TrinityCore
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Modules Pages
npc_akama_shade::npc_akamaAI Struct Reference

Public Member Functions

 npc_akamaAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustDied (Unit *) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void EnterCombat (Unit *) override
 
void UpdateAI (uint32 diff) override
 
void sGossipSelect (Player *player, uint32, uint32 gossipListId) 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 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)
 
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
 
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 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 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

InstanceScriptinstance
 
EventMap events
 
bool StartChannel
 
bool ShadeHasDied
 
bool StartCombat
 
bool HasYelledOnce
 

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 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

npc_akama_shade::npc_akamaAI::npc_akamaAI ( Creature creature)
inline
409  : ScriptedAI(creature)
410  {
411  Initialize();
412  instance = creature->GetInstanceScript();
413  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
void Initialize()
Definition: boss_shade_of_akama.cpp:415
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:533

+ Here is the call graph for this function:

Member Function Documentation

void npc_akama_shade::npc_akamaAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

456  {
459  }
Definition: boss_shade_of_akama.cpp:111
Definition: boss_shade_of_akama.cpp:110
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap events
Definition: boss_shade_of_akama.cpp:534

+ Here is the call graph for this function:

void npc_akama_shade::npc_akamaAI::Initialize ( void  )
inline
416  {
417  StartChannel = false;
418  StartCombat = false;
419  HasYelledOnce = false;
420  ShadeHasDied = false;
421  }
bool HasYelledOnce
Definition: boss_shade_of_akama.cpp:538
bool StartCombat
Definition: boss_shade_of_akama.cpp:537
bool ShadeHasDied
Definition: boss_shade_of_akama.cpp:536
bool StartChannel
Definition: boss_shade_of_akama.cpp:535

+ Here is the caller graph for this function:

void npc_akama_shade::npc_akamaAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

434  {
436  if (Shade->IsAlive())
437  ENSURE_AI(boss_shade_of_akama::boss_shade_of_akamaAI, Shade->AI())->HasKilledAkama = true;
438  me->GetMotionMaster()->Clear(true);
440  }
void MoveIdle()
Definition: MotionMaster.cpp:185
void Clear(bool reset=true)
Definition: MotionMaster.h:138
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: black_temple.h:31
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: boss_shade_of_akama.cpp:158
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:533

+ Here is the call graph for this function:

void npc_akama_shade::npc_akamaAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

424  {
427  Initialize();
428 
431  }
Definition: Unit.h:735
Definition: boss_shade_of_akama.cpp:92
Definition: inflate.h:49
Definition: black_temple.h:31
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
void setFaction(uint32 faction)
Definition: Unit.h:1467
Creature *const me
Definition: CreatureAI.h:71
void Initialize()
Definition: boss_shade_of_akama.cpp:415
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_shade_of_akama.cpp:43
Definition: UpdateFields.h:135
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:227
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:533

+ Here is the call graph for this function:

void npc_akama_shade::npc_akamaAI::sGossipSelect ( Player player,
uint32  ,
uint32  gossipListId 
)
inlineoverridevirtual

Reimplemented from UnitAI.

523  {
524  if (gossipListId == 0)
525  {
526  player->CLOSE_GOSSIP_MENU();
527  StartChannel = true;
529  }
530  }
Definition: boss_shade_of_akama.cpp:107
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap events
Definition: boss_shade_of_akama.cpp:534
bool StartChannel
Definition: boss_shade_of_akama.cpp:535

+ Here is the call graph for this function:

void npc_akama_shade::npc_akamaAI::SpellHit ( Unit ,
SpellInfo const spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

443  {
444  if (spell->Id == SPELL_THREAT && !StartCombat)
445  {
450  Shade->RemoveAura(SPELL_AKAMA_SOUL_CHANNEL);
451  StartCombat = true;
452  }
453  }
Definition: boss_shade_of_akama.cpp:49
Definition: black_temple.h:31
Definition: Creature.h:467
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3442
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
bool StartCombat
Definition: boss_shade_of_akama.cpp:537
Definition: boss_shade_of_akama.cpp:44
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: Unit.h:560
Definition: Unit.h:691
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:533

+ Here is the call graph for this function:

void npc_akama_shade::npc_akamaAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

462  {
463  if (StartChannel)
464  {
465  events.Update(diff);
466 
467  while (uint32 eventId = events.ExecuteEvent())
468  {
469  switch (eventId)
470  {
471  case EVENT_SHADE_START:
475  me->SetWalk(true);
476  me->GetMotionMaster()->MovePoint(0, AkamaWP[0].x, AkamaWP[0].y, AkamaWP[0].z, false);
478  break;
479  case EVENT_SHADE_CHANNEL:
481  me->SetFacingTo(3.118662f);
486  break;
487  case EVENT_FIXATE:
489  StartChannel = false;
490  break;
491  default:
492  break;
493  }
494  }
495  }
496 
497  if (!UpdateVictim())
498  return;
499 
500  events.Update(diff);
501 
502  while (uint32 eventId = events.ExecuteEvent())
503  {
504  switch (eventId)
505  {
509  break;
513  break;
514  default:
515  break;
516  }
517  }
518 
520  }
Definition: Unit.h:735
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_shade_of_akama.cpp:107
void AddUnitState(uint32 f)
Definition: Unit.h:1394
Definition: boss_shade_of_akama.cpp:46
Definition: boss_shade_of_akama.cpp:108
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Definition: black_temple.h:31
G3D::Vector3 const AkamaWP[]
Definition: boss_shade_of_akama.cpp:143
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3442
Definition: boss_shade_of_akama.cpp:111
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
void setFaction(uint32 faction)
Definition: Unit.h:1467
Creature *const me
Definition: CreatureAI.h:71
void MovePoint(uint32 id, Position const &pos, bool generatePath=true)
Definition: MotionMaster.h:172
Definition: InstanceScript.h:59
G3D::int16 z
Definition: Vector3int16.h:46
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: boss_shade_of_akama.cpp:45
uint32_t uint32
Definition: Define.h:150
G3D::int16 y
Definition: Vector2int16.h:38
Definition: boss_shade_of_akama.cpp:110
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void SetFacingTo(float ori)
Definition: Unit.cpp:15777
Definition: boss_shade_of_akama.cpp:44
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:273
void Update(uint32 time)
Definition: EventMap.h:54
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
EventMap events
Definition: boss_shade_of_akama.cpp:534
bool StartChannel
Definition: boss_shade_of_akama.cpp:535
Definition: UpdateFields.h:109
Definition: boss_shade_of_akama.cpp:43
Definition: Unit.h:560
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
bool SetWalk(bool enable)
Definition: Unit.cpp:15800
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
Definition: Unit.h:691
Definition: UpdateFields.h:135
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
G3D::int16 x
Definition: Vector2int16.h:37
Definition: boss_shade_of_akama.cpp:109
InstanceScript * instance
Definition: boss_shade_of_akama.cpp:533
Definition: boss_shade_of_akama.cpp:47
Definition: boss_shade_of_akama.cpp:93

+ Here is the call graph for this function:

Member Data Documentation

EventMap npc_akama_shade::npc_akamaAI::events
private
bool npc_akama_shade::npc_akamaAI::HasYelledOnce
private
InstanceScript* npc_akama_shade::npc_akamaAI::instance
private
bool npc_akama_shade::npc_akamaAI::ShadeHasDied
private
bool npc_akama_shade::npc_akamaAI::StartChannel
private
bool npc_akama_shade::npc_akamaAI::StartCombat
private

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