AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_flame_leviathan_seat Struct Reference
Inheritance diagram for boss_flame_leviathan_seat:
VehicleAI CreatureAI UnitAI

Public Member Functions

 boss_flame_leviathan_seat (Creature *creature)
 
void EnterEvadeMode (EvadeReason) override
 
void Reset () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void AttackStart (Unit *) override
 
void PassengerBoarded (Unit *who, int8 seatId, bool apply) override
 == Fields =======================================
 
- Public Member Functions inherited from VehicleAI
 VehicleAI (Creature *creature)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void OnCharmed (bool apply) 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)
 
WorldObject * GetSummoner () 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
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
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 JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
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)
 
virtual void JustReachedHome ()
 
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 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 void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
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

Vehicle * vehicle
 
bool _pending10ManDespawn
 
uint32 _despawnCheckTimer
 

Static Public Attributes

static constexpr uint32 DESPAWN_DELAY_10MAN = 2000
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 

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 VehicleAI
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 ()
 
- 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 _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

◆ boss_flame_leviathan_seat()

boss_flame_leviathan_seat::boss_flame_leviathan_seat ( Creature *  creature)
inline
709 : VehicleAI(creature), vehicle(creature->GetVehicleKit())
710 {
713 }
#define ASSERT
Definition Errors.h:68
@ REACT_PASSIVE
Definition Unit.h:567
Creature *const me
Definition CreatureAI.h:71
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
Vehicle * GetVehicleKit() const
Definition Unit.h:1931
Definition CombatAI.h:99
Vehicle * vehicle
Definition boss_flame_leviathan.cpp:715

References ASSERT, CreatureAI::me, REACT_PASSIVE, Creature::SetReactState(), and vehicle.

Member Function Documentation

◆ AttackStart()

void boss_flame_leviathan_seat::AttackStart ( Unit *  )
inlineoverridevirtual

Reimplemented from UnitAI.

750{ }

◆ EnterEvadeMode()

void boss_flame_leviathan_seat::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

723 {
725 }
void InstallAllAccessories(bool evading)
Definition Vehicle.cpp:101

References Vehicle::InstallAllAccessories(), and vehicle.

◆ PassengerBoarded()

void boss_flame_leviathan_seat::PassengerBoarded ( Unit *  ,
int8  ,
bool   
)
inlineoverridevirtual

== Fields =======================================

Reimplemented from CreatureAI.

753 {
754 if (!who->IsPlayer() || !me->GetVehicle())
755 return;
756
757 who->ApplySpellImmune(63847, IMMUNITY_ID, 63847, apply); // SPELL_FLAME_VENTS_TRIGGER
758 who->ApplySpellImmune(SPELL_MISSILE_BARRAGE, IMMUNITY_ID, SPELL_MISSILE_BARRAGE, apply);
759 who->ApplySpellImmune(SPELL_BATTERING_RAM, IMMUNITY_ID, SPELL_BATTERING_RAM, apply);
760 // 10yd ground-level AoE that cannot reach the seats ~15yd up on the boss' back
761 who->ApplySpellImmune(SPELL_HODIRS_FURY_STUN, IMMUNITY_ID, SPELL_HODIRS_FURY_STUN, apply);
762
763 if (seatId == SEAT_PLAYER)
764 {
765 if (Unit* turret = me->GetVehicleKit()->GetPassenger(SEAT_TURRET))
766 {
767 if (apply)
768 {
769 turret->ReplaceAllUnitFlags(UNIT_FLAG_NONE);
770 turret->GetAI()->AttackStart(who);
771 if (Creature* leviathan = me->GetVehicleCreatureBase())
772 {
773 leviathan->AI()->Talk(FLAME_LEVIATHAN_SAY_PLAYER_RIDING);
774 leviathan->SetInCombatWithZone();
775 }
776 }
777 else
778 {
779 turret->ReplaceAllUnitFlags(UNIT_FLAG_NOT_SELECTABLE);
780 turret->SetImmuneToAll(true);
781 if (turret->IsCreature())
782 turret->ToCreature()->AI()->EnterEvadeMode();
783
784 who->CastSpell(who, SPELL_SMOKE_TRAIL, true);
785 }
786 }
787 if (Unit* device = me->GetVehicleKit()->GetPassenger(SEAT_DEVICE))
788 {
789 if (apply)
790 device->SetNpcFlag(UNIT_NPC_FLAG_SPELLCLICK);
791 else
792 device->RemoveNpcFlag(UNIT_NPC_FLAG_SPELLCLICK);
793 }
794
795 }
796 }
@ IMMUNITY_ID
Definition SharedDefines.h:1404
@ UNIT_NPC_FLAG_SPELLCLICK
Definition UnitDefines.h:346
@ UNIT_FLAG_NONE
Definition UnitDefines.h:256
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ SPELL_BATTERING_RAM
Definition boss_flame_leviathan.cpp:48
@ SPELL_SMOKE_TRAIL
Definition boss_flame_leviathan.cpp:81
@ SPELL_MISSILE_BARRAGE
Definition boss_flame_leviathan.cpp:50
@ SPELL_HODIRS_FURY_STUN
Definition boss_flame_leviathan.cpp:68
@ SEAT_PLAYER
Definition boss_flame_leviathan.cpp:168
@ SEAT_TURRET
Definition boss_flame_leviathan.cpp:169
@ SEAT_DEVICE
Definition boss_flame_leviathan.cpp:170
@ FLAME_LEVIATHAN_SAY_PLAYER_RIDING
Definition boss_flame_leviathan.cpp:145
Definition Creature.h:47
Definition Unit.h:665
Vehicle * GetVehicle() const
Definition Unit.h:1932
Creature * GetVehicleCreatureBase() const
Definition Unit.cpp:14631
Unit * GetPassenger(int8 seatId) const
Definition Vehicle.cpp:253

