
2265 break;
2268 break;
2271 break;
2274 break;
2277 break;
2278 case NPC_CLUSTER_ELUNE:
2280 break;
2281 }
2282
2283 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2284
2285 if (spellInfo && spellInfo->Effects[0].Effect == SPELL_EFFECT_SUMMON_OBJECT_WILD)
2286 return spellInfo->Effects[0].MiscValue;
2287
2288 return 0;
2289 }
std::uint32_t uint32
Definition: Define.h:108
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
#define sSpellMgr
Definition: SpellMgr.h:825
@ NPC_FIREWORK_BIG_YELLOW
Definition: npcs_special.cpp:2077
@ NPC_FIREWORK_BIG_WHITE
Definition: npcs_special.cpp:2078
@ NPC_FIREWORK_BIG_GREEN
Definition: npcs_special.cpp:2074
@ NPC_FIREWORK_GREEN
Definition: npcs_special.cpp:2068
@ NPC_CLUSTER_RED
Definition: npcs_special.cpp:2081
@ NPC_FIREWORK_BIG_RED
Definition: npcs_special.cpp:2076
@ NPC_CLUSTER_WHITE
Definition: npcs_special.cpp:2084
@ NPC_FIREWORK_BIG_PURPLE
Definition: npcs_special.cpp:2075
@ NPC_CLUSTER_BIG_YELLOW
Definition: npcs_special.cpp:2091
@ NPC_CLUSTER_PURPLE
Definition: npcs_special.cpp:2083
@ NPC_CLUSTER_YELLOW
Definition: npcs_special.cpp:2085
@ NPC_FIREWORK_WHITE
Definition: npcs_special.cpp:2072
@ NPC_CLUSTER_BIG_WHITE
Definition: npcs_special.cpp:2090
@ NPC_CLUSTER_GREEN
Definition: npcs_special.cpp:2082
@ NPC_FIREWORK_RED
Definition: npcs_special.cpp:2070
@ NPC_FIREWORK_PURPLE
Definition: npcs_special.cpp:2069
@ NPC_FIREWORK_BIG_BLUE
Definition: npcs_special.cpp:2073
@ NPC_CLUSTER_BIG_PURPLE
Definition: npcs_special.cpp:2088
@ NPC_FIREWORK_YELLOW
Definition: npcs_special.cpp:2071
@ NPC_CLUSTER_BIG_GREEN
Definition: npcs_special.cpp:2087
@ NPC_CLUSTER_BLUE
Definition: npcs_special.cpp:2080
@ NPC_FIREWORK_BLUE
Definition: npcs_special.cpp:2067
@ NPC_CLUSTER_BIG_BLUE
Definition: npcs_special.cpp:2086
@ NPC_CLUSTER_BIG_RED
Definition: npcs_special.cpp:2089
@ NPC_CLUSTER_ELUNE
Definition: npcs_special.cpp:2092
@ SPELL_EFFECT_SUMMON_OBJECT_WILD
Definition: SharedDefines.h:854
uint32 GetEntry() const
Definition: Object.h:109
Definition: SpellInfo.h:314
std::array< SpellEffectInfo, MAX_SPELL_EFFECTS > Effects
Definition: SpellInfo.h:391
uint32 GetFireworkSpell(uint32 entry)
Definition: npcs_special.cpp:2203

References SpellInfo::Effects, NPC_CLUSTER_BIG_BLUE, NPC_CLUSTER_BIG_GREEN, NPC_CLUSTER_BIG_PURPLE, NPC_CLUSTER_BIG_RED, NPC_CLUSTER_BIG_WHITE, NPC_CLUSTER_BIG_YELLOW, NPC_CLUSTER_BLUE, NPC_CLUSTER_ELUNE, NPC_CLUSTER_GREEN, NPC_CLUSTER_PURPLE, NPC_CLUSTER_RED, NPC_CLUSTER_WHITE, NPC_CLUSTER_YELLOW, NPC_FIREWORK_BIG_BLUE, NPC_FIREWORK_BIG_GREEN, NPC_FIREWORK_BIG_PURPLE, NPC_FIREWORK_BIG_RED, NPC_FIREWORK_BIG_WHITE, NPC_FIREWORK_BIG_YELLOW, NPC_FIREWORK_BLUE, NPC_FIREWORK_GREEN, NPC_FIREWORK_PURPLE, NPC_FIREWORK_RED, NPC_FIREWORK_WHITE, NPC_FIREWORK_YELLOW, SPELL_EFFECT_SUMMON_OBJECT_WILD, sSpellMgr, and urand().

◆ GetFireworkSpell()

