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boss_occuthar::boss_occutharAI Struct Reference

Public Member Functions

 boss_occutharAI (Creature *creature)
 
void EnterCombat (Unit *) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *) override
 
void JustSummoned (Creature *summon) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustReachedHome () override
 
bool CanAIAttack (Unit const *target) const 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 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 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 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 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

Vehicle_vehicle
 

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

boss_occuthar::boss_occutharAI::boss_occutharAI ( Creature creature)
inline
60  : BossAI(creature, DATA_OCCUTHAR),
62  {
64  }
Vehicle * _vehicle
Definition: boss_occuthar.cpp:144
Creature *const me
Definition: CreatureAI.h:71
Definition: baradin_hold.h:33
#define ASSERT
Definition: Errors.h:55
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444
Vehicle * GetVehicleKit() const
Definition: Unit.h:2165

Member Function Documentation

void boss_occuthar::boss_occutharAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

67  {
68  _EnterCombat();
74  }
void _EnterCombat()
Definition: ScriptedCreature.cpp:480
Definition: Common.h:97
Definition: boss_occuthar.cpp:40
void SendEncounterUnit(uint32 type, Unit *unit=NULL, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:575
Creature *const me
Definition: CreatureAI.h:71
Definition: InstanceScript.h:45
Definition: boss_occuthar.cpp:41
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_occuthar.cpp:42
Definition: Common.h:103
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_occuthar.cpp:43
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_occuthar::boss_occutharAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

77  {
81  }
Definition: InstanceScript.h:46
void _DespawnAtEvade()
Definition: ScriptedCreature.cpp:539
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
void SendEncounterUnit(uint32 type, Unit *unit=NULL, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:575
Creature *const me
Definition: CreatureAI.h:71
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_occuthar::boss_occutharAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

84  {
85  _JustDied();
87  }
Definition: InstanceScript.h:46
void _JustDied()
Definition: ScriptedCreature.cpp:471
void SendEncounterUnit(uint32 type, Unit *unit=NULL, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:575
Creature *const me
Definition: CreatureAI.h:71
InstanceScript *const instance
Definition: ScriptedCreature.h:340

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void boss_occuthar::boss_occutharAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

90  {
91  summons.Summon(summon);
92 
93  if (summon->GetEntry() == NPC_FOCUS_FIRE_DUMMY)
94  {
95  DoCast(summon, SPELL_FOCUSED_FIRE);
96 
97  for (uint8 i = 0; i < MAX_OCCUTHAR_VEHICLE_SEATS; ++i)
98  {
99  if (Unit* vehicle = _vehicle->GetPassenger(i))
100  vehicle->CastSpell(summon, SPELL_FOCUSED_FIRE_VISUAL);
101  }
102  }
103  }
Definition: boss_occuthar.cpp:30
Definition: boss_occuthar.cpp:50
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:92
Vehicle * _vehicle
Definition: boss_occuthar.cpp:144
Definition: baradin_hold.h:44
Definition: boss_occuthar.cpp:31
Unit * GetPassenger(int8 seatId) const
Gets a passenger on specified seat.
Definition: Vehicle.cpp:287
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
SummonList summons
Definition: ScriptedCreature.h:372
uint8_t uint8
Definition: Define.h:152
uint32 GetEntry() const
Definition: Object.h:107
Definition: Unit.h:1305

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void boss_occuthar::boss_occutharAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

106  {
107  if (!UpdateVictim())
108  return;
109 
110  events.Update(diff);
111 
113  return;
114 
115  while (uint32 eventId = events.ExecuteEvent())
116  {
117  switch (eventId)
118  {
122  break;
123  case EVENT_FOCUSED_FIRE:
126  break;
131  break;
132  case EVENT_BERSERK:
133  DoCast(me, SPELL_BERSERK, true);
134  break;
135  default:
136  break;
137  }
138  }
139 
141  }
Definition: boss_occuthar.cpp:27
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:167
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:565
Definition: boss_occuthar.cpp:29
Definition: boss_occuthar.cpp:40
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_occuthar.cpp:35
Definition: boss_occuthar.cpp:41
uint32_t uint32
Definition: Define.h:150
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_occuthar.cpp:42
void Update(uint32 time)
Definition: EventMap.h:54
void RescheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:146
Definition: Common.h:103
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
EventMap events
Definition: ScriptedCreature.h:371
Definition: boss_occuthar.cpp:32
Definition: boss_occuthar.cpp:43

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Member Data Documentation

Vehicle* boss_occuthar::boss_occutharAI::_vehicle
private

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