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boss_illidari_councilAI Struct Reference

Public Member Functions

 boss_illidari_councilAI (Creature *creature)
 
void EnterCombat (Unit *who) override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *done_by, uint32 &damage) override
 
void LoadGUIDs ()
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
virtual void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) 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 Reset () override
 
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 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

ObjectGuid Council [4]
 
InstanceScript * instance
 
bool LoadedGUIDs
 
- 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_illidari_councilAI::boss_illidari_councilAI ( Creature *  creature)
inline
386  : ScriptedAI(creature)
387  {
388  instance = creature->GetInstanceScript();
389  LoadedGUIDs = false;
390  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
InstanceScript * instance
Definition: illidari_council.cpp:394
bool LoadedGUIDs
Definition: illidari_council.cpp:396

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Member Function Documentation

void boss_illidari_councilAI::DamageTaken ( Unit *  done_by,
uint32 &  damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

426  {
427  if (done_by == me)
428  return;
429 
430  damage /= 4;
431  for (uint8 i = 0; i < 4; ++i)
432  {
434  if (unit != me && damage < unit->GetHealth())
435  {
436  unit->ModifyHealth(-int32(damage));
437  unit->LowerPlayerDamageReq(damage);
438  }
439  }
440  }
ObjectGuid Council[4]
Definition: illidari_council.cpp:392
Definition: Creature.h:467
Creature *const me
Definition: CreatureAI.h:71
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
int32_t int32
Definition: g3dmath.h:167
uint8_t uint8
Definition: Define.h:152

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void boss_illidari_councilAI::EnterCombat ( Unit *  who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

399  {
401  ENSURE_AI(npc_illidari_council::npc_illidari_councilAI, controller->AI())->StartEvent(who);
402  DoZoneInCombat();
403  // Load GUIDs on first aggro because the Creature guids are only set as the creatures are created in world-
404  // this means that for each creature, it will attempt to LoadGUIDs even though some of the other creatures are
405  // not in world, and thus have no GUID set in the instance data system. Putting it in aggro ensures that all the creatures
406  // have been loaded and have their GUIDs set in the instance data system.
407  if (!LoadedGUIDs)
408  LoadGUIDs();
409  }
void DoZoneInCombat(Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
Definition: CreatureAI.cpp:47
Definition: Creature.h:467
Definition: black_temple.h:36
InstanceScript * instance
Definition: illidari_council.cpp:394
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
bool LoadedGUIDs
Definition: illidari_council.cpp:396
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
Definition: illidari_council.cpp:228
void LoadGUIDs()
Definition: illidari_council.cpp:442

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void boss_illidari_councilAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

412  {
413  for (uint8 i = 0; i < 4; ++i)
414  {
415  if (Unit* unit = ObjectAccessor::GetUnit(*me, Council[i]))
416  if (unit != me && unit->GetVictim())
417  {
418  AttackStart(unit->GetVictim());
419  return;
420  }
421  }
423  }
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:168
ObjectGuid Council[4]
Definition: illidari_council.cpp:392
Creature *const me
Definition: CreatureAI.h:71
Unit * GetVictim() const
Definition: Unit.h:1379
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:117
uint8_t uint8
Definition: Define.h:152
Definition: Unit.h:1305

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void boss_illidari_councilAI::LoadGUIDs ( )
inline
443  {
448 
449  LoadedGUIDs = true;
450  }
Definition: black_temple.h:45
Definition: black_temple.h:46
ObjectGuid Council[4]
Definition: illidari_council.cpp:392
InstanceScript * instance
Definition: illidari_council.cpp:394
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: black_temple.h:44
bool LoadedGUIDs
Definition: illidari_council.cpp:396
Definition: black_temple.h:43

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Member Data Documentation

ObjectGuid boss_illidari_councilAI::Council[4]
InstanceScript* boss_illidari_councilAI::instance
bool boss_illidari_councilAI::LoadedGUIDs

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