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npc_flash_freeze::npc_flash_freezeAI Struct Reference

Public Member Functions

 npc_flash_freezeAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void UpdateAI (uint32 diff) override
 
void IsSummonedBy (Unit *summoner) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &) override
 
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 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 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

InstanceScriptinstance
 
ObjectGuid targetGUID
 
uint32 checkDespawnTimer
 
- 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_flash_freeze::npc_flash_freezeAI::npc_flash_freezeAI ( Creature creature)
inline
182  : ScriptedAI(creature)
183  {
184  Initialize();
188  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
Definition: Unit.h:675
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:1199
Creature *const me
Definition: CreatureAI.h:71
CreatureTemplate const * GetCreatureTemplate() const
Definition: Creature.h:558
Definition: Unit.h:690
InstanceScript * instance
Definition: boss_hodir.cpp:196
void Initialize()
Definition: boss_hodir.cpp:190
void SetDisplayId(uint32 modelId) override
Definition: Creature.cpp:2664
uint32 Modelid2
Definition: Creature.h:85
Definition: UpdateFields.h:109
Definition: Unit.h:691

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Member Function Documentation

void npc_flash_freeze::npc_flash_freezeAI::Initialize ( void  )
inline
191  {
192  targetGUID.Clear();
193  checkDespawnTimer = 1000;
194  }
uint32 checkDespawnTimer
Definition: boss_hodir.cpp:199
void Clear()
Definition: ObjectGuid.h:215
ObjectGuid targetGUID
Definition: boss_hodir.cpp:198

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void npc_flash_freeze::npc_flash_freezeAI::IsSummonedBy ( Unit summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

229  {
230  targetGUID = summoner->GetGUID();
231  me->SetInCombatWith(summoner);
232  me->AddThreat(summoner, 250.0f);
233  if (Unit* target = ObjectAccessor::GetUnit(*me, targetGUID))
234  {
235  DoCast(target, SPELL_BLOCK_OF_ICE, true);
236  // Prevents to have Ice Block on other place than target is
237  me->NearTeleportTo(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), target->GetOrientation());
238  if (target->GetTypeId() == TYPEID_PLAYER)
240  Hodir->AI()->DoAction(ACTION_CHEESE_THE_FREEZE);
241  }
242  }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=NULL)
Definition: Unit.cpp:10691
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
Definition: boss_hodir.cpp:58
Definition: Creature.h:467
Definition: ulduar.h:39
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void NearTeleportTo(float x, float y, float z, float orientation, bool casting=false)
Definition: Unit.cpp:15407
InstanceScript * instance
Definition: boss_hodir.cpp:196
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
TC_GAME_API Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:174
ObjectGuid const & GetGUID() const
Definition: Object.h:105
Definition: ObjectGuid.h:33
ObjectGuid targetGUID
Definition: boss_hodir.cpp:198
Definition: Unit.h:1305
Definition: boss_hodir.cpp:137
void SetInCombatWith(Unit *enemy)
Definition: Unit.cpp:9840

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void npc_flash_freeze::npc_flash_freezeAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

202  {
203  Initialize();
204  }
void Initialize()
Definition: boss_hodir.cpp:190

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void npc_flash_freeze::npc_flash_freezeAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

207  {
208  if (!UpdateVictim()
209  || !me->GetVictim()
212  return;
213 
216 
217  if (checkDespawnTimer <= diff)
218  {
219  if (Unit* target = ObjectAccessor::GetUnit(*me, targetGUID))
220  if (!target->IsAlive())
221  me->DisappearAndDie();
222  checkDespawnTimer = 2500;
223  }
224  else
225  checkDespawnTimer -= diff;
226  }
void DespawnOrUnsummon(uint32 msTimeToDespawn=0)
Definition: Creature.cpp:1774
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint32 reqEffMask=0) const
Definition: Unit.cpp:4240
Unit * EnsureVictim() const
Definition: Unit.h:1381
bool UpdateVictim()
Definition: CreatureAI.cpp:233
TC_GAME_API Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition: ObjectAccessor.cpp:163
Definition: boss_hodir.cpp:61
Definition: boss_hodir.cpp:58
Definition: ulduar.h:39
uint32 checkDespawnTimer
Definition: boss_hodir.cpp:199
Creature *const me
Definition: CreatureAI.h:71
Definition: InstanceScript.h:59
Unit * GetVictim() const
Definition: Unit.h:1379
InstanceScript * instance
Definition: boss_hodir.cpp:196
ObjectGuid const & GetGUID() const
Definition: Object.h:105
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:227
ObjectGuid targetGUID
Definition: boss_hodir.cpp:198
Definition: Unit.h:1305
void DisappearAndDie()
Definition: Creature.cpp:256

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Member Data Documentation

uint32 npc_flash_freeze::npc_flash_freezeAI::checkDespawnTimer
InstanceScript* npc_flash_freeze::npc_flash_freezeAI::instance
ObjectGuid npc_flash_freeze::npc_flash_freezeAI::targetGUID

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