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boss_fankriss::boss_fankrissAI Struct Reference

Public Member Functions

 boss_fankrissAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void SummonSpawn (Unit *victim)
 
void EnterCombat (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)
 
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 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)
 

Public Attributes

uint32 MortalWound_Timer
 
uint32 SpawnHatchlings_Timer
 
uint32 SpawnSpawns_Timer
 
- 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 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

boss_fankriss::boss_fankrissAI::boss_fankrissAI ( Creature *  creature)
inline
56  : ScriptedAI(creature)
57  {
58  Initialize();
59  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: boss_fankriss.cpp:61

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Member Function Documentation

void boss_fankriss::boss_fankrissAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

105  {
106  }
void boss_fankriss::boss_fankrissAI::Initialize ( void  )
inline
62  {
63  MortalWound_Timer = urand(10000, 15000);
64  SpawnHatchlings_Timer = urand(6000, 12000);
65  SpawnSpawns_Timer = urand(15000, 45000);
66  }
uint32 SpawnHatchlings_Timer
Definition: boss_fankriss.cpp:69
uint32 SpawnSpawns_Timer
Definition: boss_fankriss.cpp:70
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint32 MortalWound_Timer
Definition: boss_fankriss.cpp:68

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void boss_fankriss::boss_fankrissAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

73  {
74  Initialize();
75  }
void Initialize()
Definition: boss_fankriss.cpp:61

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void boss_fankriss::boss_fankrissAI::SummonSpawn ( Unit *  victim)
inline
78  {
79  if (!victim)
80  return;
81 
82  int Rand = 10 + (rand32() % 10);
83  float RandX = 0.f;
84  float RandY = 0.f;
85 
86  switch (rand32() % 2)
87  {
88  case 0: RandX = 0.0f - Rand; break;
89  case 1: RandX = 0.0f + Rand; break;
90  }
91 
92  Rand = 10 + (rand32() % 10);
93  switch (rand32() % 2)
94  {
95  case 0: RandY = 0.0f - Rand; break;
96  case 1: RandY = 0.0f + Rand; break;
97  }
98  Rand = 0;
99  Creature* Spawn = DoSpawnCreature(15630, RandX, RandY, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
100  if (Spawn)
101  Spawn->AI()->AttackStart(victim);
102  }
G3D::Vector3 const Spawn[]
Definition: boss_headless_horseman.cpp:123
Definition: Creature.h:467
CreatureAI * AI() const
Definition: Creature.h:525
Creature * DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
Definition: ScriptedCreature.cpp:177
uint32 rand32()
Definition: Random.cpp:64
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29

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void boss_fankriss::boss_fankrissAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

