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npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI Struct Reference

Public Member Functions

 npc_green_dragon_combat_triggerAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *target) override
 
void AttackStart (Unit *target) override
 
bool CanAIAttack (Unit const *target) const override
 
void JustReachedHome () override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
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 SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
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 void InitializeAI ()
 
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)
 

Private Attributes

bool _evadeCheck
 

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 BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _EnterCombat ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _DespawnAtEvade ()
 
void TeleportCheaters ()
 
- 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 BossAI
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
CreatureBoundary const_boundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Constructor & Destructor Documentation

npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::npc_green_dragon_combat_triggerAI ( Creature creature)
inline
503  : BossAI(creature, DATA_VALITHRIA_DREAMWALKER), _evadeCheck(false)
504  {
505  }
Definition: icecrown_citadel.h:85
bool _evadeCheck
Definition: boss_valithria_dreamwalker.cpp:584
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

Member Function Documentation

void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::AttackStart ( Unit target)
inlineoverridevirtual

Reimplemented from ScriptedAI.

530  {
531  if (target->GetTypeId() == TYPEID_PLAYER)
532  BossAI::AttackStart(target);
533  }
TypeID GetTypeId() const
Definition: Object.h:113
Definition: ObjectGuid.h:33
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:117

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bool npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::CanAIAttack ( Unit const target) const
inlineoverridevirtual

Reimplemented from BossAI.

536  {
537  return target->GetTypeId() == TYPEID_PLAYER;
538  }
Definition: ObjectGuid.h:33

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void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

547  {
548  if (action == ACTION_DEATH)
549  {
552  }
553  }
EventProcessor m_Events
Definition: Unit.h:1948
Definition: icecrown_citadel.h:85
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.cpp:88
Definition: boss_valithria_dreamwalker.cpp:147
Creature *const me
Definition: CreatureAI.h:71
Definition: InstanceScript.h:58
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:95
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
Definition: boss_valithria_dreamwalker.cpp:215
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::EnterCombat ( Unit target)
inlineoverridevirtual

Reimplemented from BossAI.

514  {
516  {
517  EnterEvadeMode();
519  return;
520  }
521 
522  me->setActive(true);
523  DoZoneInCombat();
526  valithria->AI()->DoAction(ACTION_ENTER_COMBAT);
527  }
void DoCastSpellOnPlayers(uint32 spell)
Definition: InstanceScript.cpp:558
Definition: icecrown_citadel.h:85
void setActive(bool isActiveObject)
Definition: Object.cpp:1473
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
void DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
Definition: CreatureAI.cpp:47
Definition: Creature.h:467
Definition: boss_valithria_dreamwalker.cpp:145
Player * ToPlayer()
Definition: Object.h:191
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: InstanceScript.h:59
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
virtual bool CheckRequiredBosses(uint32, Player const *=nullptr) const
Definition: InstanceScript.h:236
Definition: icecrown_citadel.h:63
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from BossAI.

541  {
544  }
Definition: boss_valithria_dreamwalker.cpp:147
void _JustReachedHome()
Definition: ScriptedCreature.h:366
void DoAction(int32 action) override
Definition: boss_valithria_dreamwalker.cpp:546

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void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

508  {
509  _Reset();
511  }
Definition: Unit.h:1129
Creature *const me
Definition: CreatureAI.h:71
void _Reset()
Definition: ScriptedCreature.cpp:457
void SetReactState(ReactStates st)
Definition: Creature.h:502

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void npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::UpdateAI ( uint32  )
inlineoverridevirtual

Reimplemented from BossAI.

556  {
557  if (!me->IsInCombat())
558  return;
559 
560  // @TODO check out of bounds on all encounter creatures, evade if matched
561 
562  std::list<HostileReference*> const& threatList = me->getThreatManager().getThreatList();
563  if (threatList.empty())
564  {
565  EnterEvadeMode();
566  return;
567  }
568 
569  // check evade every second tick
570  _evadeCheck ^= true;
571  if (!_evadeCheck)
572  return;
573 
574  // check if there is any player on threatlist, if not - evade
575  for (std::list<HostileReference*>::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
576  if (Unit* target = (*itr)->getTarget())
577  if (target->GetTypeId() == TYPEID_PLAYER)
578  return; // found any player, return
579 
580  EnterEvadeMode();
581  }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
bool IsInCombat() const
Definition: Unit.h:1584
ThreatContainer::StorageType const & getThreatList() const
Definition: ThreatManager.h:263
Creature *const me
Definition: CreatureAI.h:71
bool _evadeCheck
Definition: boss_valithria_dreamwalker.cpp:584
Definition: ObjectGuid.h:33
ThreatManager & getThreatManager()
Definition: Unit.h:1998
Definition: Unit.h:1305

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Member Data Documentation

bool npc_green_dragon_combat_trigger::npc_green_dragon_combat_triggerAI::_evadeCheck
private

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