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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)
 
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 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)
 

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 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

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: