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npc_shield_orb::npc_shield_orbAI Struct Reference

Public Member Functions

 npc_shield_orbAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void UpdateAI (uint32 diff) override
 
void MovementInform (uint32 type, uint32) 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 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)
 
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 ()
 
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 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
 
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)
 

Public Attributes

InstanceScriptinstance
 
bool bPointReached
 
bool bClockwise
 
uint32 uiTimer
 
uint32 uiCheckTimer
 
float x
 
float y
 
float r
 
float c
 
float mx
 
float my
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

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 ()
 
- 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

npc_shield_orb::npc_shield_orbAI::npc_shield_orbAI ( Creature creature)
inline
1197  : ScriptedAI(creature)
1198  {
1199  Initialize();
1200  instance = creature->GetInstanceScript();
1201  x = 0.f;
1202  y = 0.f;
1203  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
float x
Definition: boss_kiljaeden.cpp:1223
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
float y
Definition: boss_kiljaeden.cpp:1223
InstanceScript * instance
Definition: boss_kiljaeden.cpp:1217
void Initialize()
Definition: boss_kiljaeden.cpp:1205

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Member Function Documentation

void npc_shield_orb::npc_shield_orbAI::Initialize ( void  )
inline
1206  {
1207  bPointReached = true;
1208  uiTimer = urand(500, 1000);
1209  uiCheckTimer = 1000;
1210  r = 17;
1211  c = 0;
1212  mx = ShieldOrbLocations[0][0];
1213  my = ShieldOrbLocations[0][1];
1214  bClockwise = roll_chance_i(50);
1215  }
float c
Definition: boss_kiljaeden.cpp:1223
float mx
Definition: boss_kiljaeden.cpp:1223
bool bPointReached
Definition: boss_kiljaeden.cpp:1219
uint32 uiTimer
Definition: boss_kiljaeden.cpp:1221
uint32 uiCheckTimer
Definition: boss_kiljaeden.cpp:1222
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
bool roll_chance_i(int chance)
Definition: Random.h:53
float ShieldOrbLocations[4][2]
Definition: boss_kiljaeden.cpp:192
float r
Definition: boss_kiljaeden.cpp:1223
float my
Definition: boss_kiljaeden.cpp:1223
bool bClockwise
Definition: boss_kiljaeden.cpp:1220

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void npc_shield_orb::npc_shield_orbAI::MovementInform ( uint32  type,
uint32   
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1270  {
1271  if (type != POINT_MOTION_TYPE)
1272  return;
1273 
1274  bPointReached = true;
1275  }
bool bPointReached
Definition: boss_kiljaeden.cpp:1219
Definition: MotionMaster.h:46
void npc_shield_orb::npc_shield_orbAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1226  {
1227  me->SetDisableGravity(true);
1228  Initialize();
1229  }
bool SetDisableGravity(bool disable, bool packetOnly=false)
Definition: Unit.cpp:15818
Creature *const me
Definition: CreatureAI.h:71
void Initialize()
Definition: boss_kiljaeden.cpp:1205

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void npc_shield_orb::npc_shield_orbAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1232  {
1233  if (bPointReached)
1234  {
1235  if (bClockwise)
1236  {
1237  y = my - r * std::sin(c);
1238  x = mx - r * std::cos(c);
1239  }
1240  else
1241  {
1242  y = my + r * std::sin(c);
1243  x = mx + r * std::cos(c);
1244  }
1245  bPointReached = false;
1246  uiCheckTimer = 1000;
1248  c += float(M_PI)/32;
1249  if (c >= 2 * float(M_PI)) c = 0;
1250  }
1251  else
1252  {
1253  if (uiCheckTimer <= diff)
1254  {
1256  bPointReached = true;
1257  }
1258  else uiCheckTimer -= diff;
1259  }
1260 
1261  if (uiTimer <= diff)
1262  {
1264  DoCast(random, SPELL_SHADOW_BOLT, false);
1265  uiTimer = urand(500, 1000);
1266  } else uiTimer -= diff;
1267  }
float c
Definition: boss_kiljaeden.cpp:1223
float mx
Definition: boss_kiljaeden.cpp:1223
float x
Definition: boss_kiljaeden.cpp:1223
#define SHIELD_ORB_Z
Definition: boss_kiljaeden.cpp:151
bool bPointReached
Definition: boss_kiljaeden.cpp:1219
#define M_PI
Definition: Common.h:163
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
float y
Definition: boss_kiljaeden.cpp:1223
uint32 uiTimer
Definition: boss_kiljaeden.cpp:1221
void DoTeleportTo(float x, float y, float z, uint32 time=0)
Definition: ScriptedCreature.cpp:280
InstanceScript * instance
Definition: boss_kiljaeden.cpp:1217
uint32 uiCheckTimer
Definition: boss_kiljaeden.cpp:1222
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
TC_GAME_API Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:184
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: sunwell_plateau.h:53
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_kiljaeden.cpp:108
float r
Definition: boss_kiljaeden.cpp:1223
float my
Definition: boss_kiljaeden.cpp:1223
bool bClockwise
Definition: boss_kiljaeden.cpp:1220
Definition: Unit.h:1305

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Member Data Documentation

bool npc_shield_orb::npc_shield_orbAI::bClockwise
bool npc_shield_orb::npc_shield_orbAI::bPointReached
float npc_shield_orb::npc_shield_orbAI::c
InstanceScript* npc_shield_orb::npc_shield_orbAI::instance
float npc_shield_orb::npc_shield_orbAI::mx
float npc_shield_orb::npc_shield_orbAI::my
float npc_shield_orb::npc_shield_orbAI::r
uint32 npc_shield_orb::npc_shield_orbAI::uiCheckTimer
uint32 npc_shield_orb::npc_shield_orbAI::uiTimer
float npc_shield_orb::npc_shield_orbAI::x
float npc_shield_orb::npc_shield_orbAI::y

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