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npc_enchanted_elemental::npc_enchanted_elementalAI Struct Reference

Public Member Functions

 npc_enchanted_elementalAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void MoveInLineOfSight (Unit *) 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 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 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
 
uint32 Move
 
uint32 Phase
 
float X
 
float Y
 
float Z
 
ObjectGuid VashjGUID
 
- 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)
 
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_enchanted_elemental::npc_enchanted_elementalAI::npc_enchanted_elementalAI ( Creature creature)
inline
563  : ScriptedAI(creature)
564  {
565  Initialize();
566  instance = creature->GetInstanceScript();
567  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
void Initialize()
Definition: boss_lady_vashj.cpp:569
InstanceScript * instance
Definition: boss_lady_vashj.cpp:579

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Member Function Documentation

void npc_enchanted_elemental::npc_enchanted_elementalAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

606 { }
void npc_enchanted_elemental::npc_enchanted_elementalAI::Initialize ( void  )
inline
570  {
571  Move = 0;
572  Phase = 1;
573 
574  X = ElementWPPos[0][0];
575  Y = ElementWPPos[0][1];
576  Z = ElementWPPos[0][2];
577  }
float Z
Definition: boss_lady_vashj.cpp:582
float ElementWPPos[8][3]
Definition: boss_lady_vashj.cpp:90
float Y
Definition: boss_lady_vashj.cpp:582
uint32 Move
Definition: boss_lady_vashj.cpp:580
Phase
Definition: boss_kiljaeden.cpp:153
float X
Definition: boss_lady_vashj.cpp:582

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void npc_enchanted_elemental::npc_enchanted_elementalAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

608 { }
void npc_enchanted_elemental::npc_enchanted_elementalAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

587  {
588  me->SetSpeed(MOVE_WALK, 0.6f); // walk
589  me->SetSpeed(MOVE_RUN, 0.6f); // run
590  Initialize();
591 
592  //search for nearest waypoint (up on stairs)
593  for (uint32 i = 1; i < 8; ++i)
594  {
595  if (me->GetDistance(ElementWPPos[i][0], ElementWPPos[i][1], ElementWPPos[i][2]) < me->GetDistance(X, Y, Z))
596  {
597  X = ElementWPPos[i][0];
598  Y = ElementWPPos[i][1];
599  Z = ElementWPPos[i][2];
600  }
601  }
602 
604  }
ObjectGuid VashjGUID
Definition: boss_lady_vashj.cpp:584
Definition: Unit.h:599
float Z
Definition: boss_lady_vashj.cpp:582
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1594
void Initialize()
Definition: boss_lady_vashj.cpp:569
uint32_t uint32
Definition: Define.h:150
Definition: serpent_shrine.h:39
Definition: Unit.h:600
float ElementWPPos[8][3]
Definition: boss_lady_vashj.cpp:90
float Y
Definition: boss_lady_vashj.cpp:582
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:10531
float X
Definition: boss_lady_vashj.cpp:582
InstanceScript * instance
Definition: boss_lady_vashj.cpp:579

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void npc_enchanted_elemental::npc_enchanted_elementalAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

612  {
613  if (!VashjGUID)
614  return;
615 
616  if (Move <= diff)
617  {
618  me->SetWalk(true);
619  if (Phase == 1)
620  me->GetMotionMaster()->MovePoint(0, X, Y, Z);
621  if (Phase == 1 && me->IsWithinDist3d(X, Y, Z, 0.1f))
622  Phase = 2;
623  if (Phase == 2)
624  {
626  Phase = 3;
627  }
628  if (Phase == 3)
629  {
633  }
635  if (!vashj->IsInCombat() || ENSURE_AI(boss_lady_vashj::boss_lady_vashjAI, vashj->AI())->Phase != 2 || vashj->isDead())
636  me->KillSelf();
637  Move = 1000;
638  } else Move -= diff;
639  }
void KillSelf(bool durabilityLoss=true)
Definition: Unit.h:1515
ObjectGuid VashjGUID
Definition: boss_lady_vashj.cpp:584
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: Creature.h:467
Definition: boss_lady_vashj.cpp:146
#define MIDDLE_Z
Definition: boss_lady_vashj.cpp:66
Definition: boss_lady_vashj.cpp:44
float Z
Definition: boss_lady_vashj.cpp:582
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
bool IsWithinDist3d(float x, float y, float z, float dist) const
Definition: Object.cpp:1638
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
#define MIDDLE_Y
Definition: boss_lady_vashj.cpp:65
bool SetWalk(bool enable)
Definition: Unit.cpp:15800
float Y
Definition: boss_lady_vashj.cpp:582
#define MIDDLE_X
Definition: boss_lady_vashj.cpp:64
uint32 Move
Definition: boss_lady_vashj.cpp:580
Phase
Definition: boss_kiljaeden.cpp:153
float X
Definition: boss_lady_vashj.cpp:582

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Member Data Documentation

InstanceScript* npc_enchanted_elemental::npc_enchanted_elementalAI::instance
uint32 npc_enchanted_elemental::npc_enchanted_elementalAI::Move
uint32 npc_enchanted_elemental::npc_enchanted_elementalAI::Phase
ObjectGuid npc_enchanted_elemental::npc_enchanted_elementalAI::VashjGUID
float npc_enchanted_elemental::npc_enchanted_elementalAI::X
float npc_enchanted_elemental::npc_enchanted_elementalAI::Y
float npc_enchanted_elemental::npc_enchanted_elementalAI::Z

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