AzeorthCore 3.3.5a
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pyrewood_ambush::pyrewood_ambushAI Struct Reference
Inheritance diagram for pyrewood_ambush::pyrewood_ambushAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 pyrewood_ambushAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustSummoned (Creature *summoned) override
 
void SummonedCreatureDespawn (Creature *summoned) override
 
void SummonCreatureWithRandomTarget (uint32 creatureId, int position)
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) 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 EnterCombat (Unit *) override
 
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)
 Cast Spell. More...
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 Play sound. More...
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoResetThreat ()
 Reset Threat. More...
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 Modify Unit Threat. More...
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 Teleport player. More...
 
void DoTeleportAll (float x, float y, float z, float o)
 Teleport all. More...
 
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 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)
 Set Combat Movement. More...
 
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)
 
 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 EnterCombat (Unit *)
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (Unit *)
 
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 ================== 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 *)
 
- 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, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectTargetMethod targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
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)
 
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
 

Public Attributes

uint32 Phase
 
int8 KillCount
 
uint32 WaitTimer
 
ObjectGuid PlayerGUID
 
SummonList Summons
 
bool QuestInProgress
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ pyrewood_ambushAI()

pyrewood_ambush::pyrewood_ambushAI::pyrewood_ambushAI ( Creature creature)
inline
190 : ScriptedAI(creature), Summons(me)
191 {
192 QuestInProgress = false;
193 }
Definition: ScriptedCreature.h:177
Creature * me
Definition: ScriptedCreature.h:267
bool QuestInProgress
Definition: zone_silverpine_forest.cpp:201
SummonList Summons
Definition: zone_silverpine_forest.cpp:199

References QuestInProgress.

Member Function Documentation

◆ EnterCombat()

void pyrewood_ambush::pyrewood_ambushAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

216{ }

◆ JustDied()

void pyrewood_ambush::pyrewood_ambushAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

250 {
251 if (PlayerGUID)
253 if (player->GetQuestStatus(QUEST_PYREWOOD_AMBUSH) == QUEST_STATUS_INCOMPLETE)
254 player->FailQuest(QUEST_PYREWOOD_AMBUSH);
255 }
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
@ QUEST_PYREWOOD_AMBUSH
Definition: zone_silverpine_forest.cpp:143
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:225
Definition: Player.h:1046
ObjectGuid PlayerGUID
Definition: zone_silverpine_forest.cpp:198

References ObjectAccessor::GetPlayer(), ScriptedAI::me, PlayerGUID, QUEST_PYREWOOD_AMBUSH, and QUEST_STATUS_INCOMPLETE.

◆ JustSummoned()

void pyrewood_ambush::pyrewood_ambushAI::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

219 {
220 Summons.Summon(summoned);
221 ++KillCount;
222 }
Summons
Definition: boss_razorgore.cpp:53
int8 KillCount
Definition: zone_silverpine_forest.cpp:196

References KillCount.

◆ Reset()

void pyrewood_ambush::pyrewood_ambushAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

204 {
206
207 if (!QuestInProgress) //fix reset values (see UpdateVictim)
208 {
209 Phase = 0;
210 KillCount = 0;
212 Summons.DespawnAll();
213 }
214 }
#define WAIT_SECS
Definition: zone_silverpine_forest.cpp:163
Phase
Definition: boss_zuljin.cpp:84
void Clear()
Definition: ObjectGuid.h:140
uint32 WaitTimer
Definition: zone_silverpine_forest.cpp:197

References ObjectGuid::Clear(), KillCount, PlayerGUID, QuestInProgress, WAIT_SECS, and WaitTimer.

Referenced by UpdateAI().

