TrinityCore
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Modules Pages
boss_darkmaster_gandling::boss_darkmaster_gandlingAI Struct Reference

Public Member Functions

 boss_darkmaster_gandlingAI (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *) override
 
void EnterCombat (Unit *) override
 
void IsSummonedBy (Unit *) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
virtual ~BossAI ()
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
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)
 
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 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 const * GetBoundary () 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
 
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)
 

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 AISpellInfoType * AISpellInfo
 
- 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)
 
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 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_darkmaster_gandling::boss_darkmaster_gandlingAI::boss_darkmaster_gandlingAI ( Creature *  creature)
inline
57 : BossAI(creature, DATA_DARKMASTERGANDLING) { }
Definition: scholomance.h:33
BossAI(Creature *creature, uint32 bossId)
Definition: ScriptedCreature.cpp:444

Member Function Documentation

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

74  {
75  _EnterCombat();
80 
82  gate->SetGoState(GO_STATE_READY);
83  }
Definition: scholomance.h:46
void _EnterCombat()
Definition: ScriptedCreature.cpp:480
Definition: boss_darkmaster_gandling.cpp:48
Map * GetMap() const
Definition: Object.h:543
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: boss_darkmaster_gandling.cpp:47
Definition: boss_darkmaster_gandling.cpp:46
Definition: GameObject.h:880
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: GameObject.h:823
EventMap events
Definition: ScriptedCreature.h:371
GameObject * GetGameObject(ObjectGuid const &guid)
Definition: Map.cpp:3545
Definition: boss_darkmaster_gandling.cpp:45
InstanceScript *const instance
Definition: ScriptedCreature.h:340

+ Here is the call graph for this function:

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::IsSummonedBy ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

86  {
89  }
void MoveRandom(float spawndist=0.0f)
Definition: MotionMaster.cpp:192
MotionMaster * GetMotionMaster()
Definition: Unit.h:2101
Creature *const me
Definition: CreatureAI.h:71
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: boss_darkmaster_gandling.cpp:32

+ Here is the call graph for this function:

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from BossAI.

67  {
68  _JustDied();
70  gate->SetGoState(GO_STATE_ACTIVE);
71  }
Definition: scholomance.h:46
Map * GetMap() const
Definition: Object.h:543
void _JustDied()
Definition: ScriptedCreature.cpp:471
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
Definition: GameObject.h:880
Definition: GameObject.h:822
GameObject * GetGameObject(ObjectGuid const &guid)
Definition: Map.cpp:3545
InstanceScript *const instance
Definition: ScriptedCreature.h:340

+ Here is the call graph for this function:

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

60  {
61  _Reset();
63  gate->SetGoState(GO_STATE_ACTIVE);
64  }
Definition: scholomance.h:46
Map * GetMap() const
Definition: Object.h:543
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void _Reset()
Definition: ScriptedCreature.cpp:457
Definition: GameObject.h:880
Definition: GameObject.h:822
GameObject * GetGameObject(ObjectGuid const &guid)
Definition: Map.cpp:3545
InstanceScript *const instance
Definition: ScriptedCreature.h:340

+ Here is the call graph for this function:

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

92  {
93  if (!UpdateVictim())
94  return;
95 
96  events.Update(diff);
97 
99  return;
100 
101  while (uint32 eventId = events.ExecuteEvent())
102  {
103  switch (eventId)
104  {
108  break;
109  case EVENT_SHADOWSHIELD:
112  break;
113  case EVENT_CURSE:
114  DoCastVictim(SPELL_CURSE, true);
115  events.ScheduleEvent(EVENT_CURSE, urand(15000, 27000));
116  break;
117  case EVENT_SHADOW_PORTAL:
118  if (HealthAbovePct(3))
119  {
122  }
123  }
124  }
126  }
Definition: boss_darkmaster_gandling.cpp:37
Definition: boss_darkmaster_gandling.cpp:48
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:565
bool HealthAbovePct(uint32 pct) const
Definition: ScriptedCreature.h:248
Creature *const me
Definition: CreatureAI.h:71
Definition: UnitAI.h:35
Definition: boss_darkmaster_gandling.cpp:47
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_darkmaster_gandling.cpp:46
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
void Update(uint32 time)
Definition: EventMap.h:54
Definition: boss_darkmaster_gandling.cpp:40
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
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_darkmaster_gandling.cpp:39
Definition: boss_darkmaster_gandling.cpp:45
Definition: boss_darkmaster_gandling.cpp:38

+ Here is the call graph for this function:


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