AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_midsummer_ribbon_pole_target Struct Reference
Inheritance diagram for npc_midsummer_ribbon_pole_target:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_midsummer_ribbon_pole_target (Creature *creature)
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void LocateRibbonPole ()
 
void SpawnFireSpiralBunny ()
 
void DoCleanupChecks ()
 
void DoFlameCircleChecks ()
 
void DoFireworkChecks ()
 
void DoGroundFlowerChecks ()
 
void DoSpewLavaChecks ()
 
void DoDancingFLameChecks ()
 
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 IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
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 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
 

Private Attributes

TaskScheduler _scheduler
 
std::vector< Player * > _dancerList
 
GameObject_ribbonPole
 
Creature_bunny
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- 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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
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)
 
- 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_midsummer_ribbon_pole_target()

npc_midsummer_ribbon_pole_target::npc_midsummer_ribbon_pole_target ( Creature creature)
inline
259 : ScriptedAI(creature)
260 {
261 // ribbonPole trap also spawns this NPC (currently unwanted)
262 if (me->ToTempSummon())
264
265 _ribbonPole = nullptr;
266 _bunny = nullptr;
267 _dancerList.clear();
268
271
272 _scheduler.Schedule(1s, [this](TaskContext context)
273 {
275 context.Repeat();
276 })
277 .Schedule(5s, [this](TaskContext context)
278 {
280 context.Repeat();
281 })
282 .Schedule(15s, [this](TaskContext context)
283 {
285 context.Repeat();
286 })
287 .Schedule(10s, [this](TaskContext context)
288 {
290 context.Repeat();
291 })
292 .Schedule(10s, [this](TaskContext context)
293 {
295 context.Repeat();
296 })
297 .Schedule(15s, [this](TaskContext context)
298 {
300 context.Repeat();
301 });
302 }
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2117
TempSummon * ToTempSummon()
Definition: Unit.h:2414
Creature * _bunny
Definition: midsummer.cpp:471
void DoGroundFlowerChecks()
Definition: midsummer.cpp:405
void DoFireworkChecks()
Definition: midsummer.cpp:372
TaskScheduler _scheduler
Definition: midsummer.cpp:468
void LocateRibbonPole()
Definition: midsummer.cpp:327
void DoCleanupChecks()
Definition: midsummer.cpp:346
void DoSpewLavaChecks()
Definition: midsummer.cpp:420
std::vector< Player * > _dancerList
Definition: midsummer.cpp:469
void SpawnFireSpiralBunny()
Definition: midsummer.cpp:338
GameObject * _ribbonPole
Definition: midsummer.cpp:470
void DoFlameCircleChecks()
Definition: midsummer.cpp:358
void DoDancingFLameChecks()
Definition: midsummer.cpp:446

References _bunny, _dancerList, _ribbonPole, _scheduler, Creature::DespawnOrUnsummon(), DoCleanupChecks(), DoDancingFLameChecks(), DoFireworkChecks(), DoFlameCircleChecks(), DoGroundFlowerChecks(), DoSpewLavaChecks(), LocateRibbonPole(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), SpawnFireSpiralBunny(), and Unit::ToTempSummon().

Member Function Documentation

◆ DoCleanupChecks()

void npc_midsummer_ribbon_pole_target::DoCleanupChecks ( )
inline
347 {
348 if (_dancerList.empty())
349 return;
350
351 // remove non-dancing players from list
352 std::erase_if(_dancerList, [](Player* dancer)
353 {
355 });
356 }
@ SPELL_RIBBON_POLE_PERIODIC_VISUAL
Definition: midsummer.cpp:226
Definition: Player.h:1056
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5636

References _dancerList, Unit::HasAura(), and SPELL_RIBBON_POLE_PERIODIC_VISUAL.

Referenced by npc_midsummer_ribbon_pole_target().

◆ DoDancingFLameChecks()

void npc_midsummer_ribbon_pole_target::DoDancingFLameChecks ( )
inline
447 {
449 {
450 std::list<Creature*> crList;
452
453 if (crList.size() < MAX_COUNT_DANCING_FLAMES)
454 {
455 float spawnDist = 12.0f;
456 float angle = rand_norm() * 2 * M_PI;
457 DoSpawnCreature(NPC_BIG_DANCING_FLAMES, spawnDist * cos(angle), spawnDist * std::sin(angle), 0, angle + M_PI, TEMPSUMMON_TIMED_DESPAWN, 60000);
458 }
459 }
460 }
double rand_norm()
Definition: Random.cpp:77
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ MAX_COUNT_DANCING_FLAMES
Definition: midsummer.cpp:254
@ NPC_BIG_DANCING_FLAMES
Definition: midsummer.cpp:240
@ THRESHOLD_DANCING_FLAMES
Definition: midsummer.cpp:250
Creature * DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
Definition: ScriptedCreature.cpp:309
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition: Object.cpp:3040

References _dancerList, ScriptedAI::DoSpawnCreature(), WorldObject::GetCreaturesWithEntryInRange(), MAX_COUNT_DANCING_FLAMES, ScriptedAI::me, NPC_BIG_DANCING_FLAMES, rand_norm(), TEMPSUMMON_TIMED_DESPAWN, and THRESHOLD_DANCING_FLAMES.

