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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)
 
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

InstanceScript * instance
 
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 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)
 
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: