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npc_stalagg::npc_stalaggAI Struct Reference

Public Member Functions

 npc_stalaggAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void BeginResetEncounter ()
 
void ResetEncounter ()
 
void DoAction (int32 action) override
 
void KilledUnit (Unit *victim) override
 
void EnterCombat (Unit *who) override
 
void DamageTaken (Unit *, uint32 &damage) override
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
void UpdateAI (uint32 uiDiff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void JustDied (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 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)
 

Private Member Functions

Creature * myCoil ()
 
GameObject * myCoilGO ()
 

Private Attributes

InstanceScript * instance
 
uint32 powerSurgeTimer
 
ObjectGuid _myCoil
 
ObjectGuid _myCoilGO
 
bool isOverloading
 
bool refreshBeam
 
bool isFeignDeath
 

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_stalagg::npc_stalaggAI::npc_stalaggAI ( Creature *  creature)
inline
456  {
457  Initialize();
458  instance = creature->GetInstanceScript();
460  }
CreatureBoundary const * GetBossBoundary(uint32 id) const
Definition: InstanceScript.h:229
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
static ObjectGuid const Empty
Definition: ObjectGuid.h:196
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
bool isFeignDeath
Definition: boss_thaddius.cpp:705
Definition: naxxramas.h:36
InstanceScript * instance
Definition: boss_thaddius.cpp:697
bool refreshBeam
Definition: boss_thaddius.cpp:704
ObjectGuid _myCoil
Definition: boss_thaddius.cpp:701
bool isOverloading
Definition: boss_thaddius.cpp:703
ObjectGuid _myCoilGO
Definition: boss_thaddius.cpp:702
void Initialize()
Definition: boss_thaddius.cpp:462
void SetBoundary(CreatureBoundary const *boundary)
Definition: CreatureAI.h:83

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Member Function Documentation

void npc_stalagg::npc_stalaggAI::BeginResetEncounter ( )
inline
489  {
490  if (GameObject* coil = myCoilGO())
491  coil->SetGoState(GO_STATE_READY);
493  me->setActive(false);
494  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
GameObject * myCoilGO()
Definition: boss_thaddius.cpp:683
void setActive(bool isActiveObject)
Definition: Object.cpp:1473
Creature *const me
Definition: CreatureAI.h:71
Definition: GameObject.h:880
Definition: GameObject.h:823

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void npc_stalagg::npc_stalaggAI::DamageTaken ( Unit *  ,
uint32 &  damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

580  {
581  if (damage < me->GetHealth())
582  return;
583 
584  if (isFeignDeath) // don't take damage while feigning death
585  {
586  damage = 0;
587  return;
588  }
589 
590  isFeignDeath = true;
591  isOverloading = false;
592 
595  thaddius->AI()->DoAction(ACTION_STALAGG_DIED);
596 
598  me->RemoveAllAuras();
600  me->AttackStop();
601  me->StopMoving();
603 
604  damage = 0;
605 
606  // force beam refresh as we just removed auras
607  refreshBeam = true;
608  }
bool AttackStop()
Definition: Unit.cpp:7337
Definition: Unit.h:214
void RemoveAllAuras()
Definition: Unit.cpp:3920
Definition: Unit.h:1129
bool isFeignDeath
Definition: boss_thaddius.cpp:705
InstanceScript * instance
Definition: boss_thaddius.cpp:697
Definition: Creature.h:467
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
bool refreshBeam
Definition: boss_thaddius.cpp:704
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: boss_thaddius.cpp:41
bool isOverloading
Definition: boss_thaddius.cpp:703
Definition: boss_thaddius.cpp:90
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: naxxramas.h:74
Definition: UpdateFields.h:109
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
Definition: Unit.cpp:12772
void StopMoving()
-------—End of Pet responses methods-------—
Definition: Unit.cpp:12743
void SetReactState(ReactStates st)
Definition: Creature.h:502
Definition: Unit.h:698

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void npc_stalagg::npc_stalaggAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

