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npc_anubisath_sentinel::aqsentinelAI Struct Reference

Public Member Functions

void selectAbility (int asel)
 
 aqsentinelAI (Creature *creature)
 
void Initialize ()
 
void ClearBuddyList ()
 
void AddBuddyToList (ObjectGuid CreatureGUID)
 
void GiveBuddyMyList (Creature *c)
 
void SendMyListToBuddies ()
 
void CallBuddiesToAttack (Unit *who)
 
void AddSentinelsNear (Unit *)
 
int pickAbilityRandom (bool *chosenAbilities)
 
void GetOtherSentinels (Unit *who)
 
void Reset () override
 
void GainSentinelAbility (uint32 id)
 
void EnterCombat (Unit *who) 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
 
virtual void UpdateAI (uint32 diff) 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 ability
 
int abselected
 
ObjectGuid NearbyGUID [3]
 
bool gatherOthersWhenAggro
 
- 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

npc_anubisath_sentinel::aqsentinelAI::aqsentinelAI ( Creature *  creature)
inline
93  : ScriptedAI(creature)
94  {
95  Initialize();
96  abselected = 0; // just initialization of variable
97  ability = 0;
98  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: mob_anubisath_sentinel.cpp:100
uint32 ability
Definition: mob_anubisath_sentinel.cpp:74
int abselected
Definition: mob_anubisath_sentinel.cpp:75

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Member Function Documentation

void npc_anubisath_sentinel::aqsentinelAI::AddBuddyToList ( ObjectGuid  CreatureGUID)
inline
116  {
117  if (CreatureGUID == me->GetGUID())
118  return;
119 
120  for (int i=0; i<3; ++i)
121  {
122  if (NearbyGUID[i] == CreatureGUID)
123  return;
124  if (!NearbyGUID[i])
125  {
126  NearbyGUID[i] = CreatureGUID;
127  return;
128  }
129  }
130  }
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
ObjectGuid const & GetGUID() const
Definition: Object.h:105

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void npc_anubisath_sentinel::aqsentinelAI::AddSentinelsNear ( Unit *  )
inline
166  {
167  std::list<Creature*> assistList;
168  me->GetCreatureListWithEntryInGrid(assistList, 15264, 70.0f);
169 
170  if (assistList.empty())
171  return;
172 
173  for (std::list<Creature*>::const_iterator iter = assistList.begin(); iter != assistList.end(); ++iter)
174  AddBuddyToList((*iter)->GetGUID());
175  }
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2483
Creature *const me
Definition: CreatureAI.h:71
void AddBuddyToList(ObjectGuid CreatureGUID)
Definition: mob_anubisath_sentinel.cpp:115

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void npc_anubisath_sentinel::aqsentinelAI::CallBuddiesToAttack ( Unit *  who)
inline
149  {
150  for (int32 i = 0; i < 3; ++i)
151  {
153  if (c)
154  {
155  if (!c->IsInCombat())
156  {
157  c->SetNoCallAssistance(true);
158  if (c->AI())
159  c->AI()->AttackStart(who);
160  }
161  }
162  }
163  }
void SetNoCallAssistance(bool val)
Definition: Creature.h:618
bool IsInCombat() const
Definition: Unit.h:1584
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
CreatureAI * AI() const
Definition: Creature.h:525
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
int32_t int32
Definition: Define.h:146
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29

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void npc_anubisath_sentinel::aqsentinelAI::ClearBuddyList ( )
inline
109  {
110  NearbyGUID[0].Clear();
111  NearbyGUID[1].Clear();
112  NearbyGUID[2].Clear();
113  }
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
void Clear()
Definition: ObjectGuid.h:215

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void npc_anubisath_sentinel::aqsentinelAI::EnterCombat ( Unit *  who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

