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

Public Member Functions

 npc_midsummer_torch_target (Creature *creature)
 
void SetPlayerGUID (ObjectGuid guid, uint8 cnt)
 
bool CanBeSeen (Player const *seer) override
 
void SpellHit (Unit *caster, SpellInfo const *spellInfo) override
 
void UpdateAI (uint32 diff) override
 
void FillPositions ()
 
void SelectPosition ()
 
- 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
 

Public Attributes

ObjectGuid playerGUID
 
uint32 startTimer
 
uint32 teleTimer
 
std::vector< PositionposVec
 
uint8 counter
 
uint8 maxCount
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
- 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_torch_target()

npc_midsummer_torch_target::npc_midsummer_torch_target ( Creature creature)
inline
67 : ScriptedAI(creature)
68 {
69 teleTimer = 0;
70 startTimer = 1;
71 posVec.clear();
74 counter = 0;
75 maxCount = 0;
76 }
@ SPELL_TARGET_INDICATOR_RANK_1
Definition: midsummer.cpp:57
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
void Clear()
Definition: ObjectGuid.h:140
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
uint8 counter
Definition: midsummer.cpp:82
uint32 teleTimer
Definition: midsummer.cpp:80
std::vector< Position > posVec
Definition: midsummer.cpp:81
uint32 startTimer
Definition: midsummer.cpp:79
uint8 maxCount
Definition: midsummer.cpp:83
ObjectGuid playerGUID
Definition: midsummer.cpp:78

References Unit::CastSpell(), ObjectGuid::Clear(), counter, maxCount, ScriptedAI::me, playerGUID, posVec, SPELL_TARGET_INDICATOR_RANK_1, startTimer, and teleTimer.

Member Function Documentation

◆ CanBeSeen()

bool npc_midsummer_torch_target::CanBeSeen ( Player const *  seer)
inlineoverridevirtual

Reimplemented from CreatureAI.

92 {
93 return seer->GetGUID() == playerGUID;
94 }

References Object::GetGUID(), and playerGUID.

◆ FillPositions()

void npc_midsummer_torch_target::FillPositions ( )
inline
146 {
147 std::list<GameObject*> gobjList;
149 for (std::list<GameObject*>::const_iterator itr = gobjList.begin(); itr != gobjList.end(); ++itr)
150 {
151 Position pos;
152 pos.Relocate(*itr);
153 posVec.push_back(pos);
154 }
155 }
@ GO_TORCH_TARGET_BRAZIER
Definition: midsummer.cpp:54
void GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2481
Definition: Position.h:28
void Relocate(float x, float y)
Definition: Position.h:73

References WorldObject::GetGameObjectListWithEntryInGrid(), GO_TORCH_TARGET_BRAZIER, ScriptedAI::me, posVec, and Position::Relocate().

Referenced by UpdateAI().

◆ SelectPosition()

void npc_midsummer_torch_target::SelectPosition ( )
inline
158 {
159 if (posVec.empty())
160 return;
161 int8 num = urand(0, posVec.size() - 1);
162 Position pos;
163 pos.Relocate(posVec.at(num));
164 me->m_last_notify_position.Relocate(0.0f, 0.0f, 0.0f);
166
168 }
std::int8_t int8
Definition: Define.h:106
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
Milliseconds GetGameTimeMS()
Definition: GameTime.cpp:43
float GetPositionZ() const
Definition: Position.h:119
float GetOrientation() const
Definition: Position.h:120
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
uint32 m_last_notify_mstime
Definition: Unit.h:2424
Position m_last_notify_position
Definition: Unit.h:2423
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:20250

References GameTime::GetGameTimeMS(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::m_last_notify_mstime, Unit::m_last_notify_position, ScriptedAI::me, Unit::NearTeleportTo(), posVec, Position::Relocate(), and urand().

Referenced by UpdateAI().

◆ SetPlayerGUID()

void npc_midsummer_torch_target::SetPlayerGUID ( ObjectGuid  guid,
uint8  cnt 
)
inline
86 {
87 playerGUID = guid;
88 maxCount = cnt;
89 }

References maxCount, and playerGUID.

◆ SpellHit()

void npc_midsummer_torch_target::SpellHit ( Unit caster,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

97 {
98 if (posVec.empty())
99 return;
100 // Triggered spell from torch
101 if (spellInfo->Id == SPELL_TORCH_TOSS_LAND && caster->GetTypeId() == TYPEID_PLAYER)
102 {
103 me->CastSpell(me, SPELL_BRAZIERS_HIT_VISUAL, true); // hit visual anim
104 if (++counter >= maxCount)
105 {
106 caster->CastSpell(caster, (caster->ToPlayer()->GetTeamId() ? SPELL_TORCH_TOSS_SUCCESS_H : SPELL_TORCH_TOSS_SUCCESS_A), true); // quest complete spell
108 return;
109 }
110
111 teleTimer = 1;
112 }
113 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SPELL_TORCH_TOSS_LAND
Definition: midsummer.cpp:58
@ SPELL_BRAZIERS_HIT_VISUAL
Definition: midsummer.cpp:59
@ SPELL_TORCH_TOSS_SUCCESS_A
Definition: midsummer.cpp:60
@ SPELL_TORCH_TOSS_SUCCESS_H
Definition: midsummer.cpp:61
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2117
Player * ToPlayer()
Definition: Object.h:195
TypeID GetTypeId() const
Definition: Object.h:121
TeamId GetTeamId(bool original=false) const
Definition: Player.h:2072

References Unit::CastSpell(), counter, Creature::DespawnOrUnsummon(), Player::GetTeamId(), Object::GetTypeId(), SpellInfo::Id, maxCount, ScriptedAI::me, posVec, SPELL_BRAZIERS_HIT_VISUAL, SPELL_TORCH_TOSS_LAND, SPELL_TORCH_TOSS_SUCCESS_A, SPELL_TORCH_TOSS_SUCCESS_H, teleTimer, Object::ToPlayer(), and TYPEID_PLAYER.

◆ UpdateAI()

void npc_midsummer_torch_target::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

116 {
117 if (startTimer)
118 {
119 startTimer += diff;
120 if (startTimer >= 200)
121 {
122 startTimer = 0;
125 }
126 }
127 if (teleTimer)
128 {
129 teleTimer += diff;
130 if (teleTimer >= 750 && teleTimer < 10000)
131 {
132 teleTimer = 10000;
134 }
135 else if (teleTimer >= 10500)
136 {
138 plr->UpdateTriggerVisibility();
139
140 teleTimer = 0;
141 }
142 }
143 }
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:223
Definition: Player.h:1056
void SelectPosition()
Definition: midsummer.cpp:157
void FillPositions()
Definition: midsummer.cpp:145

References FillPositions(), ObjectAccessor::GetPlayer(), ScriptedAI::me, playerGUID, SelectPosition(), startTimer, and teleTimer.

Member Data Documentation

◆ counter

uint8 npc_midsummer_torch_target::counter

◆ maxCount

uint8 npc_midsummer_torch_target::maxCount

◆ playerGUID

ObjectGuid npc_midsummer_torch_target::playerGUID

◆ posVec

std::vector<Position> npc_midsummer_torch_target::posVec

◆ startTimer

uint32 npc_midsummer_torch_target::startTimer

◆ teleTimer

uint32 npc_midsummer_torch_target::teleTimer