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npc_pulsing_pumpkin::npc_pulsing_pumpkinAI Struct Reference

Public Member Functions

 npc_pulsing_pumpkinAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void SpellHit (Unit *, const SpellInfo *spell) override
 
void Despawn ()
 
void JustDied (Unit *) override
 
void MoveInLineOfSight (Unit *who) override
 
void UpdateAI (uint32) 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 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)
 

Public Attributes

bool sprouted
 
ObjectGuid debuffGUID
 
- 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 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_pulsing_pumpkin::npc_pulsing_pumpkinAI::npc_pulsing_pumpkinAI ( Creature *  creature)
inline
795  : ScriptedAI(creature)
796  {
797  sprouted = false;
798  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
bool sprouted
Definition: boss_headless_horseman.cpp:800

Member Function Documentation

void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::Despawn ( )
inline
840  {
841  if (!debuffGUID)
842  return;
843 
845  if (debuff)
846  {
847  debuff->SetVisible(false);
848  debuffGUID.Clear();
849  }
850  }
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
Creature *const me
Definition: CreatureAI.h:71
void SetVisible(bool x)
Definition: Unit.cpp:10368
ObjectGuid debuffGUID
Definition: boss_headless_horseman.cpp:801
void Clear()
Definition: ObjectGuid.h:215
Definition: Unit.h:1305

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void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::EnterCombat ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

824 { }
void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

853  {
854  if (!sprouted)
855  Despawn();
856  }
void Despawn()
Definition: boss_headless_horseman.cpp:839
bool sprouted
Definition: boss_headless_horseman.cpp:800

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void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::MoveInLineOfSight ( Unit *  who)
inlineoverridevirtual

Reimplemented from CreatureAI.

859  {
860  if (!who || !me->IsValidAttackTarget(who) || me->GetVictim())
861  return;
862 
863  me->AddThreat(who, 0.0f);
864  if (sprouted)
865  DoStartMovement(who);
866  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
bool IsValidAttackTarget(Unit const *target) const
Definition: Unit.cpp:10002
Creature *const me
Definition: CreatureAI.h:71
Unit * GetVictim() const
Definition: Unit.h:1379
void DoStartMovement(Unit *target, float distance=0.0f, float angle=0.0f)
Definition: ScriptedCreature.cpp:134
bool sprouted
Definition: boss_headless_horseman.cpp:800

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void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

804  {
805  float x, y, z;
806  me->GetPosition(x, y, z); //this visual aura some under ground
807  me->SetPosition(x, y, z + 0.35f, 0.0f);
808  debuffGUID.Clear();
809  Despawn();
810  Creature* debuff = DoSpawnCreature(HELPER, 0, 0, 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 14500);
811  if (debuff)
812  {
813  debuff->SetDisplayId(me->GetDisplayId());
814  debuff->CastSpell(debuff, SPELL_PUMPKIN_AURA_GREEN, false);
815  ENSURE_AI(npc_wisp_invis::npc_wisp_invisAI, debuff->AI())->SetType(1);
816  debuffGUID = debuff->GetGUID();
817  }
818  sprouted = false;
819  DoCast(me, SPELL_PUMPKIN_AURA, true);
822  }
uint32 GetDisplayId() const
Definition: Unit.h:2012
Definition: Creature.h:467
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Definition: boss_headless_horseman.cpp:77
void SetPosition(float x, float y, float z, float o)
Definition: Creature.cpp:2537
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_headless_horseman.cpp:78
#define ENSURE_AI(a, b)
Definition: ScriptedCreature.h:29
G3D::int16 z
Definition: Vector3int16.h:46
void Despawn()
Definition: boss_headless_horseman.cpp:839
CreatureAI * AI() const
Definition: Creature.h:525
void GetPosition(float &x, float &y) const
Definition: Position.h:109
G3D::int16 y
Definition: Vector2int16.h:38
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
ObjectGuid debuffGUID
Definition: boss_headless_horseman.cpp:801
Definition: boss_headless_horseman.cpp:80
Creature * DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
Definition: ScriptedCreature.cpp:177
Definition: Object.h:55
void Clear()
Definition: ObjectGuid.h:215
ObjectGuid const & GetGUID() const
Definition: Object.h:105
void SetDisplayId(uint32 modelId) override
Definition: Creature.cpp:2664
Definition: UpdateFields.h:109
Definition: Unit.h:691
Definition: boss_headless_horseman.cpp:149
G3D::int16 x
Definition: Vector2int16.h:37
bool sprouted
Definition: boss_headless_horseman.cpp:800
Definition: boss_headless_horseman.cpp:57
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_pulsing_pumpkin::npc_pulsing_pumpkinAI::SpellHit ( Unit *  ,
const SpellInfo *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

827  {
828  if (spell->Id == SPELL_SPROUTING)
829  {
830  sprouted = true;
831  me->RemoveAllAuras();
833  DoCast(me, SPELL_SPROUT_BODY, true);
836  }
837  }
void RemoveAllAuras()
Definition: Unit.cpp:3920
uint32 Id
Definition: SpellInfo.h:329
Definition: boss_headless_horseman.cpp:81
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_headless_horseman.cpp:56
Unit * GetVictim() const
Definition: Unit.h:1379
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_headless_horseman.cpp:80
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: UpdateFields.h:109
Definition: Unit.h:691
void DoStartMovement(Unit *target, float distance=0.0f, float angle=0.0f)
Definition: ScriptedCreature.cpp:134
bool sprouted
Definition: boss_headless_horseman.cpp:800
bool UpdateEntry(uint32 entry, CreatureData const *data=nullptr)
Definition: Creature.cpp:407

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void npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::UpdateAI ( uint32  )
inlineoverridevirtual

Reimplemented from ScriptedAI.

869  {
870  if (sprouted && UpdateVictim())
872  }
bool UpdateVictim()
Definition: CreatureAI.cpp:233
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool sprouted
Definition: boss_headless_horseman.cpp:800

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Member Data Documentation

ObjectGuid npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::debuffGUID
bool npc_pulsing_pumpkin::npc_pulsing_pumpkinAI::sprouted

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