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boss_warrior_toc5::boss_warrior_toc5AI Struct Reference

Public Member Functions

 boss_warrior_toc5AI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustReachedHome () override
 
void UpdateAI (uint32 uiDiff) override
 
void JustDied (Unit *) 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 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 ()
 
virtual void MovementInform (uint32, uint32)
 
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 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
 
uint8 uiPhase
 
uint32 uiPhaseTimer
 
uint32 uiBladeStormTimer
 
uint32 uiInterceptTimer
 
uint32 uiMortalStrikeTimer
 
bool bDone
 
bool bHome
 
- 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

boss_warrior_toc5::boss_warrior_toc5AI::boss_warrior_toc5AI ( Creature creature)
inline
318  : ScriptedAI(creature)
319  {
320  Initialize();
321  instance = creature->GetInstanceScript();
322 
323  bDone = false;
324  bHome = false;
325 
326  uiPhase = 0;
327  uiPhaseTimer = 0;
328 
330  // THIS IS A HACK, SHOULD BE REMOVED WHEN THE EVENT IS FULL SCRIPTED
332  }
bool bDone
Definition: boss_grand_champions.cpp:350
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
Definition: Unit.h:674
Definition: Unit.h:1129
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
uint8 uiPhase
Definition: boss_grand_champions.cpp:343
Definition: Unit.h:681
Creature *const me
Definition: CreatureAI.h:71
bool bHome
Definition: boss_grand_champions.cpp:351
void Initialize()
Definition: boss_grand_champions.cpp:334
InstanceScript * instance
Definition: boss_grand_champions.cpp:341
Definition: UpdateFields.h:109
uint32 uiPhaseTimer
Definition: boss_grand_champions.cpp:344
void SetReactState(ReactStates st)
Definition: Creature.h:502

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Member Function Documentation

void boss_warrior_toc5::boss_warrior_toc5AI::Initialize ( void  )
inline
335  {
336  uiBladeStormTimer = urand(15000, 20000);
337  uiInterceptTimer = 7000;
338  uiMortalStrikeTimer = urand(8000, 12000);
339  }
uint32 uiMortalStrikeTimer
Definition: boss_grand_champions.cpp:348
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint32 uiInterceptTimer
Definition: boss_grand_champions.cpp:347
uint32 uiBladeStormTimer
Definition: boss_grand_champions.cpp:346

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void boss_warrior_toc5::boss_warrior_toc5AI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

436  {
438  }
Definition: inflate.h:49
Definition: trial_of_the_champion.h:26
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
InstanceScript * instance
Definition: boss_grand_champions.cpp:341

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void boss_warrior_toc5::boss_warrior_toc5AI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

359  {
361 
362  if (!bHome)
363  return;
364 
365  uiPhaseTimer = 15000;
366  uiPhase = 1;
367 
368  bHome = false;
369  }
uint8 uiPhase
Definition: boss_grand_champions.cpp:343
bool bHome
Definition: boss_grand_champions.cpp:351
virtual void JustReachedHome()
Definition: CreatureAI.h:148
uint32 uiPhaseTimer
Definition: boss_grand_champions.cpp:344

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void boss_warrior_toc5::boss_warrior_toc5AI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

354  {
355  Initialize();
356  }
void Initialize()
Definition: boss_grand_champions.cpp:334

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void boss_warrior_toc5::boss_warrior_toc5AI::UpdateAI ( uint32  uiDiff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