uint32 npc_firework::npc_fireworkAI::GetFireworkSpell ( uint32  entry)
inline
2204 {
2205 switch (entry)
2206 {
2207 case NPC_FIREWORK_BLUE:
2208 return SPELL_ROCKET_BLUE;
2209 case NPC_FIREWORK_GREEN:
2210 return SPELL_ROCKET_GREEN;
2212 return SPELL_ROCKET_PURPLE;
2213 case NPC_FIREWORK_RED:
2214 return SPELL_ROCKET_RED;
2216 return SPELL_ROCKET_YELLOW;
2217 case NPC_FIREWORK_WHITE:
2218 return SPELL_ROCKET_WHITE;
2220 return SPELL_ROCKET_BIG_BLUE;
2226 return SPELL_ROCKET_BIG_RED;
2231 default:
2232 return 0;
2233 }
2234 }
@ SPELL_ROCKET_BIG_RED
Definition: npcs_special.cpp:2111
@ SPELL_ROCKET_YELLOW
Definition: npcs_special.cpp:2107
@ SPELL_ROCKET_BIG_WHITE
Definition: npcs_special.cpp:2112
@ SPELL_ROCKET_RED
Definition: npcs_special.cpp:2105
@ SPELL_ROCKET_PURPLE
Definition: npcs_special.cpp:2104
@ SPELL_ROCKET_BLUE
Definition: npcs_special.cpp:2102
@ SPELL_ROCKET_BIG_YELLOW
Definition: npcs_special.cpp:2113
@ SPELL_ROCKET_WHITE
Definition: npcs_special.cpp:2106
@ SPELL_ROCKET_BIG_BLUE
Definition: npcs_special.cpp:2108
@ SPELL_ROCKET_GREEN
Definition: npcs_special.cpp:2103
@ SPELL_ROCKET_BIG_GREEN
Definition: npcs_special.cpp:2109
@ SPELL_ROCKET_BIG_PURPLE
Definition: npcs_special.cpp:2110

References NPC_FIREWORK_BIG_BLUE, NPC_FIREWORK_BIG_GREEN, NPC_FIREWORK_BIG_PURPLE, NPC_FIREWORK_BIG_RED, NPC_FIREWORK_BIG_WHITE, NPC_FIREWORK_BIG_YELLOW, NPC_FIREWORK_BLUE, NPC_FIREWORK_GREEN, NPC_FIREWORK_PURPLE, NPC_FIREWORK_RED, NPC_FIREWORK_WHITE, NPC_FIREWORK_YELLOW, SPELL_ROCKET_BIG_BLUE, SPELL_ROCKET_BIG_GREEN, SPELL_ROCKET_BIG_PURPLE, SPELL_ROCKET_BIG_RED, SPELL_ROCKET_BIG_WHITE, SPELL_ROCKET_BIG_YELLOW, SPELL_ROCKET_BLUE, SPELL_ROCKET_GREEN, SPELL_ROCKET_PURPLE, SPELL_ROCKET_RED, SPELL_ROCKET_WHITE, and SPELL_ROCKET_YELLOW.

◆ isCluster()

◆ Reset()

void npc_firework::npc_fireworkAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

2292 {
2293 if (GameObject* launcher = FindNearestLauncher())
2294 {
2295 launcher->SendCustomAnim(ANIM_GO_LAUNCH_FIREWORK);
2296 me->SetOrientation(launcher->GetOrientation() + M_PI / 2);
2297 }
2298 else
2299 return;
2300
2301 if (isCluster())
2302 {
2303 // Check if we are near Elune'ara lake south, if so try to summon Omen or a minion
2304 if (me->GetZoneId() == ZONE_MOONGLADE)
2305 {
2307 {
2308 switch (urand(0, 9))
2309 {
2310 case 0:
2311 case 1:
2312 case 2:
2313 case 3:
2314 if (Creature* minion = me->SummonCreature(NPC_MINION_OF_OMEN, me->GetPositionX() + frand(-5.0f, 5.0f), me->GetPositionY() + frand(-5.0f, 5.0f), me->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 20000))
2315 minion->AI()->AttackStart(me->SelectNearestPlayer(20.0f));
2316 break;
2317 case 9:
2319 break;
2320 }
2321 }
2322 }
2323 if (me->GetEntry() == NPC_CLUSTER_ELUNE)
2325
2326 float displacement = 0.7f;
2327 for (uint8 i = 0; i < 4; i++)
2328 me->SummonGameObject(GetFireworkGameObjectId(), me->GetPositionX() + (i % 2 == 0 ? displacement : -displacement), me->GetPositionY() + (i > 1 ? displacement : -displacement), me->GetPositionZ() + 4.0f, me->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 1);
2329 }
2330 else
2331 //me->CastSpell(me, GetFireworkSpell(me->GetEntry()), true);
2333 }
std::uint8_t uint8
Definition: Define.h:110
float frand(float min, float max)
Definition: Random.cpp:57
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:47
@ ANIM_GO_LAUNCH_FIREWORK
Definition: npcs_special.cpp:2116
@ ZONE_MOONGLADE
Definition: npcs_special.cpp:2117
@ NPC_OMEN
Definition: npcs_special.cpp:2065
@ SPELL_LUNAR_FORTUNE
Definition: npcs_special.cpp:2114
@ NPC_MINION_OF_OMEN
Definition: npcs_special.cpp:2066
Position omenSummonPos
Definition: npcs_special.cpp:2120
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Definition: Creature.h:46
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2343
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2461
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2434
uint32 GetZoneId() const
Definition: Object.cpp:3100
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition: Object.cpp:2357
float GetPositionZ() const
Definition: Position.h:119
float GetOrientation() const
Definition: Position.h:120
void SetOrientation(float orientation)
Definition: Position.h:112
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
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:1169
GameObject * FindNearestLauncher()
Definition: npcs_special.cpp:2166
uint32 GetFireworkGameObjectId()
Definition: npcs_special.cpp:2236

References ANIM_GO_LAUNCH_FIREWORK, frand(), Position::GetPositionX(), Position::GetPositionY(), NPC_CLUSTER_ELUNE, NPC_MINION_OF_OMEN, NPC_OMEN, omenSummonPos, SPELL_LUNAR_FORTUNE, WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_TIMED_DESPAWN, urand(), and ZONE_MOONGLADE.