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npc_dark_nucleus::npc_dark_nucleusAI Struct Reference

Public Member Functions

 npc_dark_nucleusAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *who) override
 
void MoveInLineOfSight (Unit *who) override
 
void DamageTaken (Unit *attacker, uint32 &) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
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 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

uint32 _targetAuraCheck
 
bool _lockedTarget
 

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)
 
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_dark_nucleus::npc_dark_nucleusAI::npc_dark_nucleusAI ( Creature *  creature)
inline
1292  : ScriptedAI(creature)
1293  {
1294  _lockedTarget = false;
1295  _targetAuraCheck = 0;
1296  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
uint32 _targetAuraCheck
Definition: boss_blood_prince_council.cpp:1356
bool _lockedTarget
Definition: boss_blood_prince_council.cpp:1357

Member Function Documentation

void npc_dark_nucleus::npc_dark_nucleusAI::DamageTaken ( Unit *  attacker,
uint32 &   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1323  {
1324  if (attacker == me)
1325  return;
1326 
1327  me->DeleteThreatList();
1328  me->AddThreat(attacker, 500000000.0f);
1329  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
Creature *const me
Definition: CreatureAI.h:71
void DeleteThreatList()
Definition: Unit.cpp:10700

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void npc_dark_nucleus::npc_dark_nucleusAI::EnterCombat ( Unit *  who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1305  {
1306  _targetAuraCheck = 1000;
1307  if (me->GetDistance(who) >= 15.0f)
1308  {
1309  DoStartMovement(who);
1310  return;
1311  }
1312 
1315  }
Definition: Unit.h:565
uint32 _targetAuraCheck
Definition: boss_blood_prince_council.cpp:1356
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1594
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_blood_prince_council.cpp:77
void DoStartMovement(Unit *target, float distance=0.0f, float angle=0.0f)
Definition: ScriptedCreature.cpp:134

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void npc_dark_nucleus::npc_dark_nucleusAI::MoveInLineOfSight ( Unit *  who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1318  {
1320  }
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:128

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void npc_dark_nucleus::npc_dark_nucleusAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1299  {
1302  }
Definition: Unit.h:1130
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_blood_prince_council.cpp:76
void SetReactState(ReactStates st)
Definition: Creature.h:502
void CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=NULL, AuraEffect const *triggeredByAura=NULL, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:869

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void npc_dark_nucleus::npc_dark_nucleusAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1332  {
1333  if (!UpdateVictim())
1334  return;
1335 
1336  if (_targetAuraCheck <= diff)
1337  {
1338  _targetAuraCheck = 1000;
1339  if (Unit* victim = me->GetVictim())
1340  {
1341  if (me->GetDistance(victim) < 15.0f &&
1342  !victim->HasAura(SPELL_SHADOW_RESONANCE_RESIST, me->GetGUID()))
1343  {
1346  }
1347  else
1349  }
1350  }
1351  else
1352  _targetAuraCheck -= diff;
1353  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: Unit.h:565
uint32 _targetAuraCheck
Definition: boss_blood_prince_council.cpp:1356
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1594
Unit * GetVictim() const
Definition: Unit.h:1379
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
ObjectGuid const & GetGUID() const
Definition: Object.h:105
Definition: boss_blood_prince_council.cpp:77
void MoveInLineOfSight(Unit *who) override
Definition: boss_blood_prince_council.cpp:1317
Definition: Unit.h:1305

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Member Data Documentation

bool npc_dark_nucleus::npc_dark_nucleusAI::_lockedTarget
private
uint32 npc_dark_nucleus::npc_dark_nucleusAI::_targetAuraCheck
private

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