AzerothCore 3.3.5a
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npc_argent_captainAI Struct Reference
Inheritance diagram for npc_argent_captainAI:
ScriptedAI CreatureAI UnitAI npc_captain_arnath::npc_captain_arnathAI npc_captain_brandon::npc_captain_brandonAI npc_captain_grondel::npc_captain_grondelAI npc_captain_rupert::npc_captain_rupertAI

Public Member Functions

 npc_argent_captainAI (Creature *creature)
void Reset () override
void JustDied (Unit *) override
void KilledUnit (Unit *victim) override
void DoAction (int32 action) override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
bool CanAIAttack (Unit const *target) const override
void EnterEvadeMode (EvadeReason why) override
void SpellHit (Unit *, SpellInfo const *spell) 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

Protected Attributes

EventMap Events
float FollowAngle
float FollowDist
bool IsUndead
- Protected Attributes inherited from CreatureAI
Creature *const me
EventMap events
CreatureBoundary const * _boundary
bool _negateBoundary
- Protected Attributes inherited from UnitAI
Unit *const me

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 ()
- Public Attributes inherited from ScriptedAI
bool IsFleeing
- 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)

Detailed Description

Constructor & Destructor Documentation

◆ npc_argent_captainAI()

npc_argent_captainAI::npc_argent_captainAI ( Creature creature)
1203 : ScriptedAI(creature), instance(creature->GetInstanceScript())
1204 {
1207 }
Definition: PetDefines.h:194
Definition: PetDefines.h:193
Definition: ScriptedCreature.h:192
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
float FollowAngle
Definition: icecrown_citadel.cpp:1307
InstanceScript * instance
Definition: icecrown_citadel.cpp:1306
float FollowDist
Definition: icecrown_citadel.cpp:1308

References FollowAngle, FollowDist, PET_FOLLOW_ANGLE, and PET_FOLLOW_DIST.

Member Function Documentation

◆ CanAIAttack()

bool npc_argent_captainAI::CanAIAttack ( Unit const *  target) const

Reimplemented from UnitAI.

1251 {
1252 // do not see targets inside Frostwing Halls when we are not there
1253 return (me->GetPositionY() > 2660.0f) == (target->GetPositionY() > 2660.0f) && (target->GetTypeId() == TYPEID_PLAYER || target->IsInCombat());
1254 }
Definition: ObjectGuid.h:38
Creature * me
Definition: ScriptedCreature.h:282
float GetPositionY() const
Definition: Position.h:118

References Position::GetPositionY(), Object::GetTypeId(), Unit::IsInCombat(), ScriptedAI::me, and TYPEID_PLAYER.

◆ DoAction()

void npc_argent_captainAI::DoAction ( int32  action)

Reimplemented from UnitAI.

1232 {
1233 if (action == ACTION_START_GAUNTLET)
1234 {
1236 {
1237 FollowAngle = me->GetAngle(crok) + me->GetOrientation();
1238 FollowDist = me->GetDistance2d(crok);
1240 }
1241 }
1242 }
Definition: MotionMaster.h:61
Definition: icecrown_citadel.cpp:264
Definition: icecrown_citadel.h:128
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
Definition: Creature.h:46
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
float GetOrientation() const
Definition: Position.h:120
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE)
Definition: MotionMaster.cpp:367

References ACTION_START_GAUNTLET, DATA_CROK_SCOURGEBANE, FollowAngle, FollowDist, Position::GetAngle(), ObjectAccessor::GetCreature(), WorldObject::GetDistance2d(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), Position::GetOrientation(), instance, ScriptedAI::me, MOTION_SLOT_IDLE, and MotionMaster::MoveFollow().

◆ EnterEvadeMode()

void npc_argent_captainAI::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

1257 {
1258 if (!_EnterEvadeMode(why))
1259 return;
1261 me->GetMotionMaster()->Clear(false);
1264 else
1267 Reset();
1268 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:292
void MoveTargetedHome(bool walk=false)
Definition: MotionMaster.cpp:251
void Clear(bool reset=true)
Definition: MotionMaster.h:165
void Reset() override
Definition: icecrown_citadel.cpp:1209

References CreatureAI::_EnterEvadeMode(), MotionMaster::Clear(), DATA_CROK_SCOURGEBANE, FollowAngle, FollowDist, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), instance, ScriptedAI::me, MOTION_SLOT_IDLE, MotionMaster::MoveFollow(), MotionMaster::MoveTargetedHome(), and Reset().

◆ JustDied()

void npc_argent_captainAI::JustDied ( Unit )

Reimplemented from ScriptedAI.

1216 {
1217 if (IsUndead)
1219 else
1222 IsUndead = false;
1223 }
Definition: icecrown_citadel.cpp:91
Definition: icecrown_citadel.cpp:88
Definition: boss_fathomlord_karathress.cpp:23
bool IsUndead
Definition: icecrown_citadel.cpp:1309


◆ JustEngagedWith()

void npc_argent_captainAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1245 {
1246 if (IsUndead)
1248 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95

References CreatureAI::DoZoneInCombat(), and IsUndead.

