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npc_anubarak_spike::npc_anubarak_spikeAI Struct Reference

Public Member Functions

 npc_anubarak_spikeAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
bool CanAIAttack (Unit const *victim) const override
 
void EnterCombat (Unit *who) override
 
void DamageTaken (Unit *, uint32 &uiDamage) override
 
void UpdateAI (uint32 diff) override
 
void MoveInLineOfSight (Unit *pWho) override
 
void StartChase (Unit *who)
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
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)
 
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 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

uint32 _phaseSwitchTimer
 
PursuingSpikesPhases _phase
 

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)
 
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_anubarak_spike::npc_anubarak_spikeAI::npc_anubarak_spikeAI ( Creature *  creature)
inline
682  : ScriptedAI(creature)
683  {
684  Initialize();
685  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: boss_anubarak_trial.cpp:687

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Member Function Documentation

bool npc_anubarak_spike::npc_anubarak_spikeAI::CanAIAttack ( Unit const *  victim) const
inlineoverridevirtual

Reimplemented from UnitAI.

701  {
702  return victim->GetTypeId() == TYPEID_PLAYER;
703  }
Definition: ObjectGuid.h:33

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void npc_anubarak_spike::npc_anubarak_spikeAI::DamageTaken ( Unit *  ,
uint32 &  uiDamage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

715  {
716  uiDamage = 0;
717  }
void npc_anubarak_spike::npc_anubarak_spikeAI::EnterCombat ( Unit *  who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

706  {
707  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
708  {
709  StartChase(target);
710  Talk(EMOTE_SPIKE, who);
711  }
712  }
Definition: boss_anubarak_trial.cpp:43
Definition: UnitAI.h:35
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
void StartChase(Unit *who)
Definition: boss_anubarak_trial.cpp:804
Definition: Unit.h:1305

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void npc_anubarak_spike::npc_anubarak_spikeAI::Initialize ( void  )
inline
688  {
690  _phaseSwitchTimer = 1;
691  }
Definition: boss_anubarak_trial.cpp:132
PursuingSpikesPhases _phase
Definition: boss_anubarak_trial.cpp:819
uint32 _phaseSwitchTimer
Definition: boss_anubarak_trial.cpp:818

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void npc_anubarak_spike::npc_anubarak_spikeAI::MoveInLineOfSight ( Unit *  pWho)
inlineoverridevirtual

Reimplemented from CreatureAI.

764  {
765  if (!pWho)
766  return;
767 
768  if (pWho->GetEntry() != NPC_FROST_SPHERE)
769  return;
770 
771  if (_phase == PHASE_NO_MOVEMENT)
772  return;
773 
774  if (me->IsWithinDist(pWho, 7.0f))
775  {
776  switch (_phase)
777  {
778  case PHASE_IMPALE_NORMAL:
780  break;
781  case PHASE_IMPALE_MIDDLE:
783  break;
784  case PHASE_IMPALE_FAST:
786  break;
787  default:
788  break;
789  }
790 
791  me->CastSpell(me, SPELL_SPIKE_FAIL, true);
792 
794 
795  // After the spikes hit the icy surface they can't move for about ~5 seconds
798  SetCombatMovement(false);
800  me->GetMotionMaster()->Clear();
801  }
802  }
Definition: boss_anubarak_trial.cpp:103
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Definition: boss_anubarak_trial.cpp:132
void MoveIdle()
Definition: MotionMaster.cpp:185
void Clear(bool reset=true)
Definition: MotionMaster.h:138
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: boss_anubarak_trial.cpp:102
PursuingSpikesPhases _phase
Definition: boss_anubarak_trial.cpp:819
Definition: boss_anubarak_trial.cpp:133
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) const
Definition: Object.cpp:1658
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_anubarak_trial.cpp:101
Definition: boss_anubarak_trial.cpp:134
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:382
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint32 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3586
Creature * ToCreature()
Definition: Object.h:194
Definition: Common.h:103
Definition: boss_anubarak_trial.cpp:135
Definition: boss_anubarak_trial.cpp:48
uint32 GetEntry() const
Definition: Object.h:107
uint32 _phaseSwitchTimer
Definition: boss_anubarak_trial.cpp:818
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:869
Definition: boss_anubarak_trial.cpp:99

