AzerothCore 3.3.5a
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npc_rookery_hatcher::npc_rookery_hatcherAI Struct Reference
Inheritance diagram for npc_rookery_hatcher::npc_rookery_hatcherAI:
CreatureAI UnitAI

Public Member Functions

 npc_rookery_hatcherAI (Creature *creature)
 
void InitializeAI () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void UpdateAI (uint32 diff) 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
 

Public Attributes

EventMap events
 
std::list< GameObject * > nearbyEggs
 
GameObjecttargetEgg
 
Position targetPosition
 

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_rookery_hatcherAI()

npc_rookery_hatcher::npc_rookery_hatcherAI::npc_rookery_hatcherAI ( Creature creature)
inline
53: CreatureAI(creature) {}
Definition: CreatureAI.h:71

Member Function Documentation

◆ InitializeAI()

void npc_rookery_hatcher::npc_rookery_hatcherAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

61 {
63 DoZoneInCombat(nullptr, 100.0f);
64 nearbyEggs.clear();
65 targetEgg = nullptr;
66 }
virtual void InitializeAI()
Definition: UnitAI.h:193
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:94
std::list< GameObject * > nearbyEggs
Definition: boss_solakar_flamewreath.cpp:56
GameObject * targetEgg
Definition: boss_solakar_flamewreath.cpp:57

References CreatureAI::DoZoneInCombat(), UnitAI::InitializeAI(), nearbyEggs, and targetEgg.

◆ JustEngagedWith()

void npc_rookery_hatcher::npc_rookery_hatcherAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

69 {
70 events.ScheduleEvent(SPELL_HATCH_EGG, 1s);
71 }
@ SPELL_HATCH_EGG
Definition: boss_solakar_flamewreath.cpp:25
events
Definition: boss_sartura.cpp:43

References SPELL_HATCH_EGG.

◆ UpdateAI()

void npc_rookery_hatcher::npc_rookery_hatcherAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Implements UnitAI.

74 {
75 std::list<GameObject*> nearbyEggs;
76 float tempDist = 20;
77 float minDist = 25;
78 std::list<Creature*> nearbyWhelps;
79
80 if (!UpdateVictim())
81 {
82 return;
83 }
84
86 for (const auto& whelp : nearbyWhelps)
87 {
88 if (!whelp->IsInCombat())
89 {
90 whelp->SetInCombatWith(me->GetVictim());
91 whelp->AI()->AttackStart(me->GetVictim());
92 }
93 }
94
96 return;
97 events.Update(diff);
98
99 while (uint32 eventId = events.ExecuteEvent())
100 {
101 switch (eventId)
102 {
103 case SPELL_HATCH_EGG:
104 if (!targetEgg) // no target, try to find one
105 {
106 minDist = 50;
107 tempDist = 50;
109 for (const auto& egg : nearbyEggs)
110 {
111 if (egg->isSpawned() && egg->getLootState() == GO_READY)
112 {
113 tempDist = me->GetDistance2d(egg);
114 if (tempDist < minDist)
115 {
116 minDist = tempDist;
117 targetEgg = egg;
118 }
119 }
120 }
121 }
122
123 if (targetEgg) //have a target, go to it and cast it
124 {
126 }
127 break;
128 default:
129 break;
130 }
131 }
132
133 // cast takes 1.5second, during which we don't have a target
135 {
140 targetEgg = nullptr;
141 events.ScheduleEvent(SPELL_HATCH_EGG, 6s, 8s);
142 }
144 {
145 if (Unit* victim = me->GetVictim())
146 {
147 AttackStart(victim);
148 }
149
151 {
152 me->GetMotionMaster()->MovePoint(0, me->GetVictim()->GetPosition()); // a bit hacky, but needed to start moving once we've summoned an egg
153 }
154 }
156 }
std::uint32_t uint32
Definition: Define.h:108
void GetCreatureListWithEntryInGrid(std::list< Creature * > &list, WorldObject *source, uint32 entry, float maxSearchRange)
Definition: ScriptedCreature.cpp:818
@ GO_READY
Definition: GameObject.h:113
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ NPC_ROOKERY_WHELP
Definition: blackrock_spire.h:89
@ GO_ROOKERY_EGG
Definition: blackrock_spire.h:111
constexpr float RANGE_WHELP_CALL_HELP
Definition: boss_solakar_flamewreath.cpp:34
constexpr float RANGE_SPELL_HATCH_EGG
Definition: boss_solakar_flamewreath.cpp:33
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
bool UpdateVictim()
Definition: CreatureAI.cpp:268
Creature *const me
Definition: CreatureAI.h:73
LootState getLootState() const
Definition: GameObject.h:226
void GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2481
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
void GetPosition(float &x, float &y) const
Definition: Position.h:122
Definition: Unit.h:1302
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20894
float GetMeleeReach() const
Definition: Unit.h:1360
Unit * GetVictim() const
Definition: Unit.h:1398
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16957
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
Position targetPosition
Definition: boss_solakar_flamewreath.cpp:58

References UnitAI::AttackStart(), UnitAI::DoCast(), UnitAI::DoMeleeAttackIfReady(), GetCreatureListWithEntryInGrid(), WorldObject::GetDistance2d(), WorldObject::GetGameObjectListWithEntryInGrid(), GameObject::getLootState(), Unit::GetMeleeReach(), Unit::GetMotionMaster(), Position::GetPosition(), Unit::GetVictim(), GO_READY, GO_ROOKERY_EGG, Unit::HasUnitState(), CreatureAI::me, MotionMaster::MovePoint(), nearbyEggs, NPC_ROOKERY_WHELP, RANGE_SPELL_HATCH_EGG, RANGE_WHELP_CALL_HELP, Unit::SetFacingToObject(), SPELL_HATCH_EGG, Unit::StopMovingOnCurrentPos(), targetEgg, targetPosition, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap npc_rookery_hatcher::npc_rookery_hatcherAI::events

◆ nearbyEggs

std::list<GameObject*> npc_rookery_hatcher::npc_rookery_hatcherAI::nearbyEggs

Referenced by InitializeAI(), and UpdateAI().

◆ targetEgg

GameObject* npc_rookery_hatcher::npc_rookery_hatcherAI::targetEgg

Referenced by InitializeAI(), and UpdateAI().

◆ targetPosition

Position npc_rookery_hatcher::npc_rookery_hatcherAI::targetPosition

Referenced by UpdateAI().