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npc_lorekeeper::npc_lorekeeperAI Struct Reference

Public Member Functions

 npc_lorekeeperAI (Creature *creature)
 
void DoAction (int32 action) override
 
void sGossipSelect (Player *player, uint32 menuId, uint32 gossipListId) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
virtual void UpdateAI (uint32 diff) 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 Reset () override
 
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)
 
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 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

InstanceScript * _instance
 

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

npc_lorekeeper::npc_lorekeeperAI::npc_lorekeeperAI ( Creature *  creature)
inline
1219  : ScriptedAI(creature)
1220  {
1221  _instance = creature->GetInstanceScript();
1222  }
InstanceScript * _instance
Definition: boss_flame_leviathan.cpp:1265
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540

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Member Function Documentation

void npc_lorekeeper::npc_lorekeeperAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1225  {
1226  // Start encounter
1227  if (action == ACTION_SPAWN_VEHICLES)
1228  {
1229  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1231  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1233  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1235  }
1236  }
Position const PosSiege[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:182
Definition: boss_flame_leviathan.cpp:136
Position const PosDemolisher[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:200
Definition: boss_flame_leviathan.cpp:137
Position const PosChopper[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:191
Creature * DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Definition: CreatureAI.cpp:377
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:293
Definition: Object.h:59
uint8_t uint8
Definition: Define.h:152
Definition: boss_flame_leviathan.cpp:173
Definition: boss_flame_leviathan.cpp:138

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void npc_lorekeeper::npc_lorekeeperAI::sGossipSelect ( Player *  player,
uint32  menuId,
uint32  gossipListId 
)
inlineoverridevirtual
Todo:
delorah->AI()->Talk(xxxx, brann->GetGUID()); when reached at branz

Reimplemented from UnitAI.

1239  {
1240  if (menuId == GOSSIP_MENU_LORE_KEEPER && gossipListId == GOSSIP_OPTION_LORE_KEEPER)
1241  {
1243  player->PlayerTalkClass->SendCloseGossip();
1244  _instance->instance->LoadGrid(364, -16); // make sure leviathan is loaded
1245 
1247  {
1248  leviathan->AI()->DoAction(ACTION_START_HARD_MODE);
1249  me->SetVisible(false);
1250  DoAction(ACTION_SPAWN_VEHICLES); // spawn the vehicles
1251  if (Creature* delorah = _instance->GetCreature(DATA_DELLORAH))
1252  {
1254  {
1255  brann->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
1256  delorah->GetMotionMaster()->MovePoint(0, brann->GetPositionX() - 4, brann->GetPositionY(), brann->GetPositionZ());
1258  }
1259  }
1260  }
1261  }
1262  }
InstanceScript * _instance
Definition: boss_flame_leviathan.cpp:1265
Definition: Unit.h:735
void LoadGrid(float x, float y)
Definition: Map.cpp:508
Creature * GetCreature(uint32 type)
Definition: InstanceScript.h:180
Definition: ulduar.h:404
Definition: ulduar.h:32
Definition: Creature.h:467
void DoAction(int32 action) override
Definition: boss_flame_leviathan.cpp:1224
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void SetVisible(bool x)
Definition: Unit.cpp:10368
Definition: ulduar.h:406
Map * instance
Definition: InstanceScript.h:148
Definition: boss_flame_leviathan.cpp:1208
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: boss_flame_leviathan.cpp:1209
Creature * GetCreature(ObjectGuid const &guid)
Definition: Map.cpp:3535
Definition: boss_flame_leviathan.cpp:172
Definition: UpdateFields.h:135
Definition: boss_flame_leviathan.cpp:173

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Member Data Documentation

InstanceScript* npc_lorekeeper::npc_lorekeeperAI::_instance
private

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