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boss_baron_rivendare::boss_baron_rivendareAI Struct Reference

Public Member Functions

 boss_baron_rivendareAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void AttackStart (Unit *who) override
 
void JustSummoned (Creature *summoned) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) 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 SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void OnPossess (bool)
 
void EnterCombat (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
 
uint32 ShadowBolt_Timer
 
uint32 Cleave_Timer
 
uint32 MortalStrike_Timer
 
uint32 SummonSkeletons_Timer
 
- 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_baron_rivendare::boss_baron_rivendareAI::boss_baron_rivendareAI ( Creature creature)
inline
76  : ScriptedAI(creature)
77  {
78  Initialize();
80  }
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * instance
Definition: boss_baron_rivendare.cpp:91
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540
Creature *const me
Definition: CreatureAI.h:71
void Initialize()
Definition: boss_baron_rivendare.cpp:82

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Member Function Documentation

void boss_baron_rivendare::boss_baron_rivendareAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

107  {
108  //can't use entercombat(), boss' dmg aura sets near players in combat, before entering the room's door
112  }
InstanceScript * instance
Definition: boss_baron_rivendare.cpp:91
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
Definition: InstanceScript.h:59
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
Definition: InstanceScript.h:58
Definition: stratholme.h:31
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:117

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void boss_baron_rivendare::boss_baron_rivendareAI::Initialize ( void  )
inline
83  {
84  ShadowBolt_Timer = 5000;
85  Cleave_Timer = 8000;
86  MortalStrike_Timer = 12000;
87  // RaiseDead_Timer = 30000;
88  SummonSkeletons_Timer = 34000;
89  }
uint32 MortalStrike_Timer
Definition: boss_baron_rivendare.cpp:95
uint32 Cleave_Timer
Definition: boss_baron_rivendare.cpp:94
uint32 ShadowBolt_Timer
Definition: boss_baron_rivendare.cpp:93
uint32 SummonSkeletons_Timer
Definition: boss_baron_rivendare.cpp:97

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void boss_baron_rivendare::boss_baron_rivendareAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

121  {
123  }
InstanceScript * instance
Definition: boss_baron_rivendare.cpp:91
Definition: inflate.h:49
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
Definition: stratholme.h:31

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void boss_baron_rivendare::boss_baron_rivendareAI::JustSummoned ( Creature summoned)
inlineoverridevirtual

Reimplemented from ScriptedAI.

115  {
116  if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
117  summoned->AI()->AttackStart(target);
118  }
Definition: UnitAI.h:35
CreatureAI * AI() const
Definition: Creature.h:525
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: Unit.h:1305
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:29

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void boss_baron_rivendare::boss_baron_rivendareAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

100  {
101  Initialize();
104  }
InstanceScript * instance
Definition: boss_baron_rivendare.cpp:91
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
Definition: inflate.h:49
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
Definition: InstanceScript.h:58
Definition: stratholme.h:31
void Initialize()
Definition: boss_baron_rivendare.cpp:82
Definition: stratholme.h:30

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void boss_baron_rivendare::boss_baron_rivendareAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

126  {
127  if (!UpdateVictim())
128  return;
129 
130  //ShadowBolt
131  if (ShadowBolt_Timer <= diff)
132  {
135 
136  ShadowBolt_Timer = 10000;
137  } else ShadowBolt_Timer -= diff;
138 
139  //Cleave
140  if (Cleave_Timer <= diff)
141  {
143  //13 seconds until we should cast this again
144  Cleave_Timer = 7000 + (rand32() % 10000);
145  } else Cleave_Timer -= diff;
146 
147  //MortalStrike
148  if (MortalStrike_Timer <= diff)
149  {
151  MortalStrike_Timer = 10000 + (rand32() % 15000);
152  } else MortalStrike_Timer -= diff;
153 
154  //RaiseDead
155  // if (RaiseDead_Timer <= diff)
156  // {
157  // DoCast(me, SPELL_RAISEDEAD);
158  // RaiseDead_Timer = 45000;
159  // } else RaiseDead_Timer -= diff;
160 
161  //SummonSkeletons
162  if (SummonSkeletons_Timer <= diff)
163  {
170 
171  //34 seconds until we should cast this again
172  SummonSkeletons_Timer = 40000;
173  } else SummonSkeletons_Timer -= diff;
174 
176  }
Position const ADD_POS_3
Definition: boss_baron_rivendare.cpp:59
bool UpdateVictim()
Definition: CreatureAI.cpp:233
Position const ADD_POS_5
Definition: boss_baron_rivendare.cpp:61
Creature *const me
Definition: CreatureAI.h:71
Position const ADD_POS_4
Definition: boss_baron_rivendare.cpp:60
uint32 MortalStrike_Timer
Definition: boss_baron_rivendare.cpp:95
Definition: UnitAI.h:35
uint32 Cleave_Timer
Definition: boss_baron_rivendare.cpp:94
Definition: Object.h:56
Unit * SelectTarget(SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:91
Definition: boss_baron_rivendare.cpp:42
uint32 ShadowBolt_Timer
Definition: boss_baron_rivendare.cpp:93
Position const ADD_POS_1
Definition: boss_baron_rivendare.cpp:57
Position const ADD_POS_6
Definition: boss_baron_rivendare.cpp:62
uint32 rand32()
Definition: Random.cpp:64
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:49
Position const ADD_POS_2
Definition: boss_baron_rivendare.cpp:58
void DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:159
Definition: boss_baron_rivendare.cpp:41
uint32 SummonSkeletons_Timer
Definition: boss_baron_rivendare.cpp:97
Definition: boss_baron_rivendare.cpp:43
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const
Definition: Object.cpp:2346

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Member Data Documentation

uint32 boss_baron_rivendare::boss_baron_rivendareAI::Cleave_Timer
InstanceScript* boss_baron_rivendare::boss_baron_rivendareAI::instance
uint32 boss_baron_rivendare::boss_baron_rivendareAI::MortalStrike_Timer
uint32 boss_baron_rivendare::boss_baron_rivendareAI::ShadowBolt_Timer
uint32 boss_baron_rivendare::boss_baron_rivendareAI::SummonSkeletons_Timer

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