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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)
 
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 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

InstanceScript * instance
 
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 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_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

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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

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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

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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

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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

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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

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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

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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

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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: