AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_maredis_firestar::npc_maredis_firestarAI Struct Reference
Inheritance diagram for npc_maredis_firestar::npc_maredis_firestarAI:
CreatureAI UnitAI

Public Member Functions

 npc_maredis_firestarAI (Creature *creature)
 
void sGossipHello (Player *player) override
 
void sGossipSelect (Player *player, uint32, 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 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 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
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_maredis_firestarAI()

npc_maredis_firestar::npc_maredis_firestarAI::npc_maredis_firestarAI ( Creature creature)
inline
48: CreatureAI(creature) {}
Definition: CreatureAI.h:71

Member Function Documentation

◆ sGossipHello()

void npc_maredis_firestar::npc_maredis_firestarAI::sGossipHello ( Player player)
inlineoverridevirtual

Reimplemented from UnitAI.

51 {
52 // If player has 2 different librams on him he will only see top most one.
53 // Count is default 1. In bank is default false.
55 {
57 player->SendPreparedGossip(me);
58 }
60 {
62 player->SendPreparedGossip(me);
63 }
64 else if (player->HasItemCount(ITEM_LIBRAM_OF_TENACITY))
65 {
67 player->SendPreparedGossip(me);
68 }
70 {
72 player->SendPreparedGossip(me);
73 }
74 else if (player->HasItemCount(ITEM_LIBRAM_OF_VORACITY))
75 {
77 player->SendPreparedGossip(me);
78 }
79 }
@ ITEM_LIBRAM_OF_CONSTITUTION
Definition: zone_burning_steppes.cpp:30
@ ITEM_LIBRAM_OF_RESILIENCE
Definition: zone_burning_steppes.cpp:32
@ GOSSIP_LIBRAM_OF_RUMINATION
Definition: zone_burning_steppes.cpp:34
@ GOSSIP_LIBRAM_OF_VORACITY
Definition: zone_burning_steppes.cpp:38
@ ITEM_LIBRAM_OF_VORACITY
Definition: zone_burning_steppes.cpp:33
@ GOSSIP_LIBRAM_OF_RESILIENCE
Definition: zone_burning_steppes.cpp:37
@ ITEM_LIBRAM_OF_RUMINATION
Definition: zone_burning_steppes.cpp:29
@ GOSSIP_LIBRAM_OF_TENACITY
Definition: zone_burning_steppes.cpp:36
@ GOSSIP_LIBRAM_OF_CONSTITUTION
Definition: zone_burning_steppes.cpp:35
@ ITEM_LIBRAM_OF_TENACITY
Definition: zone_burning_steppes.cpp:31
Creature *const me
Definition: CreatureAI.h:73
bool HasItemCount(uint32 item, uint32 count=1, bool inBankAlso=false) const
Definition: PlayerStorage.cpp:683
void SendPreparedGossip(WorldObject *source)
Definition: PlayerGossip.cpp:208
void PrepareGossipMenu(WorldObject *source, uint32 menuId=0, bool showQuests=false)
Definition: PlayerGossip.cpp:31

References GOSSIP_LIBRAM_OF_CONSTITUTION, GOSSIP_LIBRAM_OF_RESILIENCE, GOSSIP_LIBRAM_OF_RUMINATION, GOSSIP_LIBRAM_OF_TENACITY, GOSSIP_LIBRAM_OF_VORACITY, Player::HasItemCount(), ITEM_LIBRAM_OF_CONSTITUTION, ITEM_LIBRAM_OF_RESILIENCE, ITEM_LIBRAM_OF_RUMINATION, ITEM_LIBRAM_OF_TENACITY, ITEM_LIBRAM_OF_VORACITY, CreatureAI::me, Player::PrepareGossipMenu(), and Player::SendPreparedGossip().

◆ sGossipSelect()

void npc_maredis_firestar::npc_maredis_firestarAI::sGossipSelect ( Player player,
uint32  ,
uint32   
)
inlineoverridevirtual

Reimplemented from UnitAI.

82 {
83 // All gossip menus only have one option. Conditions are handled in db.
84 player->PrepareQuestMenu(me->GetGUID());
85 player->SendPreparedQuest(me->GetGUID());
86 }
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
void SendPreparedQuest(ObjectGuid guid)
Definition: PlayerQuest.cpp:115
void PrepareQuestMenu(ObjectGuid guid)
Definition: PlayerQuest.cpp:39

References Object::GetGUID(), CreatureAI::me, Player::PrepareQuestMenu(), and Player::SendPreparedQuest().