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npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI Struct Reference
Inheritance diagram for npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_icc_gauntlet_controllerAI (Creature *creature)
 
void ScheduleBroodlings ()
 
void SummonBroodling ()
 
void SummonFrostwardens ()
 
void SummonSpiders ()
 
void SpidersMoveDown ()
 
void DoAction (int32 param) override
 
void Reset () override
 
void JustReachedHome () override
 
void JustDied (Unit *) override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void JustStartedThreateningMe (Unit *) override
 
void JustEnteredCombat (Unit *) override
 Called when the unit enters combat.
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual bool IsEscortNPC (bool=true) const
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void KilledUnit (Unit *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true, int32 aura=0)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
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 sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

SummonList summons
 
InstanceScriptinstance
 
EventMap events
 

Additional Inherited Members

- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- 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 _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_icc_gauntlet_controllerAI()

npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::npc_icc_gauntlet_controllerAI ( Creature creature)
inline
4074 : NullCreatureAI(creature), summons(me)
4075 {
4076 instance = creature->GetInstanceScript();
4077 }
Creature *const me
Definition CreatureAI.h:71
Definition PassiveAI.h:56
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1242
InstanceScript * instance
Definition icecrown_citadel.cpp:4080
SummonList summons
Definition icecrown_citadel.cpp:4079

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DoAction()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

4133 {
4134 if (param == ACTION_START_GAUNTLET)
4135 {
4136 Talk(SAY_INIT);
4137 me->setActive(true);
4138 events.Reset();
4139 events.SetPhase(0);
4140 events.ScheduleEvent(EVENT_CHECK_FIGHT, 1s);
4141 events.ScheduleEvent(EVENT_GAUNTLET_PHASE1, 0ms);
4143 }
4144 }
@ IN_PROGRESS
Definition InstanceScript.h:59
events
Definition boss_sartura.cpp:43
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:400
void setActive(bool isActiveObject)
Definition Object.cpp:1086
Talk
Definition hyjal.cpp:82
@ ACTION_START_GAUNTLET
Definition icecrown_citadel.cpp:310
@ SAY_INIT
Definition icecrown_citadel.cpp:4057
@ EVENT_GAUNTLET_PHASE1
Definition icecrown_citadel.cpp:4061
@ EVENT_CHECK_FIGHT
Definition icecrown_citadel.cpp:4060
@ DATA_SINDRAGOSA_GAUNTLET
Definition icecrown_citadel.h:102

References ACTION_START_GAUNTLET, DATA_SINDRAGOSA_GAUNTLET, EVENT_CHECK_FIGHT, EVENT_GAUNTLET_PHASE1, IN_PROGRESS, instance, CreatureAI::me, SAY_INIT, WorldObject::setActive(), and InstanceScript::SetBossState().

◆ JustDied()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

4163 {
4165 }
@ DONE
Definition InstanceScript.h:61

References DATA_SINDRAGOSA_GAUNTLET, DONE, instance, and InstanceScript::SetBossState().

◆ JustReachedHome()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

4158 {
4159 me->setActive(false);
4160 }

References CreatureAI::me, and WorldObject::setActive().

◆ JustSummoned()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

4168 {
4169 summons.Summon(summon);
4170 if (summon->GetPositionZ() > 220.0f)
4171 {
4172 summon->SetDisableGravity(true);
4173 summon->SetWalk(true);
4174 }
4175 }
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3343
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
void SetDisableGravity(bool disable)
Definition Unit.cpp:16506
float GetPositionZ() const
Definition Position.h:123

References Position::GetPositionZ(), Unit::SetDisableGravity(), Creature::SetWalk(), SummonList::Summon(), and summons.

◆ Reset()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

4147 {
4148 events.Reset();
4151 {
4153 SummonSpiders();
4154 }
4155 }
@ NOT_STARTED
Definition InstanceScript.h:58
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
void SummonSpiders()
Definition icecrown_citadel.cpp:4109

References DATA_SINDRAGOSA_GAUNTLET, SummonList::DespawnAll(), DONE, InstanceScript::GetBossState(), instance, NOT_STARTED, InstanceScript::SetBossState(), summons, and SummonSpiders().

◆ ScheduleBroodlings()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::ScheduleBroodlings ( )
inline
4084 {
4085 for (uint8 i = 0; i < 30; ++i)
4086 events.ScheduleEvent(EVENT_SUMMON_BROODLING, Milliseconds(10000 + i * 350));
4087 }
std::uint8_t uint8
Definition Define.h:109
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
@ EVENT_SUMMON_BROODLING
Definition icecrown_citadel.cpp:4064

References EVENT_SUMMON_BROODLING.