◆ SummonCreatureWithRandomTarget()

void pyrewood_ambush::pyrewood_ambushAI::SummonCreatureWithRandomTarget ( uint32  creatureId,
int  position 
)
inline
231 {
232 if (Creature* summoned = me->SummonCreature(creatureId, PyrewoodSpawnPoints[position][0], PyrewoodSpawnPoints[position][1], PyrewoodSpawnPoints[position][2], PyrewoodSpawnPoints[position][3], TEMPSUMMON_CORPSE_TIMED_DESPAWN, 15000))
233 {
234 Unit* target = nullptr;
235 if (PlayerGUID)
237 if (player->IsAlive() && RAND(0, 1))
238 target = player;
239
240 if (!target)
241 target = me;
242
243 summoned->SetFaction(FACTION_STORMWIND);
244 summoned->AddThreat(target, 32.0f);
245 summoned->AI()->AttackStart(target);
246 }
247 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:47
static float PyrewoodSpawnPoints[3][4]
Definition: zone_silverpine_forest.cpp:148
@ FACTION_STORMWIND
Definition: SharedDefines.h:184
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) const
Definition: Object.cpp:2303
Definition: Unit.h:1290
void SetFaction(uint32 faction)
Definition: Unit.cpp:10873

References FACTION_STORMWIND, ObjectAccessor::GetPlayer(), ScriptedAI::me, PlayerGUID, PyrewoodSpawnPoints, RAND(), Unit::SetFaction(), WorldObject::SummonCreature(), and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

Referenced by UpdateAI().

◆ SummonedCreatureDespawn()

void pyrewood_ambush::pyrewood_ambushAI::SummonedCreatureDespawn ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

225 {
226 Summons.Despawn(summoned);
227 --KillCount;
228 }

References KillCount.

◆ UpdateAI()

void pyrewood_ambush::pyrewood_ambushAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

258 {
259 //LOG_INFO("scripts", "DEBUG: p({}) k({}) d({}) W({})", Phase, KillCount, diff, WaitTimer);
260
261 if (!QuestInProgress)
262 return;
263
264 if (KillCount && Phase < 6)
265 {
266 if (!UpdateVictim()) //reset() on target Despawn...
267 return;
268
270 return;
271 }
272
273 switch (Phase)
274 {
275 case 0:
276 if (WaitTimer == WAIT_SECS)
277 {
278 if (PlayerGUID)
279 {
281 {
282 me->AI()->Talk(NPCSAY_INIT, player);
283 }
284 }
285 }
286 if (WaitTimer <= diff)
287 {
288 WaitTimer -= diff;
289 return;
290 }
291 break;
292 case 1:
294 break;
295 case 2:
298 break;
299 case 3:
303 break;
304 case 4:
309 break;
310 case 5: //end
311 if (PlayerGUID)
312 {
314 {
315 me->AI()->Talk(NPCSAY_END, player);
316 player->GroupEventHappens(QUEST_PYREWOOD_AMBUSH, me);
317 }
318 }
319 QuestInProgress = false;
320 Reset();
321 break;
322 }
323 ++Phase; //prepare next phase
324 }
@ NPCSAY_END
Definition: zone_silverpine_forest.cpp:145
@ NPCSAY_INIT
Definition: zone_silverpine_forest.cpp:144
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:58
bool UpdateVictim()
Definition: CreatureAI.cpp:268
CreatureAI * AI() const
Definition: Creature.h:134
void SummonCreatureWithRandomTarget(uint32 creatureId, int position)
Definition: zone_silverpine_forest.cpp:230
void Reset() override
Definition: zone_silverpine_forest.cpp:203
uint32 Phase
Definition: zone_silverpine_forest.cpp:195

References Creature::AI(), UnitAI::DoMeleeAttackIfReady(), ObjectAccessor::GetPlayer(), KillCount, ScriptedAI::me, NPCSAY_END, NPCSAY_INIT, Phase, PlayerGUID, QUEST_PYREWOOD_AMBUSH, QuestInProgress, Reset(), SummonCreatureWithRandomTarget(), CreatureAI::Talk(), CreatureAI::UpdateVictim(), WAIT_SECS, and WaitTimer.

Member Data Documentation

◆ KillCount

int8 pyrewood_ambush::pyrewood_ambushAI::KillCount

◆ Phase

uint32 pyrewood_ambush::pyrewood_ambushAI::Phase

Referenced by UpdateAI().

◆ PlayerGUID

ObjectGuid pyrewood_ambush::pyrewood_ambushAI::PlayerGUID

◆ QuestInProgress

bool pyrewood_ambush::pyrewood_ambushAI::QuestInProgress

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

◆ Summons

SummonList pyrewood_ambush::pyrewood_ambushAI::Summons

◆ WaitTimer

uint32 pyrewood_ambush::pyrewood_ambushAI::WaitTimer

Referenced by Reset(), and UpdateAI().