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boss_varos::boss_varosAI Struct Reference

Public Member Functions

 boss_varosAI (Creature *creature)
 
void Initialize ()
 
void InitializeAI () override
 
void Reset () override
 
void EnterCombat (Unit *) override
 
float GetCoreEnergizeOrientation ()
 
void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void JustReachedHome () override
 
bool CanAIAttack (Unit const *target) const override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
void KilledUnit (Unit *) override
 
void SpellHit (Unit *, SpellInfo const *) 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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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, 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
 
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 const * GetBoundary () const
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
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
 
Unit * SelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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)
 

Private Attributes

bool firstCoreEnergize
 
float coreEnergizeOrientation
 

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 ()
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _EnterCombat ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _DespawnAtEvade ()
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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 BossAI
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const * _boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

boss_varos::boss_varosAI::boss_varosAI ( Creature *  creature)
inline
62  : BossAI(creature, DATA_VAROS)
63  {
64  Initialize();
65  }
void Initialize()
Definition: boss_varos.cpp:67
Definition: oculus.h:30
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

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Member Function Documentation

void boss_varos::boss_varosAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

93  {
94  _EnterCombat();
95 
96  Talk(SAY_AGGRO);
97  }
void _EnterCombat()
Definition: ScriptedCreature.cpp:480
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_varos.cpp:26

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float boss_varos::boss_varosAI::GetCoreEnergizeOrientation ( )
inline
100  {
102  }
float coreEnergizeOrientation
Definition: boss_varos.cpp:163
void boss_varos::boss_varosAI::Initialize ( void  )
inline
68  {
69  firstCoreEnergize = false;
71  }
bool firstCoreEnergize
Definition: boss_varos.cpp:162
float coreEnergizeOrientation
Definition: boss_varos.cpp:163

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void boss_varos::boss_varosAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

74  {
78  }
Definition: inflate.h:49
virtual void InitializeAI()
Definition: UnitAI.h:130
Creature *const me
Definition: CreatureAI.h:71
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:227
Definition: oculus.h:80
Definition: oculus.h:29
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_varos::boss_varosAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

155  {
156  _JustDied();
157  Talk(SAY_DEATH);
158  DoCast(me, SPELL_DEATH_SPELL, true); // we cast the spell as triggered or the summon effect does not occur
159  }
void _JustDied()
Definition: ScriptedCreature.cpp:471
Definition: oculus.h:81
Creature *const me
Definition: CreatureAI.h:71
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_varos.cpp:29

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void boss_varos::boss_varosAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

81  {
82  _Reset();
83 
86  // not sure if this is handled by a timer or hp percentage
88 
89  Initialize();
90  }
Definition: boss_varos.cpp:51
Definition: boss_varos.cpp:52
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
void _Reset()
Definition: ScriptedCreature.cpp:457
Definition: boss_varos.cpp:50
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: Common.h:103
void Initialize()
Definition: boss_varos.cpp:67
EventMap events
Definition: ScriptedCreature.h:371

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void boss_varos::boss_varosAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

105  {
106  if (!UpdateVictim())
107  return;
108 
109  events.Update(diff);
110 
112  return;
113 
114  while (uint32 eventId = events.ExecuteEvent())
115  {
116  switch (eventId)
117  {
121  break;
123  if (!firstCoreEnergize)
124  {
126  firstCoreEnergize = true;
127  }
128  else
130 
134  break;
135  case EVENT_CALL_AZURE:
136  // not sure how blizz handles this, i cant see any pattern between the differnt spells
138  Talk(SAY_AZURE);
141  break;
142  case EVENT_AMPLIFY_MAGIC:
145  break;
146  default:
147  break;
148  }
149  }
150 
152  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
bool firstCoreEnergize
Definition: boss_varos.cpp:162
Definition: Unit.h:565
Definition: boss_varos.cpp:51
Definition: boss_varos.cpp:52
Definition: boss_varos.cpp:36
void CancelEvent(uint32 eventId)
Definition: EventMap.cpp:89
float coreEnergizeOrientation
Definition: boss_varos.cpp:163
static float NormalizeOrientation(float o)
Definition: Position.h:211
Definition: boss_varos.cpp:35
Definition: boss_varos.cpp:49
Creature *const me
Definition: CreatureAI.h:71
float GetOrientation() const
Definition: Position.h:107
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint32_t uint32
Definition: Define.h:150
Definition: boss_varos.cpp:50
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
void Update(uint32 time)
Definition: EventMap.h:54
Definition: boss_varos.cpp:40
Definition: boss_varos.cpp:34
Definition: Common.h:103
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
Definition: boss_varos.cpp:28
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
EventMap events
Definition: ScriptedCreature.h:371
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_varos.cpp:27

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Member Data Documentation

float boss_varos::boss_varosAI::coreEnergizeOrientation
private
bool boss_varos::boss_varosAI::firstCoreEnergize
private

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