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npc_wrathbone_flayer::npc_wrathbone_flayerAI Struct Reference

Public Member Functions

 npc_wrathbone_flayerAI (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)
 

Private Attributes

InstanceScript * _instance
 
EventMap _events
 
GuidList _bloodmageList
 
GuidList _deathshaperList
 
bool _enteredCombat
 

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 ScriptedAI
bool IsFleeing
 
- 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

npc_wrathbone_flayer::npc_wrathbone_flayerAI::npc_wrathbone_flayerAI ( Creature *  creature)
inline
56  : ScriptedAI(creature)
57  {
58  Initialize();
59  _instance = creature->GetInstanceScript();
60  }
void Initialize()
Definition: black_temple.cpp:62
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
InstanceScript * _instance
Definition: black_temple.cpp:168

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Member Function Documentation

void npc_wrathbone_flayer::npc_wrathbone_flayerAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

78  {
81  _enteredCombat = true;
82  }
Definition: black_temple.cpp:41
Definition: black_temple.cpp:42
bool _enteredCombat
Definition: black_temple.cpp:172
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
EventMap _events
Definition: black_temple.cpp:169

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void npc_wrathbone_flayer::npc_wrathbone_flayerAI::Initialize ( void  )
inline
63  {
64  _enteredCombat = false;
65  }
bool _enteredCombat
Definition: black_temple.cpp:172

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void npc_wrathbone_flayer::npc_wrathbone_flayerAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

75 { }
void npc_wrathbone_flayer::npc_wrathbone_flayerAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

68  {
70  Initialize();
71  _bloodmageList.clear();
72  _deathshaperList.clear();
73  }
void Initialize()
Definition: black_temple.cpp:62
Definition: black_temple.cpp:39
GuidList _deathshaperList
Definition: black_temple.cpp:171
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
GuidList _bloodmageList
Definition: black_temple.cpp:170
EventMap _events
Definition: black_temple.cpp:169

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void npc_wrathbone_flayer::npc_wrathbone_flayerAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

85  {
86  if (!_enteredCombat)
87  {
88  _events.Update(diff);
89 
90  while (uint32 eventId = _events.ExecuteEvent())
91  {
92  switch (eventId)
93  {
95  {
96  std::list<Creature*> BloodMageList;
97  me->GetCreatureListWithEntryInGrid(BloodMageList, NPC_BLOOD_MAGE, 15.0f);
98 
99  if (!BloodMageList.empty())
100  for (std::list<Creature*>::const_iterator itr = BloodMageList.begin(); itr != BloodMageList.end(); ++itr)
101  {
102  _bloodmageList.push_back((*itr)->GetGUID());
103  if ((*itr)->isDead())
104  (*itr)->Respawn();
105  }
106 
107  std::list<Creature*> DeathShaperList;
108  me->GetCreatureListWithEntryInGrid(DeathShaperList, NPC_DEATHSHAPER, 15.0f);
109 
110  if (!DeathShaperList.empty())
111  for (std::list<Creature*>::const_iterator itr = DeathShaperList.begin(); itr != DeathShaperList.end(); ++itr)
112  {
113  _deathshaperList.push_back((*itr)->GetGUID());
114  if ((*itr)->isDead())
115  (*itr)->Respawn();
116  }
117 
119 
120  break;
121  }
123  {
124  for (ObjectGuid guid : _bloodmageList)
125  if (Creature* bloodmage = ObjectAccessor::GetCreature(*me, guid))
126  bloodmage->CastSpell((Unit*)NULL, SPELL_SUMMON_CHANNEL);
127 
128  for (ObjectGuid guid : _deathshaperList)
129  if (Creature* deathshaper = ObjectAccessor::GetCreature(*me, guid))
130  deathshaper->CastSpell((Unit*)NULL, SPELL_SUMMON_CHANNEL);
131 
133 
134  break;
135  }
136  default:
137  break;
138  }
139  }
140  }
141 
142  if (!UpdateVictim())
143  return;
144 
145  _events.Update(diff);
146 
147  while (uint32 eventId = _events.ExecuteEvent())
148  {
149  switch (eventId)
150  {
151  case EVENT_CLEAVE:
153  _events.ScheduleEvent(EVENT_CLEAVE, urand (1000, 2000));
154  break;
155  case EVENT_IGNORED:
156  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
157  DoCast(target, SPELL_IGNORED);
159  break;
160  default:
161  break;
162  }
163  }
165  }
Definition: black_temple.cpp:25
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: black_temple.cpp:41
Definition: black_temple.cpp:40
arena_t NULL
Definition: jemalloc_internal.h:624
Definition: Creature.h:467
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2483
Definition: black_temple.cpp:26
Creature *const me
Definition: CreatureAI.h:71
Definition: black_temple.cpp:42
Definition: UnitAI.h:35
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
uint32_t uint32
Definition: Define.h:150
bool _enteredCombat
Definition: black_temple.cpp:172
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: black_temple.cpp:39
GuidList _deathshaperList
Definition: black_temple.cpp:171
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
void Update(uint32 time)
Definition: EventMap.h:54
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: black_temple.cpp:32
Definition: ObjectGuid.h:189
GuidList _bloodmageList
Definition: black_temple.cpp:170
Definition: black_temple.cpp:33
EventMap _events
Definition: black_temple.cpp:169
Definition: Unit.h:1305
Definition: black_temple.cpp:27

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Member Data Documentation

GuidList npc_wrathbone_flayer::npc_wrathbone_flayerAI::_bloodmageList
private
GuidList npc_wrathbone_flayer::npc_wrathbone_flayerAI::_deathshaperList
private
bool npc_wrathbone_flayer::npc_wrathbone_flayerAI::_enteredCombat
private
EventMap npc_wrathbone_flayer::npc_wrathbone_flayerAI::_events
private
InstanceScript* npc_wrathbone_flayer::npc_wrathbone_flayerAI::_instance
private

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