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npc_memory::npc_memoryAI Struct Reference

Public Member Functions

 npc_memoryAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void UpdateAI (uint32 uiDiff) override
 
void JustDied (Unit *) 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 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 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 constGetBoundary () 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
 
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)
 

Public Attributes

uint32 uiOldWoundsTimer
 
uint32 uiShadowPastTimer
 
uint32 uiWakingNightmare
 
- Public Attributes inherited from ScriptedAI
bool IsFleeing
 

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 ()
 
- 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

npc_memory::npc_memoryAI::npc_memoryAI ( Creature creature)
inline
429  : ScriptedAI(creature)
430  {
431  Initialize();
432  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
void Initialize()
Definition: boss_argent_challenge.cpp:434

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Member Function Documentation

void npc_memory::npc_memoryAI::Initialize ( void  )
inline
435  {
436  uiOldWoundsTimer = 12000;
437  uiShadowPastTimer = 5000;
438  uiWakingNightmare = 7000;
439  }
uint32 uiWakingNightmare
Definition: boss_argent_challenge.cpp:443
uint32 uiShadowPastTimer
Definition: boss_argent_challenge.cpp:442
uint32 uiOldWoundsTimer
Definition: boss_argent_challenge.cpp:441

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void npc_memory::npc_memoryAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

485  {
486  if (TempSummon* summ = me->ToTempSummon())
487  if (Unit* summoner = summ->GetSummoner())
488  if (summoner->IsAlive())
489  summoner->GetAI()->SetData(1, 0);
490  }
Definition: TemporarySummon.h:40
TempSummon * ToTempSummon()
Definition: Unit.h:2206
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:1305

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void npc_memory::npc_memoryAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

446  {
447  Initialize();
448  }
void Initialize()
Definition: boss_argent_challenge.cpp:434

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void npc_memory::npc_memoryAI::UpdateAI ( uint32  uiDiff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

451  {
452  if (!UpdateVictim())
453  return;
454 
455  if (uiOldWoundsTimer <= uiDiff)
456  {
457  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
458  {
459  if (target && target->IsAlive())
460  DoCast(target, SPELL_OLD_WOUNDS);
461  }
462  uiOldWoundsTimer = 12000;
463  }else uiOldWoundsTimer -= uiDiff;
464 
465  if (uiWakingNightmare <= uiDiff)
466  {
468  uiWakingNightmare = 7000;
469  }else uiWakingNightmare -= uiDiff;
470 
471  if (uiShadowPastTimer <= uiDiff)
472  {
473  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1))
474  {
475  if (target && target->IsAlive())
476  DoCast(target, SPELL_SHADOWS_PAST);
477  }
478  uiShadowPastTimer = 5000;
479  }else uiShadowPastTimer -= uiDiff;
480 
482  }
uint32 uiWakingNightmare
Definition: boss_argent_challenge.cpp:443
uint32 uiShadowPastTimer
Definition: boss_argent_challenge.cpp:442
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Definition: boss_argent_challenge.cpp:108
Creature *const me
Definition: CreatureAI.h:71
Definition: UnitAI.h:35
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_argent_challenge.cpp:106
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
uint32 uiOldWoundsTimer
Definition: boss_argent_challenge.cpp:441
Definition: Unit.h:1305
Definition: boss_argent_challenge.cpp:104

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Member Data Documentation

uint32 npc_memory::npc_memoryAI::uiOldWoundsTimer
uint32 npc_memory::npc_memoryAI::uiShadowPastTimer
uint32 npc_memory::npc_memoryAI::uiWakingNightmare

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