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() More...
 
- 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
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. More...
 
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 SummonedCreatureEvade (Creature *)
 
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
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- 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
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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
183 : ScriptedAI(creature)
184 {
185 // Midsummer Bonfire Spawn Trap also spawns this NPC (currently unwanted)
186 if (me->ToTempSummon())
188
189 _isStampedOut = nullptr;
192 _spellFocus = nullptr;
193
195 return;
196
197 scheduler.Schedule(420ms, [this](TaskContext context)
198 {
199 if (!InitBonfire())
200 context.Repeat();
201 });
202 }
@ BONFIRE_TYPE_NONE
Definition: midsummer.cpp:47
@ TEAM_NEUTRAL
Definition: SharedDefines.h:762
@ HOLIDAY_FIRE_FESTIVAL
Definition: SharedDefines.h:2756
bool IsHolidayActive(HolidayIds id)
Definition: GameEventMgr.cpp:1909
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
TaskScheduler scheduler
Definition: CreatureAI.h:75
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
TempSummon * ToTempSummon()
Definition: Unit.h:696
TeamId _teamId
Definition: midsummer.cpp:365
uint8 _type
Definition: midsummer.cpp:366
bool InitBonfire()
Definition: midsummer.cpp:280
bool * _isStampedOut
Definition: midsummer.cpp:364
GameObject * _spellFocus
Definition: midsummer.cpp:367

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
205 {
206 if (_isStampedOut)
207 *_isStampedOut = false;
208
209 if (!_spellFocus)
210 {
212
215 }
216
217 switch (_type)
218 {
223 break;
225 if (_bonfire)
227 break;
228 default:
229 break;
230 }
231 }
@ SPELL_LIGHT_BONFIRE_ART_KIT
Definition: midsummer.cpp:43
@ SPELL_MIDSUMMER_BONFIRE_BUNNIES_2
Definition: midsummer.cpp:37
@ GO_MIDSUMMER_BONFIRE_CAMPFIRE_SPELL_FOCUS
Definition: midsummer.cpp:34
@ BONFIRE_TYPE_ALLIANCE
Definition: midsummer.cpp:48
@ BONFIRE_TYPE_AHUNE
Definition: midsummer.cpp:51
@ BONFIRE_TYPE_HORDE
Definition: midsummer.cpp:49
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void SetGoState(GOState state)
Definition: GameObject.cpp:2477
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2455
void AddGameObject(GameObject *gameObj)
Definition: Unit.cpp:6179
void UpdateBonfireBlessingBuffs()
Definition: midsummer.cpp:257
GameObject * _bonfire
Definition: midsummer.cpp:368

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
281 {
284
285 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_ALLIANCE) && (_type == BONFIRE_TYPE_NONE); i++)
286 {
288 {
291 }
292 }
293
294 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_HORDE) && (_type == BONFIRE_TYPE_NONE); i++)
295 {
297 {
300 }
301 }
302
303 for (uint32 i = 0; (i < COUNT_GO_BONFIRE_CITY) && (_type == BONFIRE_TYPE_NONE); i++)
304 {
306 {
308 Ignite();
309 return true;
310 }
311 }
312
314 {
316 return true;
317 }
318
320 return false;
321
322 auto itr = BonfireStateStore.find(std::make_tuple(me->GetMapId(), me->GetZoneId(), _teamId));
323 if ((itr != BonfireStateStore.end()) && (itr->second))
324 _isStampedOut = itr->second;
325 else
326 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);
327
328 Ignite();
329
330 return true;
331 }
#define LOG_ERROR(filterType__,...)
Definition: Log.h:157
std::uint32_t uint32
Definition: Define.h:107
uint32 const GoBonfireHorde[COUNT_GO_BONFIRE_HORDE]
Definition: midsummer.cpp:150
@ COUNT_GO_BONFIRE_HORDE
Definition: midsummer.cpp:54
@ COUNT_GO_BONFIRE_CITY
Definition: midsummer.cpp:55
@ BONFIRE_TYPE_CITY
Definition: midsummer.cpp:50
@ COUNT_GO_BONFIRE_ALLIANCE
Definition: midsummer.cpp:53
@ GO_AHUNE_BONFIRE
Definition: midsummer.cpp:35
uint32 const GoBonfireAlliance[COUNT_GO_BONFIRE_ALLIANCE]
Definition: midsummer.cpp:149
const std::map< std::tuple< uint32, uint32, TeamId >, bool * > BonfireStateStore
Definition: midsummer.cpp:61
uint32 const GoBonfireCity[COUNT_GO_BONFIRE_CITY]
Definition: midsummer.cpp:151
@ TEAM_ALLIANCE
Definition: SharedDefines.h:760
@ TEAM_HORDE
Definition: SharedDefines.h:761
ObjectGuid::LowType GetSpawnId() const
Definition: Creature.h:65
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
uint32 GetZoneId() const
Definition: Object.cpp:3146
uint32 GetEntry() const
Definition: ObjectGuid.h:144
uint32 GetMapId() const
Definition: Position.h:275
void Ignite()
Definition: midsummer.cpp:204

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 ScriptedAI.

334 {
335 if (!caster->IsPlayer())
336 return;
337
338 switch (spellInfo->Id)
339 {
341 {
342 Ignite();
343 break;
344 }
346 {
347 StampOut();
348
349 // desecrating other faction's bonfire flags player for PVP
350 caster->SetPvP(true);
351 break;
352 }
353 default:
354 break;
355 }
356 }
@ SPELL_STAMP_OUT_BONFIRE
Definition: midsummer.cpp:39
@ SPELL_TOSS_FUEL_ON_BONFIRE
Definition: midsummer.cpp:42
bool IsPlayer() const
Definition: Object.h:197
void SetPvP(bool state)
Definition: Unit.h:983
void StampOut()
Definition: midsummer.cpp:233

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

◆ StampOut()

void npc_midsummer_bonfire::StampOut ( )
inline
234 {
235 switch (_type)
236 {
239 if (_isStampedOut)
240 *_isStampedOut = true;
241
242 if (_spellFocus)
243 {
246 _spellFocus = nullptr;
247 }
248
251 break;
252 default:
253 break;
254 }
255 }
@ SPELL_STAMP_OUT_BONFIRE_ART_KIT
Definition: midsummer.cpp:40
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition: GameObject.cpp:933
void AddObjectToRemoveList()
Definition: Object.cpp:2149

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()

Reimplemented from ScriptedAI.

359 {
360 scheduler.Update(diff);
361 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27

◆ UpdateBonfireBlessingBuffs()

void npc_midsummer_bonfire::UpdateBonfireBlessingBuffs ( )
inline
258 {
260 return;
261
262 me->GetMap()->DoForAllPlayers([&](Player* p)
263 {
264 if ((p->GetZoneId() == me->GetZoneId()) && (p->GetTeamId() == _teamId))
265 {
266 if (_isStampedOut)
267 {
268 if (*_isStampedOut)
269 p->RemoveAurasDueToSpell(SPELL_BONFIRES_BLESSING);
270 else
271 {
272 if (!p->HasAura(SPELL_BONFIRES_BLESSING))
273 p->CastSpell(p, SPELL_BONFIRES_BLESSING, true);
274 }
275 }
276 }
277 });
278 }
Map * GetMap() const
Definition: Object.h:531
Definition: Player.h:1064
TeamId GetTeamId(bool original=false) const
Definition: Player.h:2091
void DoForAllPlayers(std::function< void(Player *)> exec)
Definition: Map.cpp:3827

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