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boss_drakkari_elemental::boss_drakkari_elementalAI Struct Reference

Public Member Functions

 boss_drakkari_elementalAI (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *killer) override
 
void UpdateAI (uint32 diff) override
 
void DoAction (int32 action) override
 
void DamageTaken (Unit *, uint32 &damage) override
 
void EnterEvadeMode (EvadeReason) override
 
void SpellHitTarget (Unit *target, SpellInfo const *spell) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
void EnterCombat (Unit *) 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)
 
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 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 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)
 

Private Attributes

EventMap events
 
InstanceScriptinstance
 

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 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_drakkari_elemental::boss_drakkari_elementalAI::boss_drakkari_elementalAI ( Creature creature)
inline
247  : ScriptedAI(creature)
248  {
250  instance = creature->GetInstanceScript();
251  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
Creature *const me
Definition: CreatureAI.h:71
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_drakkari_colossus.cpp:37
InstanceScript * instance
Definition: boss_drakkari_colossus.cpp:358

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Member Function Documentation

void boss_drakkari_elemental::boss_drakkari_elementalAI::DamageTaken ( Unit ,
uint32 damage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

310  {
311  if (HealthBelowPct(50))
312  {
314  {
315  if (colossus->AI()->GetData(DATA_COLOSSUS_PHASE) == COLOSSUS_PHASE_FIRST_ELEMENTAL_SUMMON)
316  {
317  damage = 0;
318 
319  // to prevent spell spaming
321  return;
322 
323  // not sure about this, the idea of this code is to prevent bug the elemental
324  // if it is not in a acceptable distance to cast the charge spell.
325  /*if (me->GetDistance(colossus) > 80.0f)
326  {
327  if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
328  return;
329 
330  me->GetMotionMaster()->MovePoint(0, colossus->GetPositionX(), colossus->GetPositionY(), colossus->GetPositionZ());
331  return;
332  }*/
334  }
335  }
336  }
337  }
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:247
Definition: boss_drakkari_colossus.cpp:63
Creature * GetCreature(uint32 type)
Definition: InstanceScript.h:180
Definition: Creature.h:467
Definition: boss_drakkari_colossus.cpp:69
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:567
Definition: gundrak.h:30
Definition: boss_drakkari_colossus.cpp:75
void DoAction(int32 action) override
Definition: boss_drakkari_colossus.cpp:295
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
InstanceScript * instance
Definition: boss_drakkari_colossus.cpp:358

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void boss_drakkari_elemental::boss_drakkari_elementalAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

296  {
297  switch (action)
298  {
300  Talk(EMOTE_MOJO);
303  // what if the elemental is more than 80 yards from drakkari colossus ?
304  DoCast(colossus, SPELL_MERGE, true);
305  break;
306  }
307  }
Definition: boss_drakkari_colossus.cpp:39
Creature * GetCreature(uint32 type)
Definition: InstanceScript.h:180
Definition: Creature.h:467
Definition: boss_drakkari_colossus.cpp:30
Definition: boss_drakkari_colossus.cpp:40
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: gundrak.h:30
Definition: boss_drakkari_colossus.cpp:75
InstanceScript * instance
Definition: boss_drakkari_colossus.cpp:358

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void boss_drakkari_elemental::boss_drakkari_elementalAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

340  {
342  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Creature *const me
Definition: CreatureAI.h:71

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void boss_drakkari_elemental::boss_drakkari_elementalAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from ScriptedAI.

262  {
264 
266  killer->Kill(colossus);
267  }
Definition: boss_drakkari_colossus.cpp:31
void Kill(Unit *victim, bool durabilityLoss=true)
Definition: Unit.cpp:13513
Creature * GetCreature(uint32 type)
Definition: InstanceScript.h:180
Definition: Creature.h:467
void Talk(uint8 id, WorldObject const *whisperTarget=nullptr)
Definition: CreatureAI.cpp:42
Definition: gundrak.h:30
InstanceScript * instance
Definition: boss_drakkari_colossus.cpp:358

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void boss_drakkari_elemental::boss_drakkari_elementalAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

254  {
255  events.Reset();
256  events.ScheduleEvent(EVENT_SURGE, urand(5000, 15000));
257 
259  }
EventMap events
Definition: boss_drakkari_colossus.cpp:357
void Reset()
Definition: EventMap.cpp:20
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:14463
Creature *const me
Definition: CreatureAI.h:71
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
void ScheduleEvent(uint32 eventId, Milliseconds const &time, uint32 group=0, uint8 phase=0)
Definition: EventMap.h:123
Definition: boss_drakkari_colossus.cpp:80
Definition: boss_drakkari_colossus.cpp:38

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void boss_drakkari_elemental::boss_drakkari_elementalAI::SpellHitTarget ( Unit target,
SpellInfo const spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

345  {
346  if (spell->Id == SPELL_MERGE)
347  {
348  if (Creature* colossus = target->ToCreature())
349  {
350  colossus->AI()->DoAction(ACTION_UNFREEZE_COLOSSUS);
352  }
353  }
354  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
Definition: Creature.h:467
Definition: boss_drakkari_colossus.cpp:40
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_drakkari_colossus.cpp:57
Creature * ToCreature()
Definition: Object.h:194

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void boss_drakkari_elemental::boss_drakkari_elementalAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

270  {
271  if (!UpdateVictim())
272  return;
273 
274  events.Update(diff);
275 
277  return;
278 
279  while (uint32 eventId = events.ExecuteEvent())
280  {
281  switch (eventId)
282  {
283  case EVENT_SURGE:
285  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 0.0f, true))
286  DoCast(target, SPELL_SURGE);
287  events.ScheduleEvent(EVENT_SURGE, urand(5000, 15000));
288  break;
289  }
290  }
291 
293  }
Definition: boss_drakkari_colossus.cpp:39
EventMap events
Definition: boss_drakkari_colossus.cpp:357
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:565
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_drakkari_colossus.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
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_drakkari_colossus.cpp:80
uint32 ExecuteEvent()
Definition: EventMap.cpp:46
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
Definition: Unit.h:1305

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Member Data Documentation

EventMap boss_drakkari_elemental::boss_drakkari_elementalAI::events
private
InstanceScript* boss_drakkari_elemental::boss_drakkari_elementalAI::instance
private

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