Referenced by UpdateAI().

◆ SpidersMoveDown()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::SpidersMoveDown ( )
inline
4122 {
4123 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
4124 if (Creature* spider = ObjectAccessor::GetCreature(*me, *itr))
4125 if (spider->GetPositionZ() > 220.0f)
4126 {
4127 spider->CastSpell(spider, SPELL_WEB_BEAM2, false);
4128 spider->GetMotionMaster()->MoveLand(POINT_ENTER_COMBAT, spider->GetPositionX(), spider->GetPositionY(), 213.03f, false);
4129 }
4130 }
Definition Creature.h:47
iterator begin()
Definition ScriptedCreature.h:48
StorageType::const_iterator const_iterator
Definition ScriptedCreature.h:37
iterator end()
Definition ScriptedCreature.h:58
@ POINT_ENTER_COMBAT
Definition icecrown_citadel.cpp:4058
@ SPELL_WEB_BEAM2
Definition icecrown_citadel.h:70
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234

References SummonList::begin(), SummonList::end(), ObjectAccessor::GetCreature(), CreatureAI::me, POINT_ENTER_COMBAT, SPELL_WEB_BEAM2, and summons.

Referenced by UpdateAI().

◆ SummonBroodling()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::SummonBroodling ( )
inline
4090 {
4091 float dist = frand(18.0f, 39.0f);
4092 float o = rand_norm() * 2 * M_PI;
4093 if (Creature* broodling = me->SummonCreature(NPC_NERUBAR_BROODLING, me->GetPositionX() + cos(o) * dist, me->GetPositionY() + std::sin(o) * dist, 250.0f, Position::NormalizeOrientation(o - M_PI)))
4094 {
4095 broodling->CastSpell(broodling, SPELL_WEB_BEAM2, false);
4096 broodling->GetMotionMaster()->MovePoint(POINT_ENTER_COMBAT, broodling->GetPositionX(), broodling->GetPositionY(), 213.03f, FORCED_MOVEMENT_NONE, 0.f, 0.f, false);
4097 }
4098 }
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:86
float frand(float min, float max)
Definition Random.cpp:57
double rand_norm()
Definition Random.cpp:85
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2448
@ NPC_NERUBAR_BROODLING
Definition icecrown_citadel.h:348
static float NormalizeOrientation(float o)
Definition Position.h:238
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References FORCED_MOVEMENT_NONE, frand(), Position::GetPositionX(), Position::GetPositionY(), CreatureAI::me, Position::NormalizeOrientation(), NPC_NERUBAR_BROODLING, POINT_ENTER_COMBAT, rand_norm(), SPELL_WEB_BEAM2, and WorldObject::SummonCreature().

Referenced by UpdateAI().

◆ SummonedCreatureDies()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

4178 {
4179 summons.Despawn(summon);
4181 {
4182 if (events.GetPhaseMask() == 0)
4183 {
4184 events.SetPhase(1);
4185 events.ScheduleEvent(EVENT_GAUNTLET_PHASE2, 0ms);
4186 }
4187 else if (events.GetPhaseMask() == 1)
4188 {
4189 events.SetPhase(2);
4190 events.ScheduleEvent(EVENT_GAUNTLET_PHASE3, 0ms);
4191 }
4192 else
4193 me->KillSelf();
4194 }
4195 }
uint32 GetEntry() const
Definition Object.h:117
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89
uint32 GetEntryCount(uint32 entry) const
Definition ScriptedCreature.cpp:106
size_type size() const
Definition ScriptedCreature.h:78
void KillSelf(bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.h:1235
@ EVENT_GAUNTLET_PHASE2
Definition icecrown_citadel.cpp:4062
@ EVENT_GAUNTLET_PHASE3
Definition icecrown_citadel.cpp:4063

References SummonList::Despawn(), EVENT_GAUNTLET_PHASE2, EVENT_GAUNTLET_PHASE3, Object::GetEntry(), SummonList::GetEntryCount(), Unit::KillSelf(), CreatureAI::me, NPC_NERUBAR_BROODLING, SummonList::size(), and summons.

