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boss_yauj::boss_yaujAI Struct Reference

Public Member Functions

 boss_yaujAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustDied (Unit *) override
 
void EnterCombat (Unit *) override
 
void UpdateAI (uint32 diff) 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 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

InstanceScript * instance
 
uint32 Heal_Timer
 
uint32 Fear_Timer
 
uint32 Check_Timer
 
bool VemDead
 
- 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

boss_yauj::boss_yaujAI::boss_yaujAI ( Creature *  creature)
inline
250  : ScriptedAI(creature)
251  {
252  Initialize();
253  instance = creature->GetInstanceScript();
254  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
void Initialize()
Definition: boss_bug_trio.cpp:256
InstanceScript * instance
Definition: boss_bug_trio.cpp:265

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Member Function Documentation

void boss_yauj::boss_yaujAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

295  {
296  }
void boss_yauj::boss_yaujAI::Initialize ( void  )
inline
257  {
258  Heal_Timer = urand(25000, 40000);
259  Fear_Timer = urand(12000, 24000);
260  Check_Timer = 2000;
261 
262  VemDead = false;
263  }
uint32 Heal_Timer
Definition: boss_bug_trio.cpp:267
uint32 Fear_Timer
Definition: boss_bug_trio.cpp:268
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
bool VemDead
Definition: boss_bug_trio.cpp:271
uint32 Check_Timer
Definition: boss_bug_trio.cpp:269

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void boss_yauj::boss_yaujAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

279  {
280  if (instance->GetData(DATA_BUG_TRIO_DEATH) < 2)// Unlootable if death
283 
284  for (uint8 i = 0; i < 10; ++i)
285  {
286  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
287  {
289  Summoned->AI()->AttackStart(target);
290  }
291  }
292  }
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
InstanceScript * instance
Definition: boss_bug_trio.cpp:265
Definition: UnitAI.h:35
float GetPositionY() const
Definition: Position.h:105
Definition: temple_of_ahnqiraj.h:37
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
float GetPositionZ() const
Definition: Position.h:106
Definition: Object.h:55
Definition: SharedDefines.h:4201
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
uint8_t uint8
Definition: Define.h:152
Definition: UpdateFields.h:30
float GetPositionX() const
Definition: Position.h:104
Definition: Unit.h:1305
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346

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void boss_yauj::boss_yaujAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

274  {
275  Initialize();
276  }
void Initialize()
Definition: boss_bug_trio.cpp:256

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void boss_yauj::boss_yaujAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

299  {
300  //Return since we have no target
301  if (!UpdateVictim())
302  return;
303 
304  //Fear_Timer
305  if (Fear_Timer <= diff)
306  {
308  DoResetThreat();
309  Fear_Timer = 20000;
310  } else Fear_Timer -= diff;
311 
312  //Casting Heal to other twins or herself.
313  if (Heal_Timer <= diff)
314  {
315  switch (urand(0, 2))
316  {
317  case 0:
319  DoCast(kri, SPELL_HEAL);
320  break;
321  case 1:
323  DoCast(vem, SPELL_HEAL);
324  break;
325  case 2:
326  DoCast(me, SPELL_HEAL);
327  break;
328  }
329 
330  Heal_Timer = 15000 + rand32() % 15000;
331  } else Heal_Timer -= diff;
332 
333  //Checking if Vem is dead. If yes we will enrage.
334  if (Check_Timer <= diff)
335  {
336  if (!VemDead)
337  {
339  {
341  VemDead = true;
342  }
343  }
344  Check_Timer = 2000;
345  } else Check_Timer -= diff;
346 
348  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
Definition: Creature.h:467
uint32 Heal_Timer
Definition: boss_bug_trio.cpp:267
Definition: boss_bug_trio.cpp:35
Creature *const me
Definition: CreatureAI.h:71
uint32 Fear_Timer
Definition: boss_bug_trio.cpp:268
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: temple_of_ahnqiraj.h:28
Definition: boss_bug_trio.cpp:41
InstanceScript * instance
Definition: boss_bug_trio.cpp:265
Definition: boss_bug_trio.cpp:40
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Definition: temple_of_ahnqiraj.h:27
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
bool VemDead
Definition: boss_bug_trio.cpp:271
void DoResetThreat()
Definition: ScriptedCreature.cpp:248
uint32 rand32()
Definition: Random.cpp:64
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: temple_of_ahnqiraj.h:29
uint32 Check_Timer
Definition: boss_bug_trio.cpp:269

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Member Data Documentation

uint32 boss_yauj::boss_yaujAI::Check_Timer
uint32 boss_yauj::boss_yaujAI::Fear_Timer
uint32 boss_yauj::boss_yaujAI::Heal_Timer
InstanceScript* boss_yauj::boss_yaujAI::instance
bool boss_yauj::boss_yaujAI::VemDead

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