372  {
374  {
375  bDone = true;
376 
378  me->SetHomePosition(739.678f, 662.541f, 412.393f, 4.49f);
380  me->SetHomePosition(746.71f, 661.02f, 411.69f, 4.6f);
382  me->SetHomePosition(754.34f, 660.70f, 412.39f, 4.79f);
383 
384  EnterEvadeMode();
385  bHome = true;
386  }
387 
388  if (uiPhaseTimer <= uiDiff)
389  {
390  if (uiPhase == 1)
391  {
393  uiPhase = 0;
394  }
395  }else uiPhaseTimer -= uiDiff;
396 
398  return;
399 
400  if (uiInterceptTimer <= uiDiff)
401  {
402  Map::PlayerList const& players = me->GetMap()->GetPlayers();
403  if (!players.isEmpty())
404  {
405  for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
406  {
407  Player* player = itr->GetSource();
408  if (player && !player->IsGameMaster() && me->IsInRange(player, 8.0f, 25.0f, false))
409  {
410  DoResetThreat();
411  me->AddThreat(player, 5.0f);
412  DoCast(player, SPELL_INTERCEPT);
413  break;
414  }
415  }
416  }
417  uiInterceptTimer = 7000;
418  } else uiInterceptTimer -= uiDiff;
419 
420  if (uiBladeStormTimer <= uiDiff)
421  {
423  uiBladeStormTimer = urand(15000, 20000);
424  } else uiBladeStormTimer -= uiDiff;
425 
426  if (uiMortalStrikeTimer <= uiDiff)
427  {
429  uiMortalStrikeTimer = urand(8000, 12000);
430  } else uiMortalStrikeTimer -= uiDiff;
431 
433  }
bool GrandChampionsOutVehicle(Creature *me)
Definition: boss_grand_champions.cpp:122
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
bool bDone
Definition: boss_grand_champions.cpp:350
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Map * GetMap() const
Definition: Object.h:543
Definition: trial_of_the_champion.h:46
void AggroAllPlayers(Creature *temp)
Definition: boss_grand_champions.cpp:96
MovementInfo m_movementInfo
Definition: Object.h:612
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:670
uint32 uiMortalStrikeTimer
Definition: boss_grand_champions.cpp:348
Definition: trial_of_the_champion.h:48
iterator begin()
Definition: MapRefManager.h:37
struct MovementInfo::TransportInfo transport
uint8 uiPhase
Definition: boss_grand_champions.cpp:343
Definition: trial_of_the_champion.h:47
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
bool bHome
Definition: boss_grand_champions.cpp:351
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_grand_champions.cpp:43
Definition: LinkedList.h:141
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
bool isEmpty() const
Definition: LinkedList.h:102
PlayerList const & GetPlayers() const
Definition: Map.h:433
Definition: boss_grand_champions.cpp:41
bool IsInRange(WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const
Definition: Object.cpp:1703
void DoResetThreat()
Definition: ScriptedCreature.cpp:248
ObjectGuid const & GetGUID() const
Definition: Object.h:105
InstanceScript * instance
Definition: boss_grand_champions.cpp:341
Definition: MapRefManager.h:26
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
uint32 uiInterceptTimer
Definition: boss_grand_champions.cpp:347
Definition: boss_grand_champions.cpp:44
ObjectGuid guid
Definition: Object.h:289
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
uint32 uiPhaseTimer
Definition: boss_grand_champions.cpp:344
uint32 uiBladeStormTimer
Definition: boss_grand_champions.cpp:346
bool IsEmpty() const
Definition: ObjectGuid.h:242
iterator end()
Definition: MapRefManager.h:38

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Member Data Documentation

bool boss_warrior_toc5::boss_warrior_toc5AI::bDone
bool boss_warrior_toc5::boss_warrior_toc5AI::bHome
InstanceScript* boss_warrior_toc5::boss_warrior_toc5AI::instance
uint32 boss_warrior_toc5::boss_warrior_toc5AI::uiBladeStormTimer
uint32 boss_warrior_toc5::boss_warrior_toc5AI::uiInterceptTimer
uint32 boss_warrior_toc5::boss_warrior_toc5AI::uiMortalStrikeTimer
uint8 boss_warrior_toc5::boss_warrior_toc5AI::uiPhase
uint32 boss_warrior_toc5::boss_warrior_toc5AI::uiPhaseTimer

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