503  {
504  switch (action)
505  {
508  break;
510  ResetEncounter();
511  break;
513  break;
515  if (!isFeignDeath)
516  break;
517 
518  me->SetFullHealth();
523  isFeignDeath = false;
524 
525  refreshBeam = true; // force beam refresh
526 
528  if (feugen->GetVictim())
529  {
530  me->AddThreat(feugen->EnsureVictim(), 0.0f);
531  me->SetInCombatWith(feugen->EnsureVictim());
532  }
533  break;
534  case ACTION_TRANSITION:
535  me->KillSelf(); // true death
537 
538  if (Creature* coil = myCoil())
539  {
540  coil->CastStop();
541  coil->AI()->Talk(EMOTE_TESLA_OVERLOAD);
542  }
543  break;
544  case ACTION_TRANSITION_2:
545  if (Creature* coil = myCoil())
547  coil->CastSpell(thaddius, SPELL_SHOCK_VISUAL);
548  break;
549  case ACTION_TRANSITION_3:
550  if (GameObject* coil = myCoilGO())
551  coil->SetGoState(GO_STATE_READY);
552  break;
553  default:
554  break;
555  }
556  }
Definition: Unit.h:207
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Definition: boss_thaddius.cpp:51
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
Definition: boss_thaddius.cpp:39
void KillSelf(bool durabilityLoss=true)
Definition: Unit.h:1515
Definition: Unit.h:1131
GameObject * myCoilGO()
Definition: boss_thaddius.cpp:683
void BeginResetEncounter()
Definition: boss_thaddius.cpp:488
Definition: boss_thaddius.cpp:49
Definition: boss_thaddius.cpp:47
bool isFeignDeath
Definition: boss_thaddius.cpp:705
InstanceScript * instance
Definition: boss_thaddius.cpp:697
Definition: Creature.h:467
Definition: boss_thaddius.cpp:94
Definition: boss_thaddius.cpp:38
bool refreshBeam
Definition: boss_thaddius.cpp:704
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void ResetEncounter()
Definition: boss_thaddius.cpp:496
Definition: boss_thaddius.cpp:52
Definition: GameObject.h:880
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: naxxramas.h:74
Definition: boss_thaddius.cpp:91
Definition: GameObject.h:823
Creature * myCoil()
Definition: boss_thaddius.cpp:666
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: boss_thaddius.cpp:50
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
Definition: Unit.cpp:12772
Definition: naxxramas.h:76
Definition: boss_thaddius.cpp:138
void SetFullHealth()
Definition: Unit.h:1440
void SetReactState(ReactStates st)
Definition: Creature.h:502
Definition: Unit.h:698
void SetInCombatWith(Unit *enemy)
Definition: Unit.cpp:9840

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void npc_stalagg::npc_stalaggAI::EnterCombat ( Unit *  who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

565  {
567 
569  thaddius->AI()->DoAction(ACTION_STALAGG_AGGRO);
570 
572  if (!feugen->IsInCombat())
573  {
574  feugen->AddThreat(who, 0.0f);
575  feugen->SetInCombatWith(who);
576  }
577  }
InstanceScript * instance
Definition: boss_thaddius.cpp:697
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: boss_thaddius.cpp:45
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: naxxramas.h:74
Definition: boss_thaddius.cpp:82
Definition: naxxramas.h:76

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void npc_stalagg::npc_stalaggAI::Initialize ( void  )
inline
463  {
464  if (GameObject* coil = myCoilGO())
465  coil->SetGoState(GO_STATE_ACTIVE);
466 
467  // if the encounter reset while feigning death
471  isOverloading = false;
472  isFeignDeath = false;
473 
474  // force tesla coil state refresh
475  refreshBeam = true;
476 
478  }
Definition: Unit.h:207
Definition: Unit.h:1131
GameObject * myCoilGO()
Definition: boss_thaddius.cpp:683
bool isFeignDeath
Definition: boss_thaddius.cpp:705
bool refreshBeam
Definition: boss_thaddius.cpp:704
Creature *const me
Definition: CreatureAI.h:71
bool isOverloading
Definition: boss_thaddius.cpp:703
Definition: GameObject.h:880
uint32 powerSurgeTimer
Definition: boss_thaddius.cpp:699
Definition: GameObject.h:822
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: Common.h:103
void SetStandState(UnitStandStateType state, uint32 animKitID=0)
Definition: Unit.cpp:12772
void SetReactState(ReactStates st)
Definition: Creature.h:502
Definition: Unit.h:698

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void npc_stalagg::npc_stalaggAI::KilledUnit ( Unit *  victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

559  {
560  if (victim->GetTypeId() == TYPEID_PLAYER)
562  }
Definition: boss_thaddius.cpp:83
TypeID GetTypeId() const
Definition: Object.h:113
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: ObjectGuid.h:33

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Creature* npc_stalagg::npc_stalaggAI::myCoil ( )
inlineprivate
667  {
668  Creature* coil = nullptr;
669  if (!_myCoil.IsEmpty())
671  if (!coil)
672  {
673  coil = me->FindNearestCreature(NPC_TESLA, 1000.0f, true);
674  if (coil)
675  {
676  _myCoil = coil->GetGUID();
678  }
679  }
680  return coil;
681  }
Definition: naxxramas.h:100
Definition: Unit.h:1129
Definition: Creature.h:467
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2443
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid _myCoil
Definition: boss_thaddius.cpp:701
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
ObjectGuid const & GetGUID() const
Definition: Object.h:105
void SetReactState(ReactStates st)
Definition: Creature.h:502
bool IsEmpty() const
Definition: ObjectGuid.h:242