247  {
249  GetOtherSentinels(who);
250 
252  DoZoneInCombat();
253  }
bool gatherOthersWhenAggro
Definition: mob_anubisath_sentinel.cpp:221
void DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
Definition: CreatureAI.cpp:47
uint32 ability
Definition: mob_anubisath_sentinel.cpp:74
void GainSentinelAbility(uint32 id)
Definition: mob_anubisath_sentinel.cpp:241
void GetOtherSentinels(Unit *who)
Definition: mob_anubisath_sentinel.cpp:193

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void npc_anubisath_sentinel::aqsentinelAI::GainSentinelAbility ( uint32  id)
inline
242  {
243  me->AddAura(id, me);
244  }
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:14463
Creature *const me
Definition: CreatureAI.h:71

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void npc_anubisath_sentinel::aqsentinelAI::GetOtherSentinels ( Unit *  who)
inline
194  {
195  bool chosenAbilities[9];
196  memset(chosenAbilities, 0, sizeof(chosenAbilities));
197  selectAbility(pickAbilityRandom(chosenAbilities));
198 
199  ClearBuddyList();
201  int bli;
202  for (bli = 0; bli < 3; ++bli)
203  {
204  if (!NearbyGUID[bli])
205  break;
206 
208  if (!pNearby)
209  break;
210 
211  AddSentinelsNear(pNearby);
212  ENSURE_AI(aqsentinelAI, pNearby->AI())->gatherOthersWhenAggro = false;
213  ENSURE_AI(aqsentinelAI, pNearby->AI())->selectAbility(pickAbilityRandom(chosenAbilities));
214  }
215  /*if (bli < 3)
216  DoYell("I dont have enough buddies.", LANG_NEUTRAL, 0);*/
218  CallBuddiesToAttack(who);
219  }
bool gatherOthersWhenAggro
Definition: mob_anubisath_sentinel.cpp:221
int pickAbilityRandom(bool *chosenAbilities)
Definition: mob_anubisath_sentinel.cpp:177
void selectAbility(int asel)
Definition: mob_anubisath_sentinel.cpp:77
void SendMyListToBuddies()
Definition: mob_anubisath_sentinel.cpp:141
Definition: Creature.h:467
aqsentinelAI(Creature *creature)
Definition: mob_anubisath_sentinel.cpp:93
Creature *const me
Definition: CreatureAI.h:71
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
CreatureAI * AI() const
Definition: Creature.h:525
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
void CallBuddiesToAttack(Unit *who)
Definition: mob_anubisath_sentinel.cpp:148
void ClearBuddyList()
Definition: mob_anubisath_sentinel.cpp:108
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void AddSentinelsNear(Unit *)
Definition: mob_anubisath_sentinel.cpp:165

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void npc_anubisath_sentinel::aqsentinelAI::GiveBuddyMyList ( Creature *  c)
inline
133  {
134  aqsentinelAI* cai = ENSURE_AI(aqsentinelAI, (c)->AI());
135  for (int32 i = 0; i < 3; ++i)
136  if (!NearbyGUID[i].IsEmpty() && NearbyGUID[i] != c->GetGUID())
137  cai->AddBuddyToList(NearbyGUID[i]);
138  cai->AddBuddyToList(me->GetGUID());
139  }
aqsentinelAI(Creature *creature)
Definition: mob_anubisath_sentinel.cpp:93
Creature *const me
Definition: CreatureAI.h:71
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
int32_t int32
Definition: Define.h:146
ObjectGuid const & GetGUID() const
Definition: Object.h:105

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void npc_anubisath_sentinel::aqsentinelAI::Initialize ( void  )
inline
101  {
102  ClearBuddyList();
103  gatherOthersWhenAggro = true;
104  }
bool gatherOthersWhenAggro
Definition: mob_anubisath_sentinel.cpp:221
void ClearBuddyList()
Definition: mob_anubisath_sentinel.cpp:108

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void npc_anubisath_sentinel::aqsentinelAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

