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boss_balinda::boss_balindaAI Struct Reference

Public Member Functions

 boss_balindaAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustSummoned (Creature *summoned) override
 
void SummonedCreatureDespawn (Creature *summoned) override
 
void JustDied (Unit *) override
 
void DoAction (int32 actionId) override
 
void DamageTaken (Unit *, uint32 &damage) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
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
 
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
 
SummonList summons
 
ObjectGuid WaterElementalGUID
 
bool HasCastIceblock
 

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

boss_balinda::boss_balindaAI::boss_balindaAI ( Creature *  creature)
inline
61  : ScriptedAI(creature), summons(me)
62  {
63  Initialize();
64  }
void Initialize()
Definition: boss_balinda.cpp:66
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
Creature *const me
Definition: CreatureAI.h:71
SummonList summons
Definition: boss_balinda.cpp:179

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Member Function Documentation

void boss_balinda::boss_balindaAI::DamageTaken ( Unit *  ,
uint32 &  damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

115  {
116  if (me->HealthBelowPctDamaged(40, damage) && !HasCastIceblock)
117  {
119  HasCastIceblock = true;
120  }
121  }
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1431
Creature *const me
Definition: CreatureAI.h:71
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_balinda.cpp:28
bool HasCastIceblock
Definition: boss_balinda.cpp:181

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void boss_balinda::boss_balindaAI::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

109  {
110  if (actionId == ACTION_BUFF_YELL)
111  Talk(SAY_AGGRO);
112  }
Definition: boss_balinda.cpp:33
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_balinda.cpp:40

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void boss_balinda::boss_balindaAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

80  {
81  Talk(SAY_AGGRO);
88  }
Definition: boss_balinda.cpp:51
Definition: boss_balinda.cpp:33
Definition: boss_balinda.cpp:50
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
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
EventMap events
Definition: boss_balinda.cpp:178
Definition: boss_balinda.cpp:47
Definition: Common.h:103
Definition: boss_balinda.cpp:46
Definition: boss_balinda.cpp:49
Definition: boss_balinda.cpp:48

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void boss_balinda::boss_balindaAI::Initialize ( void  )
inline
67  {
69  HasCastIceblock = false;
70  }
ObjectGuid WaterElementalGUID
Definition: boss_balinda.cpp:180
void Clear()
Definition: ObjectGuid.h:215
bool HasCastIceblock
Definition: boss_balinda.cpp:181

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void boss_balinda::boss_balindaAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

104  {
106  }
void DespawnAll()
Definition: ScriptedCreature.cpp:66
SummonList summons
Definition: boss_balinda.cpp:179

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void boss_balinda::boss_balindaAI::JustSummoned ( Creature *  summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

91  {
92  summoned->AI()->AttackStart(SelectTarget(SELECT_TARGET_RANDOM, 0, 50, true));
93  summoned->setFaction(me->getFaction());
94  WaterElementalGUID = summoned->GetGUID();
95  summons.Summon(summoned);
96  }
uint32 getFaction() const
Definition: Unit.h:1466
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:92
void setFaction(uint32 faction)
Definition: Unit.h:1467
Creature *const me
Definition: CreatureAI.h:71
Definition: UnitAI.h:35
ObjectGuid WaterElementalGUID
Definition: boss_balinda.cpp:180
CreatureAI * AI() const
Definition: Creature.h:525
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
SummonList summons
Definition: boss_balinda.cpp:179
ObjectGuid const & GetGUID() const
Definition: Object.h:105
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29

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void boss_balinda::boss_balindaAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

73  {
74  Initialize();
75  events.Reset();
77  }
void Initialize()
Definition: boss_balinda.cpp:66
void DespawnAll()
Definition: ScriptedCreature.cpp:66
void Reset()
Definition: EventMap.cpp:20
EventMap events
Definition: boss_balinda.cpp:178
SummonList summons
Definition: boss_balinda.cpp:179

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void boss_balinda::boss_balindaAI::SummonedCreatureDespawn ( Creature *  summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

99  {
100  summons.Despawn(summoned);
101  }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:93
SummonList summons
Definition: boss_balinda.cpp:179

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void boss_balinda::boss_balindaAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

124  {
125  if (!UpdateVictim())
126  return;
127 
128  events.Update(diff);
129 
131  return;
132 
133  while (uint32 eventId = events.ExecuteEvent())
134  {
135  switch (eventId)
136  {
140  break;
141  case EVENT_CONE_OF_COLD:
144  break;
145  case EVENT_FIREBOLT:
148  break;
149  case EVENT_FROSTBOLT:
152  break;
154  if (summons.empty())
157  break;
158  case EVENT_CHECK_RESET:
159  if (me->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
160  {
161  EnterEvadeMode();
162  Talk(SAY_EVADE);
163  }
165  if (elemental->GetDistance2d(me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY()) > 50)
166  elemental->AI()->EnterEvadeMode();
168  break;
169  default:
170  break;
171  }
172  }
173 
175  }
Definition: boss_balinda.cpp:27
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:565
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
Definition: Creature.h:467
Definition: boss_balinda.cpp:51
Definition: boss_balinda.cpp:34
Definition: boss_balinda.cpp:25
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid WaterElementalGUID
Definition: boss_balinda.cpp:180
Definition: boss_balinda.cpp:50
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_balinda.cpp:26
uint32_t uint32
Definition: Define.h:150
Definition: boss_balinda.cpp:23
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
Definition: boss_balinda.cpp:24
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void Update(uint32 time)
Definition: EventMap.h:54
EventMap events
Definition: boss_balinda.cpp:178
SummonList summons
Definition: boss_balinda.cpp:179
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1612
Definition: boss_balinda.cpp:47
Definition: Common.h:103
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: boss_balinda.cpp:46
bool empty() const
Definition: ScriptedCreature.h:82
Definition: boss_balinda.cpp:49
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:672
Definition: boss_balinda.cpp:48

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Member Data Documentation

EventMap boss_balinda::boss_balindaAI::events
private
bool boss_balinda::boss_balindaAI::HasCastIceblock
private
SummonList boss_balinda::boss_balindaAI::summons
private
ObjectGuid boss_balinda::boss_balindaAI::WaterElementalGUID
private

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