Referenced by npc_midsummer_ribbon_pole_target().

◆ DoFireworkChecks()

void npc_midsummer_ribbon_pole_target::DoFireworkChecks ( )
inline
373 {
374 if (!_bunny)
375 return;
376
377 if (_dancerList.size() >= THRESHOLD_FIREWORK)
378 {
380 }
381 if (_dancerList.size() >= THRESHOLD_FIREWORK_3)
382 {
383 _scheduler.Schedule(500ms, [this](TaskContext /*context*/)
384 {
386 })
387 .Schedule(1s, [this](TaskContext /*context*/)
388 {
390 });
391 }
392 if (_dancerList.size() >= THRESHOLD_FIREWORK_5)
393 {
394 _scheduler.Schedule(1500ms, [this](TaskContext /*context*/)
395 {
397 })
398 .Schedule(2s, [this](TaskContext /*context*/)
399 {
401 });
402 }
403 }
@ THRESHOLD_FIREWORK
Definition: midsummer.cpp:245
@ SPELL_RIBBON_POLE_FIREWORK
Definition: midsummer.cpp:234
@ THRESHOLD_FIREWORK_5
Definition: midsummer.cpp:247
@ THRESHOLD_FIREWORK_3
Definition: midsummer.cpp:246
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1169

References _bunny, _dancerList, _scheduler, Unit::CastSpell(), TaskScheduler::Schedule(), SPELL_RIBBON_POLE_FIREWORK, THRESHOLD_FIREWORK, THRESHOLD_FIREWORK_3, and THRESHOLD_FIREWORK_5.

Referenced by npc_midsummer_ribbon_pole_target().

◆ DoFlameCircleChecks()

void npc_midsummer_ribbon_pole_target::DoFlameCircleChecks ( )
inline
359 {
360 if (!_ribbonPole)
361 return;
363 {
364 // random blue / red circle
365 if (urand(0, 1))
367 else
369 }
370 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
@ THRESHOLD_FLAME_CIRCLE
Definition: midsummer.cpp:244
@ SPELL_FLAME_RING
Definition: midsummer.cpp:230
@ SPELL_FLAME_PATCH
Definition: midsummer.cpp:232
void CastSpell(Unit *target, uint32 spell)
Definition: GameObject.cpp:2076

References _dancerList, _ribbonPole, GameObject::CastSpell(), ScriptedAI::me, SPELL_FLAME_PATCH, SPELL_FLAME_RING, THRESHOLD_FLAME_CIRCLE, and urand().

Referenced by npc_midsummer_ribbon_pole_target().

◆ DoGroundFlowerChecks()

void npc_midsummer_ribbon_pole_target::DoGroundFlowerChecks ( )
inline
406 {
407 if (!_bunny)
408 return;
409
411 {
412 std::list<Creature*> crList;
414
415 if (crList.size() < MAX_COUNT_GROUND_FLOWERS)
417 }
418 }
@ MAX_COUNT_GROUND_FLOWERS
Definition: midsummer.cpp:252
@ SPELL_RIBBON_POLE_GROUND_FLOWER
Definition: midsummer.cpp:235
@ THRESHOLD_GROUND_FLOWERS
Definition: midsummer.cpp:248
@ NPC_GROUND_FLOWER
Definition: midsummer.cpp:239

References _bunny, _dancerList, Unit::CastSpell(), WorldObject::GetCreaturesWithEntryInRange(), MAX_COUNT_GROUND_FLOWERS, ScriptedAI::me, NPC_GROUND_FLOWER, SPELL_RIBBON_POLE_GROUND_FLOWER, and THRESHOLD_GROUND_FLOWERS.

Referenced by npc_midsummer_ribbon_pole_target().