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void npc_anubarak_spike::npc_anubarak_spikeAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

694  {
695  Initialize();
696  // make sure the spike has everyone on threat list
698  }
Creature *const me
Definition: CreatureAI.h:71
void Initialize()
Definition: boss_anubarak_trial.cpp:687
void SetInCombatWithZone()
Definition: Creature.cpp:2299

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void npc_anubarak_spike::npc_anubarak_spikeAI::StartChase ( Unit *  who)
inline
805  {
806  DoCast(who, SPELL_MARK);
807  me->SetSpeed(MOVE_RUN, 0.5f);
808  // make sure the Spine will really follow the one he should
812  me->GetMotionMaster()->Clear(true);
813  me->GetMotionMaster()->MoveChase(who);
814  me->TauntApply(who);
815  }
void addThreat(Unit *victim, float threat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: ThreatManager.cpp:406
void Clear(bool reset=true)
Definition: MotionMaster.h:138
void MoveChase(Unit *target, float dist=0.0f, float angle=0.0f)
Definition: MotionMaster.cpp:241
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
T max(const T &x, const T &y)
Definition: g3dmath.h:320
Creature *const me
Definition: CreatureAI.h:71
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void clearReferences()
Definition: ThreatManager.cpp:396
Definition: boss_anubarak_trial.cpp:62
Definition: Unit.h:600
ThreatManager & getThreatManager()
Definition: Unit.h:1998
void SetInCombatWithZone()
Definition: Creature.cpp:2299
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:10531
void TauntApply(Unit *victim)
Definition: Unit.cpp:10709

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void npc_anubarak_spike::npc_anubarak_spikeAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

720  {
721  if (!UpdateVictim())
722  {
723  me->DisappearAndDie();
724  return;
725  }
726 
727  if (_phaseSwitchTimer)
728  {
729  if (_phaseSwitchTimer <= diff)
730  {
731  switch (_phase)
732  {
733  case PHASE_NO_MOVEMENT:
737  if (Unit* target2 = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
738  {
739  StartChase(target2);
740  Talk(EMOTE_SPIKE, target2);
741  }
743  return;
744  case PHASE_IMPALE_NORMAL:
748  return;
749  case PHASE_IMPALE_MIDDLE:
752  _phaseSwitchTimer = 0;
753  return;
754  default:
755  return;
756  }
757  }
758  else
759  _phaseSwitchTimer -= diff;
760  }
761  }
Definition: boss_anubarak_trial.cpp:132
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_anubarak_trial.cpp:43
Definition: boss_anubarak_trial.cpp:102
PursuingSpikesPhases _phase
Definition: boss_anubarak_trial.cpp:819
Definition: boss_anubarak_trial.cpp:100
Definition: boss_anubarak_trial.cpp:133
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_anubarak_trial.cpp:101
Definition: UnitAI.h:35
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_anubarak_trial.cpp:134
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: Common.h:103
Definition: boss_anubarak_trial.cpp:135
void StartChase(Unit *who)
Definition: boss_anubarak_trial.cpp:804
uint32 _phaseSwitchTimer
Definition: boss_anubarak_trial.cpp:818
Definition: Unit.h:1305
void DisappearAndDie()
Definition: Creature.cpp:256
Definition: boss_anubarak_trial.cpp:99

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Member Data Documentation

PursuingSpikesPhases npc_anubarak_spike::npc_anubarak_spikeAI::_phase
private
uint32 npc_anubarak_spike::npc_anubarak_spikeAI::_phaseSwitchTimer
private

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