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boss_black_knight::boss_black_knightAI Struct Reference

Public Member Functions

 boss_black_knightAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void UpdateAI (uint32 uiDiff) override
 
void DamageTaken (Unit *, uint32 &uiDamage) override
 
void JustDied (Unit *) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
virtual ~ScriptedAI ()
 
void AttackStartNoMove (Unit *target)
 
void KilledUnit (Unit *) 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

InstanceScriptinstance
 
SummonList summons
 
bool bEventInProgress
 
bool bEvent
 
bool bSummonArmy
 
bool bDeathArmyDone
 
uint8 uiPhase
 
uint32 uiPlagueStrikeTimer
 
uint32 uiIcyTouchTimer
 
uint32 uiDeathRespiteTimer
 
uint32 uiObliterateTimer
 
uint32 uiDesecration
 
uint32 uiResurrectTimer
 
uint32 uiDeathArmyCheckTimer
 
uint32 uiGhoulExplodeTimer
 
uint32 uiDeathBiteTimer
 
uint32 uiMarkedDeathTimer
 
- 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

boss_black_knight::boss_black_knightAI::boss_black_knightAI ( Creature creature)
inline
84  : ScriptedAI(creature), summons(creature)
85  {
86  Initialize();
87  instance = creature->GetInstanceScript();
88  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * instance
Definition: boss_black_knight.cpp:111
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
SummonList summons
Definition: boss_black_knight.cpp:113
void Initialize()
Definition: boss_black_knight.cpp:90

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Member Function Documentation

void boss_black_knight::boss_black_knightAI::DamageTaken ( Unit ,
uint32 uiDamage 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

269  {
270  if (uiDamage > me->GetHealth() && uiPhase <= PHASE_SKELETON)
271  {
272  uiDamage = 0;
273  me->SetHealth(0);
276  switch (uiPhase)
277  {
278  case PHASE_UNDEAD:
280  break;
281  case PHASE_SKELETON:
283  break;
284  }
285  bEventInProgress = true;
286  }
287  }
Definition: boss_black_knight.cpp:67
void DespawnAll()
Definition: ScriptedCreature.cpp:66
void AddUnitState(uint32 f)
Definition: Unit.h:1394
uint8 uiPhase
Definition: boss_black_knight.cpp:120
Definition: boss_black_knight.cpp:72
SummonList summons
Definition: boss_black_knight.cpp:113
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:553
Definition: boss_black_knight.cpp:66
void SetDisplayId(uint32 modelId) override
Definition: Creature.cpp:2664
Definition: Unit.h:560
void SetHealth(uint32 val)
Definition: Unit.cpp:11537
uint32 GetHealth() const
Definition: Unit.h:1426
bool bEventInProgress
Definition: boss_black_knight.cpp:115
Definition: boss_black_knight.cpp:73

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void boss_black_knight::boss_black_knightAI::Initialize ( void  )
inline
91  {
92  bEventInProgress = false;
93  bEvent = false;
94  bSummonArmy = false;
95  bDeathArmyDone = false;
96 
98 
99  uiIcyTouchTimer = urand(5000, 9000);
100  uiPlagueStrikeTimer = urand(10000, 13000);
101  uiDeathRespiteTimer = urand(15000, 16000);
102  uiObliterateTimer = urand(17000, 19000);
103  uiDesecration = urand(15000, 16000);
104  uiDeathArmyCheckTimer = 7000;
105  uiResurrectTimer = 4000;
106  uiGhoulExplodeTimer = 8000;
107  uiDeathBiteTimer = urand(2000, 4000);
108  uiMarkedDeathTimer = urand(5000, 7000);
109  }
bool bDeathArmyDone
Definition: boss_black_knight.cpp:118
uint32 uiDesecration
Definition: boss_black_knight.cpp:126
uint32 uiResurrectTimer
Definition: boss_black_knight.cpp:127
uint8 uiPhase
Definition: boss_black_knight.cpp:120
bool bEvent
Definition: boss_black_knight.cpp:116
Definition: boss_black_knight.cpp:72
uint32 uiPlagueStrikeTimer
Definition: boss_black_knight.cpp:122
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint32 uiIcyTouchTimer
Definition: boss_black_knight.cpp:123
uint32 uiDeathRespiteTimer
Definition: boss_black_knight.cpp:124
uint32 uiDeathArmyCheckTimer
Definition: boss_black_knight.cpp:128
uint32 uiGhoulExplodeTimer
Definition: boss_black_knight.cpp:129
bool bSummonArmy
Definition: boss_black_knight.cpp:117
uint32 uiDeathBiteTimer
Definition: boss_black_knight.cpp:130
bool bEventInProgress
Definition: boss_black_knight.cpp:115
uint32 uiMarkedDeathTimer
Definition: boss_black_knight.cpp:131
uint32 uiObliterateTimer
Definition: boss_black_knight.cpp:125

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void boss_black_knight::boss_black_knightAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

290  {
292 
294  }
InstanceScript * instance
Definition: boss_black_knight.cpp:111
Definition: inflate.h:49
Definition: boss_black_knight.cpp:61
Creature *const me
Definition: CreatureAI.h:71
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: trial_of_the_champion.h:29

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void boss_black_knight::boss_black_knightAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

143  {
144  summons.Summon(summon);
145  summon->AI()->AttackStart(me->GetVictim());
146  }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:92
SummonList summons
Definition: boss_black_knight.cpp:113
Creature *const me
Definition: CreatureAI.h:71
Unit * GetVictim() const
Definition: Unit.h:1379
CreatureAI * AI() const
Definition: Creature.h:525
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29

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void boss_black_knight::boss_black_knightAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

134  {
138 
139  Initialize();
140  }
void DespawnAll()
Definition: ScriptedCreature.cpp:66
SummonList summons
Definition: boss_black_knight.cpp:113
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
Definition: Unit.h:553
void Initialize()
Definition: boss_black_knight.cpp:90
uint32 GetNativeDisplayId() const
Definition: Unit.h:2014
void SetDisplayId(uint32 modelId) override
Definition: Creature.cpp:2664
Definition: Unit.h:560

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void boss_black_knight::boss_black_knightAI::SummonedCreatureDespawn ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

149  {
150  summons.Despawn(summon);
151  }
SummonList summons
Definition: boss_black_knight.cpp:113
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:93

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void boss_black_knight::boss_black_knightAI::UpdateAI ( uint32  uiDiff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