◆ KilledUnit()

void npc_argent_captainAI::KilledUnit ( Unit victim)

Reimplemented from ScriptedAI.

1226 {
1227 if (victim->GetTypeId() == TYPEID_PLAYER)
1229 }
Definition: icecrown_citadel.cpp:90
TypeID GetTypeId() const
Definition: Object.h:121

References Object::GetTypeId(), SAY_CAPTAIN_KILL, and TYPEID_PLAYER.

◆ Reset()

void npc_argent_captainAI::Reset ( )

Reimplemented from ScriptedAI.

Reimplemented in npc_captain_arnath::npc_captain_arnathAI, npc_captain_brandon::npc_captain_brandonAI, npc_captain_grondel::npc_captain_grondelAI, and npc_captain_rupert::npc_captain_rupertAI.

1210 {
1211 me->SetCorpseDelay(DAY); // leave corpse for a long time so svalna can resurrect
1213 }
constexpr auto DAY
Definition: Common.h:58
CreatureData const * GetCreatureData() const
Definition: Creature.h:198
void SetCorpseDelay(uint32 delay)
Definition: Creature.h:72
uint32 id1
Definition: CreatureData.h:361
uint32 GetEntry() const
Definition: Object.h:109

References DAY, Creature::GetCreatureData(), Object::GetEntry(), CreatureData::id1, IsUndead, ScriptedAI::me, and Creature::SetCorpseDelay().

Referenced by EnterEvadeMode(), npc_captain_arnath::npc_captain_arnathAI::Reset(), npc_captain_brandon::npc_captain_brandonAI::Reset(), npc_captain_grondel::npc_captain_grondelAI::Reset(), and npc_captain_rupert::npc_captain_rupertAI::Reset().

◆ SpellHit()

void npc_argent_captainAI::SpellHit ( Unit ,
SpellInfo const *  spell 

Reimplemented from ScriptedAI.

1271 {
1272 if (spell->Id == SPELL_REVIVE_CHAMPION && !IsUndead)
1273 {
1275 uint32 newEntry = 0;
1276 switch (me->GetEntry())
1277 {
1280 break;
1283 break;
1286 break;
1289 break;
1290 default:
1291 return;
1292 }
1295 me->UpdateEntry(newEntry, me->GetCreatureData());
1296 IsUndead = true;
1297 DoCast(me, SPELL_UNDEATH, true);
1298 if (Player* p = me->SelectNearestPlayer(150.0f))
1299 AttackStart(p);
1301 }
1302 }
std::uint32_t uint32
Definition: Define.h:108
Definition: Unit.h:320
Definition: icecrown_citadel.cpp:124
Definition: icecrown_citadel.cpp:123
Definition: icecrown_citadel.cpp:89
Definition: icecrown_citadel.h:290
Definition: icecrown_citadel.h:295
Definition: icecrown_citadel.h:294
Definition: icecrown_citadel.h:293
Definition: icecrown_citadel.h:292
Definition: icecrown_citadel.h:296
Definition: icecrown_citadel.h:291
Definition: icecrown_citadel.h:289
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
void setDeathState(DeathState s, bool despawn=false) override
Definition: Creature.cpp:1934
void SetInCombatWithZone()
Definition: Creature.cpp:2723
bool UpdateEntry(uint32 entry, const CreatureData *data=nullptr, bool changelevel=true, bool updateAI=false)
Definition: Creature.cpp:483
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2436
Definition: Player.h:1046

References ScriptedAI::AttackStart(), UnitAI::DoCast(), Creature::GetCreatureData(), Object::GetEntry(), SpellInfo::Id, IsUndead, JUST_RESPAWNED, ScriptedAI::me, NPC_CAPTAIN_ARNATH, NPC_CAPTAIN_ARNATH_UNDEAD, NPC_CAPTAIN_BRANDON, NPC_CAPTAIN_BRANDON_UNDEAD, NPC_CAPTAIN_GRONDEL, NPC_CAPTAIN_GRONDEL_UNDEAD, NPC_CAPTAIN_RUPERT, NPC_CAPTAIN_RUPERT_UNDEAD, SAY_CAPTAIN_RESURRECTED, WorldObject::SelectNearestPlayer(), Creature::setDeathState(), Creature::SetInCombatWithZone(), SPELL_REVIVE_CHAMPION, SPELL_UNDEATH, and Creature::UpdateEntry().

Member Data Documentation

◆ Events

EventMap npc_argent_captainAI::Events

◆ FollowAngle

float npc_argent_captainAI::FollowAngle

◆ FollowDist

float npc_argent_captainAI::FollowDist

◆ instance

InstanceScript* npc_argent_captainAI::instance

Referenced by DoAction(), and EnterEvadeMode().

◆ IsUndead