109  {
110  //Return since we have no target
111  if (!UpdateVictim())
112  return;
113 
114  //MortalWound_Timer
115  if (MortalWound_Timer <= diff)
116  {
118  MortalWound_Timer = urand(10000, 20000);
119  } else MortalWound_Timer -= diff;
120 
121  //Summon 1-3 Spawns of Fankriss at random time.
122  if (SpawnSpawns_Timer <= diff)
123  {
124  switch (urand(0, 2))
125  {
126  case 0:
128  break;
129  case 1:
132  break;
133  case 2:
137  break;
138  }
139  SpawnSpawns_Timer = urand(30000, 60000);
140  } else SpawnSpawns_Timer -= diff;
141 
142  // Teleporting Random Target to one of the three tunnels and spawn 4 hatchlings near the gamer.
143  //We will only telport if fankriss has more than 3% of hp so teleported gamers can always loot.
144  if (HealthAbovePct(3))
145  {
146  if (SpawnHatchlings_Timer <= diff)
147  {
148  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true))
149  {
150  DoCast(target, SPELL_ROOT);
151 
152  if (DoGetThreat(target))
153  DoModifyThreatPercent(target, -100);
154 
155  Creature* Hatchling = nullptr;
156  switch (urand(0, 2))
157  {
158  case 0:
159  DoTeleportPlayer(target, -8106.0142f, 1289.2900f, -74.419533f, 5.112f);
160  Hatchling = me->SummonCreature(15962, target->GetPositionX()-3, target->GetPositionY()-3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
161  if (Hatchling)
162  Hatchling->AI()->AttackStart(target);
163  Hatchling = me->SummonCreature(15962, target->GetPositionX()-3, target->GetPositionY()+3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
164  if (Hatchling)
165  Hatchling->AI()->AttackStart(target);
166  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()-5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
167  if (Hatchling)
168  Hatchling->AI()->AttackStart(target);
169  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()+5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
170  if (Hatchling)
171  Hatchling->AI()->AttackStart(target);
172  break;
173  case 1:
174  DoTeleportPlayer(target, -7990.135354f, 1155.1907f, -78.849319f, 2.608f);
175  Hatchling = me->SummonCreature(15962, target->GetPositionX() - 3, target->GetPositionY() - 3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
176  if (Hatchling)
177  Hatchling->AI()->AttackStart(target);
178  Hatchling = me->SummonCreature(15962, target->GetPositionX()-3, target->GetPositionY()+3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
179  if (Hatchling)
180  Hatchling->AI()->AttackStart(target);
181  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()-5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
182  if (Hatchling)
183  Hatchling->AI()->AttackStart(target);
184  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()+5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
185  if (Hatchling)
186  Hatchling->AI()->AttackStart(target);
187  break;
188  case 2:
189  DoTeleportPlayer(target, -8159.7753f, 1127.9064f, -76.868660f, 0.675f);
190  Hatchling = me->SummonCreature(15962, target->GetPositionX() - 3, target->GetPositionY() - 3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
191  if (Hatchling)
192  Hatchling->AI()->AttackStart(target);
193  Hatchling = me->SummonCreature(15962, target->GetPositionX()-3, target->GetPositionY()+3, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
194  if (Hatchling)
195  Hatchling->AI()->AttackStart(target);
196  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()-5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
197  if (Hatchling)
198  Hatchling->AI()->AttackStart(target);
199  Hatchling = me->SummonCreature(15962, target->GetPositionX()-5, target->GetPositionY()+5, target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000);
200  if (Hatchling)
201  Hatchling->AI()->AttackStart(target);
202  break;
203  }
204  }
205  SpawnHatchlings_Timer = urand(45000, 60000);
206  } else SpawnHatchlings_Timer -= diff;
207  }
208 
210  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
bool HealthAbovePct(uint32 pct) const
Definition: ScriptedCreature.h:248
uint32 SpawnHatchlings_Timer
Definition: boss_fankriss.cpp:69
Definition: Creature.h:467
uint32 SpawnSpawns_Timer
Definition: boss_fankriss.cpp:70
Creature *const me
Definition: CreatureAI.h:71
float DoGetThreat(Unit *unit)
Definition: ScriptedCreature.cpp:266
Definition: UnitAI.h:35
void DoModifyThreatPercent(Unit *unit, int32 pct)
Definition: ScriptedCreature.cpp:273
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
CreatureAI * AI() const
Definition: Creature.h:525
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
void SummonSpawn(Unit *victim)
Definition: boss_fankriss.cpp:77
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void DoTeleportPlayer(Unit *unit, float x, float y, float z, float o)
Definition: ScriptedCreature.cpp:292
Definition: boss_fankriss.cpp:38
Definition: boss_fankriss.cpp:37
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
uint32 MortalWound_Timer
Definition: boss_fankriss.cpp:68
Definition: Unit.h:1305
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346

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Member Data Documentation

uint32 boss_fankriss::boss_fankrissAI::MortalWound_Timer
uint32 boss_fankriss::boss_fankrissAI::SpawnHatchlings_Timer
uint32 boss_fankriss::boss_fankrissAI::SpawnSpawns_Timer

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