154  {
155  //Return since we have no target
156  if (!UpdateVictim())
157  return;
158 
159  if (bEventInProgress)
160  {
161  if (uiResurrectTimer <= uiDiff)
162  {
163  me->SetFullHealth();
165  uiPhase++;
166  uiResurrectTimer = 4000;
167  bEventInProgress = false;
169  } else uiResurrectTimer -= uiDiff;
170  }
171 
172  switch (uiPhase)
173  {
174  case PHASE_UNDEAD:
175  case PHASE_SKELETON:
176  {
177  if (uiIcyTouchTimer <= uiDiff)
178  {
180  uiIcyTouchTimer = urand(5000, 7000);
181  } else uiIcyTouchTimer -= uiDiff;
182  if (uiPlagueStrikeTimer <= uiDiff)
183  {
185  uiPlagueStrikeTimer = urand(12000, 15000);
186  } else uiPlagueStrikeTimer -= uiDiff;
187  if (uiObliterateTimer <= uiDiff)
188  {
190  uiObliterateTimer = urand(17000, 19000);
191  } else uiObliterateTimer -= uiDiff;
192  switch (uiPhase)
193  {
194  case PHASE_UNDEAD:
195  {
196  if (uiDeathRespiteTimer <= uiDiff)
197  {
198  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
199  {
200  if (target && target->IsAlive())
201  DoCast(target, SPELL_DEATH_RESPITE);
202  }
203  uiDeathRespiteTimer = urand(15000, 16000);
204  } else uiDeathRespiteTimer -= uiDiff;
205  break;
206  }
207  case PHASE_SKELETON:
208  {
209  if (!bSummonArmy)
210  {
211  bSummonArmy = true;
214  }
215  if (!bDeathArmyDone)
216  {
217  if (uiDeathArmyCheckTimer <= uiDiff)
218  {
221  bDeathArmyDone = true;
222  } else uiDeathArmyCheckTimer -= uiDiff;
223  }
224  if (uiDesecration <= uiDiff)
225  {
226  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
227  {
228  if (target && target->IsAlive())
229  DoCast(target, SPELL_DESECRATION);
230  }
231  uiDesecration = urand(15000, 16000);
232  } else uiDesecration -= uiDiff;
233  if (uiGhoulExplodeTimer <= uiDiff)
234  {
236  uiGhoulExplodeTimer = 8000;
237  } else uiGhoulExplodeTimer -= uiDiff;
238  break;
239  }
240  break;
241  }
242  break;
243  }
244  case PHASE_GHOST:
245  {
246  if (uiDeathBiteTimer <= uiDiff)
247  {
249  uiDeathBiteTimer = urand(2000, 4000);
250  } else uiDeathBiteTimer -= uiDiff;
251  if (uiMarkedDeathTimer <= uiDiff)
252  {
253  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
254  {
255  if (target && target->IsAlive())
256  DoCast(target, SPELL_MARKED_DEATH);
257  }
258  uiMarkedDeathTimer = urand(5000, 7000);
259  } else uiMarkedDeathTimer -= uiDiff;
260  break;
261  }
262  }
263 
266  }
bool bDeathArmyDone
Definition: boss_black_knight.cpp:118
uint32 uiDesecration
Definition: boss_black_knight.cpp:126
void DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:167
bool UpdateVictim()
Definition: CreatureAI.cpp:233
uint32 uiResurrectTimer
Definition: boss_black_knight.cpp:127
void AddUnitState(uint32 f)
Definition: Unit.h:1394
uint8 uiPhase
Definition: boss_black_knight.cpp:120
Definition: boss_black_knight.cpp:37
Definition: boss_black_knight.cpp:72
uint32 uiPlagueStrikeTimer
Definition: boss_black_knight.cpp:122
Definition: boss_black_knight.cpp:45
Definition: boss_black_knight.cpp:46
void ClearUnitState(uint32 f)
Definition: Unit.h:1396
Creature *const me
Definition: CreatureAI.h:71
Definition: boss_black_knight.cpp:56
Definition: Unit.h:553
Definition: UnitAI.h:35
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:45
uint32 uiIcyTouchTimer
Definition: boss_black_knight.cpp:123
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1430
uint32 uiDeathRespiteTimer
Definition: boss_black_knight.cpp:124
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_black_knight.cpp:52
Definition: boss_black_knight.cpp:53
Definition: boss_black_knight.cpp:48
void DoCast(uint32 spellId)
Definition: UnitAI.cpp:101
Definition: boss_black_knight.cpp:74
uint32 uiDeathArmyCheckTimer
Definition: boss_black_knight.cpp:128
uint32 uiGhoulExplodeTimer
Definition: boss_black_knight.cpp:129
Definition: Unit.h:560
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1395
bool bSummonArmy
Definition: boss_black_knight.cpp:117
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
void SetFullHealth()
Definition: Unit.h:1440
Definition: Unit.h:1305
uint32 uiDeathBiteTimer
Definition: boss_black_knight.cpp:130
bool bEventInProgress
Definition: boss_black_knight.cpp:115
uint32 uiMarkedDeathTimer
Definition: boss_black_knight.cpp:131
Definition: boss_black_knight.cpp:41
Definition: boss_black_knight.cpp:73
Definition: boss_black_knight.cpp:36
uint32 uiObliterateTimer
Definition: boss_black_knight.cpp:125

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Member Data Documentation

bool boss_black_knight::boss_black_knightAI::bDeathArmyDone
bool boss_black_knight::boss_black_knightAI::bEvent
bool boss_black_knight::boss_black_knightAI::bEventInProgress
bool boss_black_knight::boss_black_knightAI::bSummonArmy
InstanceScript* boss_black_knight::boss_black_knightAI::instance
SummonList boss_black_knight::boss_black_knightAI::summons
uint32 boss_black_knight::boss_black_knightAI::uiDeathArmyCheckTimer
uint32 boss_black_knight::boss_black_knightAI::uiDeathBiteTimer
uint32 boss_black_knight::boss_black_knightAI::uiDeathRespiteTimer
uint32 boss_black_knight::boss_black_knightAI::uiDesecration
uint32 boss_black_knight::boss_black_knightAI::uiGhoulExplodeTimer
uint32 boss_black_knight::boss_black_knightAI::uiIcyTouchTimer
uint32 boss_black_knight::boss_black_knightAI::uiMarkedDeathTimer
uint32 boss_black_knight::boss_black_knightAI::uiObliterateTimer
uint8 boss_black_knight::boss_black_knightAI::uiPhase
uint32 boss_black_knight::boss_black_knightAI::uiPlagueStrikeTimer
uint32 boss_black_knight::boss_black_knightAI::uiResurrectTimer

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