References Unit::ApplySpellImmune(), Unit::CastSpell(), FLAME_LEVIATHAN_SAY_PLAYER_RIDING, Vehicle::GetPassenger(), Unit::GetVehicle(), Unit::GetVehicleCreatureBase(), Unit::GetVehicleKit(), IMMUNITY_ID, Object::IsPlayer(), CreatureAI::me, SEAT_DEVICE, SEAT_PLAYER, SEAT_TURRET, SPELL_BATTERING_RAM, SPELL_HODIRS_FURY_STUN, SPELL_MISSILE_BARRAGE, SPELL_SMOKE_TRAIL, UNIT_FLAG_NONE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_FLAG_SPELLCLICK.

◆ Reset()

void boss_flame_leviathan_seat::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

728 {
731 }
bool Is25ManRaid() const
Definition Map.h:304
Map * GetMap() const
Definition Object.h:637
bool _pending10ManDespawn
Definition boss_flame_leviathan.cpp:719
uint32 _despawnCheckTimer
Definition boss_flame_leviathan.cpp:720

References _despawnCheckTimer, _pending10ManDespawn, WorldObject::GetMap(), Map::Is25ManRaid(), and CreatureAI::me.

◆ UpdateAI()

void boss_flame_leviathan_seat::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

734 {
736 {
737 _despawnCheckTimer += diff;
739 {
740 _pending10ManDespawn = false;
741 if (Vehicle* parentVehicle = me->GetVehicle())
742 if (parentVehicle->GetPassenger(0) == me || parentVehicle->GetPassenger(1) == me)
743 me->DespawnOrUnsummon(1ms);
744 }
745 }
746
748 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2216
Definition Vehicle.h:28
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition CombatAI.cpp:275
static constexpr uint32 DESPAWN_DELAY_10MAN
Definition boss_flame_leviathan.cpp:718

References _despawnCheckTimer, _pending10ManDespawn, DESPAWN_DELAY_10MAN, Creature::DespawnOrUnsummon(), Unit::GetVehicle(), CreatureAI::me, and VehicleAI::UpdateAI().

Member Data Documentation

◆ _despawnCheckTimer

uint32 boss_flame_leviathan_seat::_despawnCheckTimer

Referenced by Reset(), and UpdateAI().

◆ _pending10ManDespawn

bool boss_flame_leviathan_seat::_pending10ManDespawn

Referenced by Reset(), and UpdateAI().

◆ DESPAWN_DELAY_10MAN

constexpr uint32 boss_flame_leviathan_seat::DESPAWN_DELAY_10MAN = 2000
staticconstexpr

Referenced by UpdateAI().

◆ vehicle

Vehicle* boss_flame_leviathan_seat::vehicle

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