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GameObject* npc_stalagg::npc_stalaggAI::myCoilGO ( )
inlineprivate
684  {
685  GameObject* coil = nullptr;
686  if (!_myCoilGO.IsEmpty())
688  if (!coil)
689  {
691  if (coil)
692  _myCoilGO = coil->GetGUID();
693  }
694  return coil;
695  }
GameObject * FindNearestGameObject(uint32 entry, float range) const
Definition: Object.cpp:2452
Creature *const me
Definition: CreatureAI.h:71
ObjectGuid _myCoilGO
Definition: boss_thaddius.cpp:702
Definition: GameObject.h:880
ObjectGuid const & GetGUID() const
Definition: Object.h:105
TC_GAME_API GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:143
Definition: naxxramas.h:152
bool IsEmpty() const
Definition: ObjectGuid.h:242

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void npc_stalagg::npc_stalaggAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

481  {
482  if (isFeignDeath || !me->IsAlive())
483  return;
485  thaddius->AI()->DoAction(ACTION_STALAGG_RESET);
486  }
bool isFeignDeath
Definition: boss_thaddius.cpp:705
InstanceScript * instance
Definition: boss_thaddius.cpp:697
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
bool IsAlive() const
Definition: Unit.h:1692
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: naxxramas.h:74
Definition: boss_thaddius.cpp:43

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void npc_stalagg::npc_stalaggAI::ResetEncounter ( )
inline
497  {
498  me->Respawn(true);
499  Initialize();
500  }
Creature *const me
Definition: CreatureAI.h:71
void Initialize()
Definition: boss_thaddius.cpp:462
void Respawn(bool force=false)
Definition: Creature.cpp:1697

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void npc_stalagg::npc_stalaggAI::SpellHit ( Unit *  caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

611  {
612  if (!caster)
613  return;
614  if (spell->Id != SPELL_STALAGG_TESLA_PERIODIC)
615  return;
616  if (!isFeignDeath && me->IsInCombat() && !me->GetHomePosition().IsInDist(me, OVERLOAD_DISTANCE))
617  {
618  if (!isOverloading)
619  {
620  isOverloading = true;
622  if (Creature* creatureCaster = caster->ToCreature())
623  creatureCaster->AI()->Talk(EMOTE_TESLA_LINK_BREAKS);
625  }
626  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
627  {
628  caster->CastStop(SPELL_TESLA_SHOCK);
629  caster->CastSpell(target, SPELL_TESLA_SHOCK,true);
630  }
631  }
632  else if (isOverloading || refreshBeam)
633  {
634  isOverloading = false;
635  refreshBeam = false;
636  caster->CastStop();
637  caster->CastSpell(me, SPELL_STALAGG_CHAIN_VISUAL, true);
639  }
640  }
bool isFeignDeath
Definition: boss_thaddius.cpp:705
bool IsInCombat() const
Definition: Unit.h:1584
Definition: Creature.h:467
Definition: boss_thaddius.cpp:112
void CastStop(uint32 except_spellid=0)
Definition: Unit.cpp:862
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:3442
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Definition: Unit.h:681
bool refreshBeam
Definition: boss_thaddius.cpp:704
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_thaddius.cpp:102
Definition: UnitAI.h:35
bool isOverloading
Definition: boss_thaddius.cpp:703
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_thaddius.cpp:93
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Creature * ToCreature()
Definition: Object.h:194
Definition: boss_thaddius.cpp:117
Definition: boss_thaddius.cpp:101
Definition: Unit.h:1305
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:869
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:672

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void npc_stalagg::npc_stalaggAI::UpdateAI ( uint32  uiDiff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

643  {
644  if (!isFeignDeath)
645  if (!UpdateVictim())
646  return;
647 
648  if (powerSurgeTimer <= uiDiff)
649  {
650  if (isFeignDeath) // delay until potential revive
651  powerSurgeTimer = 0u;
652  else
653  {
656  }
657  }
658  else
659  powerSurgeTimer -= uiDiff;
660 
661  if (!isFeignDeath)
663  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
bool isFeignDeath
Definition: boss_thaddius.cpp:705
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_thaddius.cpp:99
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
uint32 powerSurgeTimer
Definition: boss_thaddius.cpp:699
Definition: Common.h:103
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49

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Member Data Documentation

ObjectGuid npc_stalagg::npc_stalaggAI::_myCoil
private
ObjectGuid npc_stalagg::npc_stalaggAI::_myCoilGO
private
InstanceScript* npc_stalagg::npc_stalaggAI::instance
private
bool npc_stalagg::npc_stalaggAI::isFeignDeath
private
bool npc_stalagg::npc_stalaggAI::isOverloading
private
uint32 npc_stalagg::npc_stalaggAI::powerSurgeTimer
private
bool npc_stalagg::npc_stalaggAI::refreshBeam
private

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