TrinityCore
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Modules Pages
boss_ayamiss::boss_ayamissAI Struct Reference

Public Member Functions

 boss_ayamissAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustSummoned (Creature *who) override
 
void MovementInform (uint32 type, uint32 id) override
 
void EnterEvadeMode (EvadeReason why) override
 
void EnterCombat (Unit *attacker) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void JustDied (Unit *) override
 
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 IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted () const
 
virtual void JustRespawned ()
 
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 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

GuidList _swarmers
 
uint8 _phase
 
bool _enraged
 

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_ayamiss::boss_ayamissAI::boss_ayamissAI ( Creature *  creature)
inline
81  : BossAI(creature, DATA_AYAMISS)
82  {
83  Initialize();
84  }
void Initialize()
Definition: boss_ayamiss.cpp:86
Definition: ruins_of_ahnqiraj.h:29
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

+ Here is the call graph for this function:

Member Function Documentation

void boss_ayamiss::boss_ayamissAI::EnterCombat ( Unit *  attacker)
inlineoverridevirtual

Reimplemented from BossAI.

139  {
140  BossAI::EnterCombat(attacker);
141 
147 
148  me->SetCanFly(true);
149  me->SetDisableGravity(true);
151  }
Definition: boss_ayamiss.cpp:59
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
bool SetDisableGravity(bool disable, bool packetOnly=false)
Definition: Unit.cpp:15818
void EnterCombat(Unit *) override
Definition: ScriptedCreature.h:356
Definition: boss_ayamiss.cpp:40
const Position AyamissAirPos
Definition: boss_ayamiss.cpp:64
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
Definition: boss_ayamiss.cpp:37
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
bool SetCanFly(bool enable)
Definition: Unit.cpp:15899
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_ayamiss.cpp:41
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_ayamiss.cpp:38
Definition: boss_ayamiss.cpp:39

+ Here is the call graph for this function:

void boss_ayamiss::boss_ayamissAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

133  {
136  }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:560

+ Here is the call graph for this function:

void boss_ayamiss::boss_ayamissAI::Initialize ( void  )
inline
87  {
88  _phase = PHASE_AIR;
89  _enraged = false;
90  }
Definition: boss_ayamiss.cpp:53
bool _enraged
Definition: boss_ayamiss.cpp:239
uint8 _phase
Definition: boss_ayamiss.cpp:238

+ Here is the caller graph for this function:

void boss_ayamiss::boss_ayamissAI::JustSummoned ( Creature *  who)
inlineoverridevirtual

Reimplemented from BossAI.

100  {
101  switch (who->GetEntry())
102  {
103  case NPC_SWARMER:
104  _swarmers.push_back(who->GetGUID());
105  break;
106  case NPC_LARVA:
108  break;
109  case NPC_HORNET:
110  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
111  who->AI()->AttackStart(target);
112  break;
113  }
114  }
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
const Position AltarPos
Definition: boss_ayamiss.cpp:65
Definition: ruins_of_ahnqiraj.h:52
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
Definition: UnitAI.h:35
CreatureAI * AI() const
Definition: Creature.h:525
Definition: ruins_of_ahnqiraj.h:50
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_ayamiss.cpp:61
ObjectGuid const & GetGUID() const
Definition: Object.h:105
uint32 GetEntry() const
Definition: Object.h:107
Definition: Unit.h:1305
GuidList _swarmers
Definition: boss_ayamiss.cpp:237
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29
Definition: ruins_of_ahnqiraj.h:51

+ Here is the call graph for this function:

void boss_ayamiss::boss_ayamissAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

117  {
118  if (type == POINT_MOTION_TYPE)
119  {
120  switch (id)
121  {
122  case POINT_AIR:
124  break;
125  case POINT_GROUND:
127  break;
128  }
129  }
130  }
Definition: boss_ayamiss.cpp:59
void AddUnitState(uint32 f)
Definition: Unit.h:1394
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:560
Definition: boss_ayamiss.cpp:60
Definition: MotionMaster.h:46

+ Here is the call graph for this function:

void boss_ayamiss::boss_ayamissAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

93  {
94  _Reset();
95  Initialize();
96  SetCombatMovement(false);
97  }
void Initialize()
Definition: boss_ayamiss.cpp:86
void _Reset()
Definition: ScriptedCreature.cpp:457
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:382

+ Here is the call graph for this function:

void boss_ayamiss::boss_ayamissAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

154  {
155  if (!UpdateVictim())
156  return;
157 
158  events.Update(diff);
159 
160  if (_phase == PHASE_AIR && me->GetHealthPct() < 70.0f)
161  {
163  SetCombatMovement(true);
164  me->SetCanFly(false);
165  if (me->GetVictim())
166  {
167  Position VictimPos = me->EnsureVictim()->GetPosition();
168  me->GetMotionMaster()->MovePoint(POINT_GROUND, VictimPos);
169  }
170  DoResetThreat();
171  events.ScheduleEvent(EVENT_LASH, urand(5000, 8000));
172  events.ScheduleEvent(EVENT_TRASH, urand(3000, 6000));
174  }
175  else
176  {
178  }
179 
180  if (!_enraged && me->GetHealthPct() < 20.0f)
181  {
184  _enraged = true;
185  }
186 
187  while (uint32 eventId = events.ExecuteEvent())
188  {
189  switch (eventId)
190  {
191  case EVENT_STINGER_SPRAY:
194  break;
198  break;
199  case EVENT_PARALYZE:
200  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0, true))
201  {
202  DoCast(target, SPELL_PARALYZE);
203  instance->SetGuidData(DATA_PARALYZED, target->GetGUID());
204  uint8 Index = urand(0, 1);
206  }
208  break;
210  for (GuidList::iterator i = _swarmers.begin(); i != _swarmers.end(); ++i)
211  if (Creature* swarmer = me->GetMap()->GetCreature(*i))
212  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
213  swarmer->AI()->AttackStart(target);
214 
215  _swarmers.clear();
217  break;
219  {
223  break;
224  }
225  case EVENT_TRASH:
227  events.ScheduleEvent(EVENT_TRASH, urand(5000, 7000));
228  break;
229  case EVENT_LASH:
231  events.ScheduleEvent(EVENT_LASH, urand(8000, 15000));
232  break;
233  }
234  }
235  }
Definition: boss_ayamiss.cpp:31
Unit * EnsureVictim() const
Definition: Unit.h:1381
Definition: boss_ayamiss.cpp:53
const Position SwarmerPos
Definition: boss_ayamiss.cpp:67
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Map * GetMap() const
Definition: Object.h:543
Definition: boss_ayamiss.cpp:48
Definition: boss_ayamiss.cpp:26
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
bool _enraged
Definition: boss_ayamiss.cpp:239
Definition: boss_ayamiss.cpp:27
void CancelEvent(uint32 eventId)
Definition: EventMap.cpp:89
virtual void SetGuidData(uint32, ObjectGuid)
Definition: ZoneScript.h:45
Definition: Creature.h:467
Definition: boss_ayamiss.cpp:40
Definition: ruins_of_ahnqiraj.h:33
Definition: boss_ayamiss.cpp:54
Definition: boss_ayamiss.cpp:43
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
Definition: boss_ayamiss.cpp:29
Definition: boss_ayamiss.cpp:37
void GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const
Definition: Object.cpp:1799
Definition: UnitAI.h:35
Unit * GetVictim() const
Definition: Unit.h:1379
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
void GetPosition(float &x, float &y) const
Definition: Position.h:109
Definition: ruins_of_ahnqiraj.h:50
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
bool SetCanFly(bool enable)
Definition: Unit.cpp:15899
uint32_t uint32
Definition: Define.h:150
uint8 _phase
Definition: boss_ayamiss.cpp:238
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: Object.h:55
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:382
void Update(uint32 time)
Definition: EventMap.h:54
const Position LarvaPos[2]
Definition: boss_ayamiss.cpp:68
Definition: boss_ayamiss.cpp:28
void DoResetThreat()
Definition: ScriptedCreature.cpp:248
Definition: boss_ayamiss.cpp:41
Creature * GetCreature(ObjectGuid const &guid)
Definition: Map.cpp:3535
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
uint8_t uint8
Definition: Define.h:152
Definition: Position.h:27
EventMap events
Definition: ScriptedCreature.h:371
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_ayamiss.cpp:38
Definition: boss_ayamiss.cpp:42
Definition: boss_ayamiss.cpp:60
Definition: Unit.h:1305
Pos
Definition: boss_gothik.cpp:115
GuidList _swarmers
Definition: boss_ayamiss.cpp:237
Definition: boss_ayamiss.cpp:39
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346
InstanceScript *const instance
Definition: ScriptedCreature.h:340
Definition: boss_ayamiss.cpp:30
float GetHealthPct() const
Definition: Unit.h:1434
Definition: ruins_of_ahnqiraj.h:51

+ Here is the call graph for this function:

Member Data Documentation

bool boss_ayamiss::boss_ayamissAI::_enraged
private
uint8 boss_ayamiss::boss_ayamissAI::_phase
private
GuidList boss_ayamiss::boss_ayamissAI::_swarmers
private

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