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npc_sanctum_sentry::npc_sanctum_sentryAI Struct Reference

Public Member Functions

 npc_sanctum_sentryAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) 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 JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) 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
 
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 const * GetBoundary () 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
 
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

InstanceScript * instance
 
EventMap events
 

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 ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- 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 CreatureAI
Creature *const me
 
CreatureBoundary const * _boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

npc_sanctum_sentry::npc_sanctum_sentryAI::npc_sanctum_sentryAI ( Creature *  creature)
inline
335  : ScriptedAI(creature)
336  {
338  }
InstanceScript * instance
Definition: boss_auriaya.cpp:393
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
Creature *const me
Definition: CreatureAI.h:71

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Member Function Documentation

void npc_sanctum_sentry::npc_sanctum_sentryAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

347  {
348  DoCast(me, SPELL_STRENGHT_PACK, true);
349  }
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_auriaya.cpp:45
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101

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void npc_sanctum_sentry::npc_sanctum_sentryAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

387  {
389  Auriaya->AI()->DoAction(ACTION_CRAZY_CAT_LADY);
390  }
InstanceScript * instance
Definition: boss_auriaya.cpp:393
Definition: ulduar.h:38
Definition: Creature.h:467
Definition: boss_auriaya.cpp:89
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174

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void npc_sanctum_sentry::npc_sanctum_sentryAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

341  {
342  events.ScheduleEvent(EVENT_RIP, urand(4000, 8000));
343  events.ScheduleEvent(EVENT_POUNCE, urand(12000, 15000));
344  }
Definition: boss_auriaya.cpp:70
Definition: boss_auriaya.cpp:69
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
EventMap events
Definition: boss_auriaya.cpp:394
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123

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void npc_sanctum_sentry::npc_sanctum_sentryAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

352  {
353  if (!UpdateVictim())
354  return;
355 
356  events.Update(diff);
357 
359  return;
360 
361  while (uint32 eventId = events.ExecuteEvent())
362  {
363  switch (eventId)
364  {
365  case EVENT_RIP:
367  events.ScheduleEvent(EVENT_RIP, urand(12000, 15000));
368  break;
369  case EVENT_POUNCE:
370  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
371  {
372  me->AddThreat(target, 100.0f);
373  AttackStart(target);
374  DoCast(target, SPELL_SAVAGE_POUNCE);
375  }
376  events.ScheduleEvent(EVENT_POUNCE, urand(12000, 17000));
377  break;
378  default:
379  break;
380  }
381  }
382 
384  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_auriaya.cpp:44
Definition: Unit.h:565
Definition: boss_auriaya.cpp:70
Definition: boss_auriaya.cpp:69
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_auriaya.cpp:43
Definition: UnitAI.h:35
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
EventMap events
Definition: boss_auriaya.cpp:394
uint32_t uint32
Definition: Define.h:150
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
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
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:117
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: Unit.h:1305

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Member Data Documentation

EventMap npc_sanctum_sentry::npc_sanctum_sentryAI::events
private
InstanceScript* npc_sanctum_sentry::npc_sanctum_sentryAI::instance
private

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