256  {
257  for (int ni = 0; ni < 3; ++ni)
258  {
260  if (!sent)
261  continue;
262  if (sent->isDead())
263  continue;
264  sent->ModifyHealth(int32(sent->CountPctFromMaxHealth(50)));
266  }
267  }
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:10216
Definition: Creature.h:467
aqsentinelAI(Creature *creature)
Definition: mob_anubisath_sentinel.cpp:93
Creature *const me
Definition: CreatureAI.h:71
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
CreatureAI * AI() const
Definition: Creature.h:525
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
uint32 ability
Definition: mob_anubisath_sentinel.cpp:74
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
bool isDead() const
Definition: Unit.h:1694
void GainSentinelAbility(uint32 id)
Definition: mob_anubisath_sentinel.cpp:241
int32_t int32
Definition: g3dmath.h:167
uint32 CountPctFromMaxHealth(int32 pct) const
Definition: Unit.h:1435

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int npc_anubisath_sentinel::aqsentinelAI::pickAbilityRandom ( bool *  chosenAbilities)
inline
178  {
179  for (int t = 0; t < 2; ++t)
180  {
181  for (int i = !t ? (rand32()%9) : 0; i < 9; ++i)
182  {
183  if (!chosenAbilities[i])
184  {
185  chosenAbilities[i] = true;
186  return i;
187  }
188  }
189  }
190  return 0; // should never happen
191  }
uint32 rand32()
Definition: Random.cpp:64

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void npc_anubisath_sentinel::aqsentinelAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

224  {
225  if (!me->isDead())
226  {
227  for (int i = 0; i < 3; ++i)
228  {
229  if (!NearbyGUID[i])
230  continue;
231  if (Creature* pNearby = ObjectAccessor::GetCreature(*me, NearbyGUID[i]))
232  {
233  if (pNearby->isDead())
234  pNearby->Respawn();
235  }
236  }
237  }
238  Initialize();
239  }
void Initialize()
Definition: mob_anubisath_sentinel.cpp:100
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
bool isDead() const
Definition: Unit.h:1694

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void npc_anubisath_sentinel::aqsentinelAI::selectAbility ( int  asel)
inline
78  {
79  switch (asel)
80  {
81  case 0: ability = SPELL_MENDING_BUFF;break;
82  case 1: ability = SPELL_KNOCK_BUFF;break;
83  case 2: ability = SPELL_MANAB_BUFF;break;
84  case 3: ability = SPELL_REFLECTAF_BUFF;break;
85  case 4: ability = SPELL_REFLECTSFr_BUFF;break;
86  case 5: ability = SPELL_THORNS_BUFF;break;
87  case 6: ability = SPELL_THUNDER_BUFF;break;
88  case 7: ability = SPELL_MSTRIKE_BUFF;break;
89  case 8: ability = SPELL_STORM_BUFF;break;
90  }
91  }
Definition: mob_anubisath_sentinel.cpp:45
Definition: mob_anubisath_sentinel.cpp:48
Definition: mob_anubisath_sentinel.cpp:58
Definition: mob_anubisath_sentinel.cpp:49
Definition: mob_anubisath_sentinel.cpp:41
Definition: mob_anubisath_sentinel.cpp:43
Definition: mob_anubisath_sentinel.cpp:55
uint32 ability
Definition: mob_anubisath_sentinel.cpp:74
Definition: mob_anubisath_sentinel.cpp:50
Definition: mob_anubisath_sentinel.cpp:52

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void npc_anubisath_sentinel::aqsentinelAI::SendMyListToBuddies ( )
inline
142  {
143  for (int32 i = 0; i < 3; ++i)
144  if (Creature* pNearby = ObjectAccessor::GetCreature(*me, NearbyGUID[i]))
145  GiveBuddyMyList(pNearby);
146  }
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:106
int32_t int32
Definition: Define.h:146
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void GiveBuddyMyList(Creature *c)
Definition: mob_anubisath_sentinel.cpp:132

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Member Data Documentation

uint32 npc_anubisath_sentinel::aqsentinelAI::ability
int npc_anubisath_sentinel::aqsentinelAI::abselected
bool npc_anubisath_sentinel::aqsentinelAI::gatherOthersWhenAggro
ObjectGuid npc_anubisath_sentinel::aqsentinelAI::NearbyGUID[3]

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