◆ SummonFrostwardens()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::SummonFrostwardens ( )
inline
4101 {
4102 for (uint8 i = 0; i < 3; ++i)
4103 {
4104 me->SummonCreature(i == 1 ? NPC_FROSTWARDEN_SORCERESS : NPC_FROSTWARDEN_WARRIOR, 4173.94f + i * 7.0f, 2409.15f, 211.033f, 1.56f);
4105 me->SummonCreature(i == 1 ? NPC_FROSTWARDEN_SORCERESS : NPC_FROSTWARDEN_WARRIOR, 4173.94f + i * 7.0f, 2556.71f, 211.033f, 4.712f);
4106 }
4107 }
@ NPC_FROSTWARDEN_WARRIOR
Definition icecrown_citadel.h:350
@ NPC_FROSTWARDEN_SORCERESS
Definition icecrown_citadel.h:349

References CreatureAI::me, NPC_FROSTWARDEN_SORCERESS, NPC_FROSTWARDEN_WARRIOR, and WorldObject::SummonCreature().

Referenced by UpdateAI().

◆ SummonSpiders()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::SummonSpiders ( )
inline
4110 {
4111 me->SummonCreature(NPC_NERUBAR_CHAMPION, 4207.30f, 2532.00f, 256.0, 4.253f);
4112 me->SummonCreature(NPC_NERUBAR_WEBWEAVER, 4228.79f, 2510.36f, 256.0f, 3.577f);
4113 me->SummonCreature(NPC_NERUBAR_CHAMPION, 4228.34f, 2458.20f, 256.0f, 2.642f);
4114 me->SummonCreature(NPC_NERUBAR_WEBWEAVER, 4207.54f, 2437.18f, 256.0f, 2.073f);
4115 me->SummonCreature(NPC_NERUBAR_CHAMPION, 4156.20f, 2436.80f, 256.0f, 1.083f);
4116 me->SummonCreature(NPC_NERUBAR_WEBWEAVER, 4133.50f, 2459.28f, 256.0f, 0.483f);
4117 me->SummonCreature(NPC_NERUBAR_CHAMPION, 4134.28f, 2509.71f, 256.0f, 5.788f);
4118 me->SummonCreature(NPC_NERUBAR_WEBWEAVER, 4156.29f, 2532.19f, 256.0f, 5.187f);
4119 }
@ NPC_NERUBAR_WEBWEAVER
Definition icecrown_citadel.h:347
@ NPC_NERUBAR_CHAMPION
Definition icecrown_citadel.h:346

References CreatureAI::me, NPC_NERUBAR_CHAMPION, NPC_NERUBAR_WEBWEAVER, and WorldObject::SummonCreature().

Referenced by Reset(), and UpdateAI().

◆ UpdateAI()

void npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

4198 {
4199 events.Update(diff);
4200 switch (events.ExecuteEvent())
4201 {
4202 case EVENT_CHECK_FIGHT:
4203 {
4204 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
4205 for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
4206 {
4207 if (me->GetDistance(itr->GetSource()) > 100.0f || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
4208 continue;
4209
4210 events.ScheduleEvent(EVENT_CHECK_FIGHT, 1s);
4211 return;
4212 }
4213
4215 return;
4216 }
4220 break;
4224 break;
4227 SummonSpiders();
4229 break;
4232 break;
4233 }
4234 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:235
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:335
Map * GetMap() const
Definition Object.h:631
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1299
void ScheduleBroodlings()
Definition icecrown_citadel.cpp:4083
void SummonBroodling()
Definition icecrown_citadel.cpp:4089
void SummonFrostwardens()
Definition icecrown_citadel.cpp:4100
void SpidersMoveDown()
Definition icecrown_citadel.cpp:4121

References MapRefMgr::begin(), MapRefMgr::end(), CreatureAI::EnterEvadeMode(), EVENT_CHECK_FIGHT, EVENT_GAUNTLET_PHASE1, EVENT_GAUNTLET_PHASE2, EVENT_GAUNTLET_PHASE3, EVENT_SUMMON_BROODLING, WorldObject::GetDistance(), WorldObject::GetMap(), Map::GetPlayers(), CreatureAI::me, ScheduleBroodlings(), SpidersMoveDown(), SummonBroodling(), SummonFrostwardens(), and SummonSpiders().

Member Data Documentation

◆ events

EventMap npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::events

◆ instance

InstanceScript* npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::instance

◆ summons

SummonList npc_icc_gauntlet_controller::npc_icc_gauntlet_controllerAI::summons

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