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npc_strangulate_vehicle::npc_strangulate_vehicleAI Struct Reference

Public Member Functions

 npc_strangulate_vehicleAI (Creature *creature)
 
void IsSummonedBy (Unit *summoner) override
 
void DoAction (int32 action) 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 SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
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 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 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

EventMap _events
 
InstanceScript * _instance
 

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_strangulate_vehicle::npc_strangulate_vehicleAI::npc_strangulate_vehicleAI ( Creature *  creature)
inline
1563  : ScriptedAI(creature),
1564  _instance(creature->GetInstanceScript())
1565  {
1566  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
InstanceScript * _instance
Definition: boss_the_lich_king.cpp:1653

Member Function Documentation

void npc_strangulate_vehicle::npc_strangulate_vehicleAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1582  {
1583  if (action != ACTION_TELEPORT_BACK)
1584  return;
1585 
1586  if (TempSummon* summ = me->ToTempSummon())
1587  {
1588  if (Unit* summoner = summ->GetSummoner())
1589  {
1591  summoner->RemoveAurasDueToSpell(SPELL_HARVEST_SOUL_DAMAGE_AURA);
1592  }
1593  }
1594 
1596  lichKing->AI()->SummonedCreatureDespawn(me);
1597  }
Definition: TemporarySummon.h:40
Definition: boss_the_lich_king.cpp:330
Definition: icecrown_citadel.h:87
Definition: Creature.h:467
TempSummon * ToTempSummon()
Definition: Unit.h:2206
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
InstanceScript * _instance
Definition: boss_the_lich_king.cpp:1653
Definition: boss_the_lich_king.cpp:156
Definition: boss_the_lich_king.cpp:137
Definition: Unit.h:1305

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void npc_strangulate_vehicle::npc_strangulate_vehicleAI::IsSummonedBy ( Unit *  summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

1569  {
1570  me->SetFacingToObject(summoner);
1572  _events.Reset();
1575 
1576  // this will let us easily access all creatures of this entry on heroic mode when its time to teleport back
1578  lichKing->AI()->JustSummoned(me);
1579  }
Definition: boss_the_lich_king.cpp:264
void Reset()
Definition: EventMap.cpp:20
Definition: icecrown_citadel.h:87
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
void SetFacingToObject(WorldObject const *object)
Definition: Unit.cpp:15787
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
EventMap _events
Definition: boss_the_lich_king.cpp:1652
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
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
InstanceScript * _instance
Definition: boss_the_lich_king.cpp:1653
Definition: boss_the_lich_king.cpp:263
Definition: boss_the_lich_king.cpp:133

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void npc_strangulate_vehicle::npc_strangulate_vehicleAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1600  {
1601  UpdateVictim();
1602 
1603  _events.Update(diff);
1604 
1605  while (uint32 eventId = _events.ExecuteEvent())
1606  {
1607  switch (eventId)
1608  {
1609  case EVENT_TELEPORT:
1610  me->GetMotionMaster()->Clear(false);
1611  me->GetMotionMaster()->MoveIdle();
1612  if (TempSummon* summ = me->ToTempSummon())
1613  {
1614  if (Unit* summoner = summ->GetSummoner())
1615  {
1616  summoner->CastSpell((Unit*)NULL, SPELL_HARVEST_SOUL_VISUAL, true);
1617  summoner->ExitVehicle(summoner);
1618  if (!IsHeroic())
1619  summoner->CastSpell(summoner, SPELL_HARVEST_SOUL_TELEPORT, true);
1620  else
1621  {
1622  summoner->CastSpell(summoner, SPELL_HARVEST_SOULS_TELEPORT, true);
1623  summoner->RemoveAurasDueToSpell(HARVEST_SOUL, ObjectGuid::Empty, 0, AURA_REMOVE_BY_EXPIRE);
1624  }
1625  }
1626  }
1627 
1629  break;
1632  {
1633  if (me->GetExactDist(lichKing) > 10.0f)
1634  {
1635  Position pos = lichKing->GetNearPosition(float(rand_norm()) * 5.0f + 7.5f, lichKing->GetAngle(me));
1636  me->GetMotionMaster()->MovePoint(0, pos);
1637  }
1638  }
1639  break;
1640  case EVENT_DESPAWN_SELF:
1642  lichKing->AI()->SummonedCreatureDespawn(me);
1643  me->DespawnOrUnsummon(1);
1644  break;
1645  default:
1646  break;
1647  }
1648  }
1649  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Definition: boss_the_lich_king.cpp:264
static ObjectGuid const Empty
Definition: ObjectGuid.h:196
Definition: TemporarySummon.h:40
void MoveIdle()
Definition: MotionMaster.cpp:185
bool UpdateVictim()
Definition: CreatureAI.cpp:233
void Clear(bool reset=true)
Definition: MotionMaster.h:138
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: boss_the_lich_king.cpp:135
arena_t NULL
Definition: jemalloc_internal.h:624
Definition: icecrown_citadel.h:87
bool IsHeroic() const
Definition: ScriptedCreature.h:268
Definition: boss_the_lich_king.cpp:134
Definition: Creature.h:467
TempSummon * ToTempSummon()
Definition: Unit.h:2206
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
uint32_t uint32
Definition: Define.h:150
EventMap _events
Definition: boss_the_lich_king.cpp:1652
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
InstanceScript * _instance
Definition: boss_the_lich_king.cpp:1653
void Update(uint32 time)
Definition: EventMap.h:54
Definition: Unit.h:454
#define HARVEST_SOUL
Definition: boss_the_lich_king.cpp:189
double rand_norm()
Definition: Random.cpp:69
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
float GetExactDist(float x, float y, float z) const
Definition: Position.h:157
Definition: Position.h:27
Definition: boss_the_lich_king.cpp:265
Definition: boss_the_lich_king.cpp:263
Definition: Unit.h:1305
Definition: boss_the_lich_king.cpp:136

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Member Data Documentation

EventMap npc_strangulate_vehicle::npc_strangulate_vehicleAI::_events
private
InstanceScript* npc_strangulate_vehicle::npc_strangulate_vehicleAI::_instance
private

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