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npc_yenniku::npc_yennikuAI Struct Reference

Public Member Functions

 npc_yennikuAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void SpellHit (Unit *caster, const SpellInfo *spell) override
 
void EnterCombat (Unit *) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
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 DoResetThreat ()
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 
void DoTeleportTo (float x, float y, float z, uint32 time=0)
 
void DoTeleportTo (float const pos[4])
 
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 constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, 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
 
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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
virtual ~CreatureAI ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary constGetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
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 (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void SpellInterrupted (uint32, uint32)
 
void AttackStartCaster (Unit *victim, float dist)
 
void DoCast (uint32 spellId)
 
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
void DoCastVictim (uint32 spellId, bool triggered=false)
 
void DoCastAOE (uint32 spellId, bool triggered=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spellId)
 
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 sQuestReward (Player *, Quest const *, uint32)
 
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
 
virtual void sOnGameEvent (bool, uint16)
 

Public Attributes

uint32 Reset_Timer
 
bool bReset
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason { EVADE_REASON_NO_HOSTILES, EVADE_REASON_BOUNDARY, EVADE_REASON_SEQUENCE_BREAK, EVADE_REASON_OTHER }
 
- 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)
 
bool CheckBoundary (Position const *who=nullptr) const
 
void SetBoundary (CreatureBoundary const *boundary)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

npc_yenniku::npc_yennikuAI::npc_yennikuAI ( Creature creature)
inline
51  : ScriptedAI(creature)
52  {
53  Initialize();
54  bReset = false;
55  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: zone_stranglethorn_vale.cpp:57
bool bReset
Definition: zone_stranglethorn_vale.cpp:63

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Member Function Documentation

void npc_yenniku::npc_yennikuAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

91 { }
void npc_yenniku::npc_yennikuAI::Initialize ( void  )
inline
58  {
59  Reset_Timer = 0;
60  }
uint32 Reset_Timer
Definition: zone_stranglethorn_vale.cpp:62

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void npc_yenniku::npc_yennikuAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

66  {
67  Initialize();
69  }
Definition: UpdateFields.h:136
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
void Initialize()
Definition: zone_stranglethorn_vale.cpp:57
Creature *const me
Definition: CreatureAI.h:71
Definition: SharedDefines.h:2440

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void npc_yenniku::npc_yennikuAI::SpellHit ( Unit caster,
const SpellInfo spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

72  {
73  if (bReset || spell->Id != 3607)
74  return;
75 
76  if (Player* player = caster->ToPlayer())
77  {
78  if (player->GetQuestStatus(592) == QUEST_STATUS_INCOMPLETE) //Yenniku's Release
79  {
81  me->CombatStop(); //stop combat
82  me->DeleteThreatList(); //unsure of this
83  me->setFaction(83); //horde generic
84 
85  bReset = true;
86  Reset_Timer = 60000;
87  }
88  }
89  }
uint32 Id
Definition: SpellInfo.h:329
Definition: UpdateFields.h:136
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:996
Player * ToPlayer()
Definition: Object.h:191
void setFaction(uint32 faction)
Definition: Unit.h:1467
Creature *const me
Definition: CreatureAI.h:71
bool bReset
Definition: zone_stranglethorn_vale.cpp:63
Definition: SharedDefines.h:2458
void DeleteThreatList()
Definition: Unit.cpp:10700
Definition: QuestDef.h:113
uint32 Reset_Timer
Definition: zone_stranglethorn_vale.cpp:62
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:7371

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void npc_yenniku::npc_yennikuAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

94  {
95  if (bReset)
96  {
97  if (Reset_Timer <= diff)
98  {
100  bReset = false;
101  me->setFaction(28); //troll, bloodscalp
102  return;
103  }
104 
105  Reset_Timer -= diff;
106 
107  if (me->IsInCombat() && me->GetVictim())
108  {
109  if (Player* player = me->EnsureVictim()->ToPlayer())
110  {
111  if (player->GetTeam() == HORDE)
112  {
113  me->CombatStop();
114  me->DeleteThreatList();
115  }
116  }
117  }
118  }
119 
120  //Return since we have no target
121  if (!UpdateVictim())
122  return;
123 
125  }
Unit * EnsureVictim() const
Definition: Unit.h:1381
bool UpdateVictim()
Definition: CreatureAI.cpp:233
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
bool IsInCombat() const
Definition: Unit.h:1584
Player * ToPlayer()
Definition: Object.h:191
void setFaction(uint32 faction)
Definition: Unit.h:1467
Creature *const me
Definition: CreatureAI.h:71
Unit * GetVictim() const
Definition: Unit.h:1379
bool bReset
Definition: zone_stranglethorn_vale.cpp:63
Definition: SharedDefines.h:999
void DeleteThreatList()
Definition: Unit.cpp:10700
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
uint32 Reset_Timer
Definition: zone_stranglethorn_vale.cpp:62
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:7371

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Member Data Documentation

bool npc_yenniku::npc_yennikuAI::bReset
uint32 npc_yenniku::npc_yennikuAI::Reset_Timer

The documentation for this struct was generated from the following file: