AzerothCore 3.3.5a
OpenSource WoW Emulator
No Matches
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 JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
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 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 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 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)
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

Public Attributes

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

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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)
190 : ScriptedAI(creature), Summons(me)
191 {
192 QuestInProgress = false;
193 }
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
bool QuestInProgress
Definition: zone_silverpine_forest.cpp:201
SummonList Summons
Definition: zone_silverpine_forest.cpp:199

References QuestInProgress.

Member Function Documentation

◆ JustDied()

void pyrewood_ambush::pyrewood_ambushAI::JustDied ( Unit )

Reimplemented from ScriptedAI.

250 {
251 if (PlayerGUID)
254 player->FailQuest(QUEST_PYREWOOD_AMBUSH);
255 }
Definition: QuestDef.h:103
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.

◆ JustEngagedWith()

void pyrewood_ambush::pyrewood_ambushAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

216{ }

◆ JustSummoned()

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

Reimplemented from ScriptedAI.

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

References KillCount.

◆ Reset()

void pyrewood_ambush::pyrewood_ambushAI::Reset ( )

Reimplemented from ScriptedAI.

204 {
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
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 
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;
240 if (!target)
241 target = me;
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
Definition: Object.h:47
static float PyrewoodSpawnPoints[3][4]
Definition: zone_silverpine_forest.cpp:148
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, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2318
Definition: Unit.h:1290
void SetFaction(uint32 faction)
Definition: Unit.cpp:10029

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)

Reimplemented from ScriptedAI.

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

References KillCount.

◆ UpdateAI()

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

Reimplemented from ScriptedAI.

258 {
259 //LOG_INFO("scripts", "DEBUG: p({}) k({}) d({}) W({})", Phase, KillCount, diff, WaitTimer);
261 if (!QuestInProgress)
262 return;
264 if (KillCount && Phase < 6)
265 {
266 if (!UpdateVictim()) //reset() on target Despawn...
267 return;
270 return;
271 }
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 }
Definition: zone_silverpine_forest.cpp:145
Definition: zone_silverpine_forest.cpp:144
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
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.
Definition: CreatureAI.cpp:50
bool UpdateVictim()
Definition: CreatureAI.cpp:269
CreatureAI * AI() const
Definition: Creature.h:135
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().