◆ DoSpewLavaChecks()

void npc_midsummer_ribbon_pole_target::DoSpewLavaChecks ( )
inline
421 {
422 if (!_bunny)
423 return;
424
425 if (_dancerList.size() >= THRESHOLD_SPEW_LAVA)
426 {
427 if (!_dancerList.empty())
428 {
430
431 for (uint8 i = 0; (i < MAX_COUNT_SPEW_LAVA_TARGETS) && (i < _dancerList.size()); i++)
432 {
433 Player* dancerTarget = _dancerList[i];
434
435 if (dancerTarget)
436 {
437 Creature* fireSpiralBunny = dancerTarget->SummonCreature(NPC_RIBBON_POLE_FIRE_SPIRAL_BUNNY, dancerTarget->GetPositionX(), dancerTarget->GetPositionY(), dancerTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 10000);
438 if (fireSpiralBunny)
440 }
441 }
442 }
443 }
444 }
std::uint8_t uint8
Definition: Define.h:110
@ SPELL_RIBBON_POLE_FIRE_SPIRAL_VISUAL
Definition: midsummer.cpp:228
@ THRESHOLD_SPEW_LAVA
Definition: midsummer.cpp:249
@ NPC_RIBBON_POLE_FIRE_SPIRAL_BUNNY
Definition: midsummer.cpp:241
@ MAX_COUNT_SPEW_LAVA_TARGETS
Definition: midsummer.cpp:253
void RandomShuffle(C &container)
Definition: Containers.h:222
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:2343
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118

References _bunny, _dancerList, Unit::CastSpell(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), MAX_COUNT_SPEW_LAVA_TARGETS, NPC_RIBBON_POLE_FIRE_SPIRAL_BUNNY, Acore::Containers::RandomShuffle(), SPELL_RIBBON_POLE_FIRE_SPIRAL_VISUAL, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN, and THRESHOLD_SPEW_LAVA.

Referenced by npc_midsummer_ribbon_pole_target().

◆ LocateRibbonPole()

void npc_midsummer_ribbon_pole_target::LocateRibbonPole ( )
inline
328 {
329 _scheduler.Schedule(420ms, [this](TaskContext context)
330 {
332
333 if (!_ribbonPole)
334 context.Repeat(420ms);
335 });
336 }
@ GO_RIBBON_POLE
Definition: midsummer.cpp:218
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2443

References _ribbonPole, _scheduler, WorldObject::FindNearestGameObject(), GO_RIBBON_POLE, ScriptedAI::me, TaskContext::Repeat(), and TaskScheduler::Schedule().

Referenced by npc_midsummer_ribbon_pole_target().

◆ SpawnFireSpiralBunny()

void npc_midsummer_ribbon_pole_target::SpawnFireSpiralBunny ( )
inline
339 {
341
342 if (!_bunny)
344 }
@ TEMPSUMMON_MANUAL_DESPAWN
Definition: Object.h:49
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2434

References _bunny, ScriptedAI::DoSpawnCreature(), WorldObject::FindNearestCreature(), ScriptedAI::me, NPC_RIBBON_POLE_FIRE_SPIRAL_BUNNY, and TEMPSUMMON_MANUAL_DESPAWN.

Referenced by npc_midsummer_ribbon_pole_target().

◆ SpellHit()

void npc_midsummer_ribbon_pole_target::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

305 {
306 Player* dancer = caster->ToPlayer();
307 if (!dancer)
308 return;
309
310 switch (spell->Id)
311 {
315 break;
316 default:
317 return;
318 }
319
320 // prevent duplicates
321 if (std::find(_dancerList.begin(), _dancerList.end(), dancer) != _dancerList.end())
322 return;
323
324 _dancerList.push_back(dancer);
325 }
@ SPELL_TEST_RIBBON_POLE_CHANNEL_RED
Definition: midsummer.cpp:223
@ SPELL_TEST_RIBBON_POLE_CHANNEL_PINK
Definition: midsummer.cpp:224
@ SPELL_TEST_RIBBON_POLE_CHANNEL_BLUE
Definition: midsummer.cpp:222
Player * ToPlayer()
Definition: Object.h:195

References _dancerList, SpellInfo::Id, SPELL_TEST_RIBBON_POLE_CHANNEL_BLUE, SPELL_TEST_RIBBON_POLE_CHANNEL_PINK, SPELL_TEST_RIBBON_POLE_CHANNEL_RED, and Object::ToPlayer().

◆ UpdateAI()

void npc_midsummer_ribbon_pole_target::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

463 {
464 _scheduler.Update(diff);
465 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27

References _scheduler, and TaskScheduler::Update().

Member Data Documentation

◆ _bunny

◆ _dancerList

◆ _ribbonPole

GameObject* npc_midsummer_ribbon_pole_target::_ribbonPole
private

◆ _scheduler

TaskScheduler npc_midsummer_ribbon_pole_target::_scheduler
private