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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)
 
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 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

InstanceScriptinstance
 
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 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

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: