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npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI Struct Reference
Inheritance diagram for npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI:
PassiveAI CreatureAI UnitAI

Public Member Functions

 npc_valkyr_battle_maidenAI (Creature *creature)
void Reset () override
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from PassiveAI
 PassiveAI (Creature *c)
void MoveInLineOfSight (Unit *) override
void AttackStart (Unit *) override
void UpdateAI (uint32) override
- 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 FlyBackTimer
float x
float y
float z
uint32 phase

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
- Static Public Member Functions inherited from PassiveAI
static int32 Permissible (Creature const *)
- 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

◆ npc_valkyr_battle_maidenAI()

npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::npc_valkyr_battle_maidenAI ( Creature creature)
49: PassiveAI(creature) { }
Definition: PassiveAI.h:25

Member Function Documentation

◆ Reset()

void npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::Reset ( )

Reimplemented from UnitAI.

56 {
57 me->setActive(true);
58 me->SetVisible(false);
60 me->SetCanFly(true);
61 FlyBackTimer = 500;
62 phase = 0;
64 me->GetPosition(x, y, z);
65 z += 4.0f;
66 x -= 3.5f;
67 y -= 5.0f;
68 me->GetMotionMaster()->Clear(false);
69 me->SetPosition(x, y, z, 0.0f);
70 }
Definition: Unit.h:449
Definition: boss_skadi.cpp:102
Creature *const me
Definition: CreatureAI.h:72
void SetPosition(float x, float y, float z, float o)
Definition: Creature.cpp:3055
bool SetCanFly(bool enable, bool packetOnly=false) override
Definition: Creature.cpp:3177
void setActive(bool isActiveObject)
Definition: Object.cpp:1085
void GetPosition(float &x, float &y) const
Definition: Position.h:122
void SetVisible(bool x)
Definition: Unit.cpp:14204
MotionMaster * GetMotionMaster()
Definition: Unit.h:2274
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1493
void Clear(bool reset=true)
Definition: MotionMaster.h:165
float x
Definition: zone_the_scarlet_enclave.cpp:52
uint32 FlyBackTimer
Definition: zone_the_scarlet_enclave.cpp:51
float y
Definition: zone_the_scarlet_enclave.cpp:52
float z
Definition: zone_the_scarlet_enclave.cpp:52

References MotionMaster::Clear(), FlyBackTimer, Unit::GetMotionMaster(), Position::GetPosition(), CreatureAI::me, WorldObject::setActive(), Creature::SetCanFly(), Creature::SetPosition(), Unit::SetUnitFlag(), Unit::SetVisible(), UNIT_FLAG_NON_ATTACKABLE, x, y, and z.

◆ UpdateAI()

void npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::UpdateAI ( uint32  diff)

Reimplemented from PassiveAI.

73 {
74 if (FlyBackTimer <= diff)
75 {
76 Player* player = nullptr;
77 if (me->IsSummon())
78 {
79 if (Unit * summoner = me->ToTempSummon()->GetSummonerUnit())
80 {
81 player = summoner->ToPlayer();
82 }
83 }
85 if (!player)
86 {
87 phase = 3;
88 }
90 switch (phase)
91 {
92 case 0:
93 me->SetWalk(false);
95 FlyBackTimer = 500;
96 break;
97 case 1:
98 if (player)
99 {
100 player->GetClosePoint(x, y, z, me->GetObjectSize());
101 }
102 z += 2.5f;
103 x -= 2.0f;
104 y -= 1.5f;
105 me->GetMotionMaster()->MovePoint(0, x, y, z);
106 if (player)
107 {
108 me->SetTarget(player->GetGUID());
109 }
110 me->SetVisible(true);
111 FlyBackTimer = 4500;
112 break;
113 case 2:
114 if (player && !player->isResurrectRequested())
115 {
117 DoCast(player, SPELL_REVIVE, true);
118 Talk(WHISPER_REVIVE, player);
119 }
120 FlyBackTimer = 5000;
121 break;
122 case 3:
123 me->SetVisible(false);
124 FlyBackTimer = 3000;
125 break;
126 case 4:
128 break;
129 default:
130 //Nothing To DO
131 break;
132 }
133 ++phase;
134 }
135 else FlyBackTimer -= diff;
136 }
Definition: zone_the_scarlet_enclave.cpp:34
Definition: zone_the_scarlet_enclave.cpp:29
Definition: boss_fathomlord_karathress.cpp:23
Definition: SharedDefines.h:1969
Definition: SharedDefines.h:2019
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3424
bool SetWalk(bool enable) override
Definition: Creature.cpp:3081
void DisappearAndDie()
Definition: Creature.cpp:317
Unit * GetSummonerUnit() const
Definition: TemporarySummon.cpp:45
Player * ToPlayer()
Definition: Object.h:195
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
bool GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
Definition: Object.cpp:2687
float GetObjectSize() const
Definition: Object.cpp:2759
Definition: Player.h:1056
bool isResurrectRequested() const
Definition: Player.h:1788
Definition: Unit.h:1302
TempSummon * ToTempSummon()
Definition: Unit.h:2412
bool IsSummon() const
Definition: Unit.h:1422
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1970
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
uint32 phase
Definition: zone_the_scarlet_enclave.cpp:53

References Creature::DisappearAndDie(), UnitAI::DoCast(), EMOTE_ONESHOT_CUSTOM_SPELL_01, EMOTE_STATE_FLYGRABCLOSED, FlyBackTimer, WorldObject::GetClosePoint(), Object::GetGUID(), Unit::GetMotionMaster(), WorldObject::GetObjectSize(), TempSummon::GetSummonerUnit(), Unit::HandleEmoteCommand(), Player::isResurrectRequested(), Unit::IsSummon(), CreatureAI::me, MotionMaster::MovePoint(), phase, Creature::SetTarget(), Unit::SetVisible(), Creature::SetWalk(), SPELL_REVIVE, Object::ToPlayer(), Unit::ToTempSummon(), WHISPER_REVIVE, x, y, and z.

Member Data Documentation

◆ FlyBackTimer

uint32 npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::FlyBackTimer

Referenced by Reset(), and UpdateAI().

◆ phase

uint32 npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::phase

Referenced by UpdateAI().

◆ x

float npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::x

Referenced by Reset(), and UpdateAI().

◆ y

float npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::y

Referenced by Reset(), and UpdateAI().

◆ z

float npc_valkyr_battle_maiden::npc_valkyr_battle_maidenAI::z

Referenced by Reset(), and UpdateAI().