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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)
 
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 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

EventMap events
 
InstanceScript * instance
 

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

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: