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npc_illidari_spawn::npc_illidari_spawnAI Struct Reference
Inheritance diagram for npc_illidari_spawn::npc_illidari_spawnAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_illidari_spawnAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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 DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
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 IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, 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)
 
virtual bool CheckEvadeIfOutOfCombatArea () 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
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
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)
 
- 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 (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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (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)
 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

ObjectGuid LordIllidanGUID
 
uint32 SpellTimer1
 
uint32 SpellTimer2
 
uint32 SpellTimer3
 
bool Timers
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- 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 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)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_illidari_spawnAI()

npc_illidari_spawn::npc_illidari_spawnAI::npc_illidari_spawnAI ( Creature creature)
inline
1188: ScriptedAI(creature) { }
Definition ScriptedCreature.h:190

Member Function Documentation

◆ JustDied()

void npc_illidari_spawn::npc_illidari_spawnAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1203 {
1204 me->RemoveCorpse();
1206 if (LordIllidan)
1207 CAST_AI(npc_lord_illidan_stormrage::npc_lord_illidan_stormrageAI, LordIllidan->AI())->LiveCounter();
1208 }
#define CAST_AI(a, b)
Definition UnitAI.h:26
Definition Creature.h:43
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition Creature.cpp:403
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
Creature * me
Definition ScriptedCreature.h:280
ObjectGuid LordIllidanGUID
Definition zone_shadowmoon_valley.cpp:1190
Definition zone_shadowmoon_valley.cpp:1042

References CAST_AI, ObjectAccessor::GetCreature(), LordIllidanGUID, ScriptedAI::me, and Creature::RemoveCorpse().

◆ JustEngagedWith()

void npc_illidari_spawn::npc_illidari_spawnAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

1200{ }

◆ Reset()

void npc_illidari_spawn::npc_illidari_spawnAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1195 {
1197 Timers = false;
1198 }
Timers
Definition boss_anubshiah.cpp:32
void Clear()
Definition ObjectGuid.h:138

References ObjectGuid::Clear(), and LordIllidanGUID.

◆ UpdateAI()

void npc_illidari_spawn::npc_illidari_spawnAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1211 {
1212 if (!UpdateVictim())
1213 return;
1214
1215 if (!Timers)
1216 {
1217 if (me->GetEntry() == 22075)//Illidari Soldier
1218 {
1219 SpellTimer1 = SpawnCast[0].Timer1 + (rand() % 4 * 1000);
1220 }
1221 if (me->GetEntry() == 22074)//Illidari Mind Breaker
1222 {
1223 SpellTimer1 = SpawnCast[1].Timer1 + (rand() % 10 * 1000);
1224 SpellTimer2 = SpawnCast[2].Timer1 + (rand() % 4 * 1000);
1225 SpellTimer3 = SpawnCast[3].Timer1 + (rand() % 4 * 1000);
1226 }
1227 if (me->GetEntry() == 19797)// Illidari Highlord
1228 {
1229 SpellTimer1 = SpawnCast[4].Timer1 + (rand() % 4 * 1000);
1230 SpellTimer2 = SpawnCast[5].Timer1 + (rand() % 4 * 1000);
1231 }
1232 Timers = true;
1233 }
1234 //Illidari Soldier
1235 if (me->GetEntry() == 22075)
1236 {
1237 if (SpellTimer1 <= diff)
1238 {
1239 DoCastVictim(SpawnCast[0].SpellId);//Spellbreaker
1240 SpellTimer1 = SpawnCast[0].Timer2 + (rand() % 5 * 1000);
1241 }
1242 else SpellTimer1 -= diff;
1243 }
1244 //Illidari Mind Breaker
1245 if (me->GetEntry() == 22074)
1246 {
1247 if (SpellTimer1 <= diff)
1248 {
1250 {
1251 if (target->IsPlayer())
1252 {
1253 DoCast(target, SpawnCast[1].SpellId); //Focused Bursts
1254 SpellTimer1 = SpawnCast[1].Timer2 + (rand() % 5 * 1000);
1255 }
1256 else SpellTimer1 = 2000;
1257 }
1258 }
1259 else SpellTimer1 -= diff;
1260
1261 if (SpellTimer2 <= diff)
1262 {
1263 DoCastVictim(SpawnCast[2].SpellId);//Psychic Scream
1264 SpellTimer2 = SpawnCast[2].Timer2 + (rand() % 13 * 1000);
1265 }
1266 else SpellTimer2 -= diff;
1267
1268 if (SpellTimer3 <= diff)
1269 {
1270 DoCastVictim(SpawnCast[3].SpellId);//Mind Blast
1271 SpellTimer3 = SpawnCast[3].Timer2 + (rand() % 8 * 1000);
1272 }
1273 else SpellTimer3 -= diff;
1274 }
1275 //Illidari Highlord
1276 if (me->GetEntry() == 19797)
1277 {
1278 if (SpellTimer1 <= diff)
1279 {
1280 DoCastVictim(SpawnCast[4].SpellId);//Curse Of Flames
1281 SpellTimer1 = SpawnCast[4].Timer2 + (rand() % 10 * 1000);
1282 }
1283 else SpellTimer1 -= diff;
1284
1285 if (SpellTimer2 <= diff)
1286 {
1287 DoCastVictim(SpawnCast[5].SpellId);//Flamestrike
1288 SpellTimer2 = SpawnCast[5].Timer2 + (rand() % 7 * 13000);
1289 }
1290 else SpellTimer2 -= diff;
1291 }
1292
1294 }
bool UpdateVictim()
Definition CreatureAI.cpp:282
uint32 GetEntry() const
Definition Object.h:116
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
Definition Unit.h:620
uint32 Timer2
Definition zone_silithus.cpp:264
uint32 Timer1
Definition zone_silithus.cpp:264
uint32 SpellTimer2
Definition zone_shadowmoon_valley.cpp:1191
uint32 SpellTimer3
Definition zone_shadowmoon_valley.cpp:1191
uint32 SpellTimer1
Definition zone_shadowmoon_valley.cpp:1191
static SpawnSpells SpawnCast[]
Definition zone_shadowmoon_valley.cpp:854

References UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), Object::GetEntry(), ScriptedAI::me, Random, UnitAI::SelectTarget(), SpawnCast, SpellTimer1, SpellTimer2, SpellTimer3, SpawnSpells::Timer1, SpawnSpells::Timer2, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ LordIllidanGUID

ObjectGuid npc_illidari_spawn::npc_illidari_spawnAI::LordIllidanGUID

Referenced by JustDied(), and Reset().

◆ SpellTimer1

uint32 npc_illidari_spawn::npc_illidari_spawnAI::SpellTimer1

Referenced by UpdateAI().

◆ SpellTimer2

uint32 npc_illidari_spawn::npc_illidari_spawnAI::SpellTimer2

Referenced by UpdateAI().

◆ SpellTimer3

uint32 npc_illidari_spawn::npc_illidari_spawnAI::SpellTimer3

Referenced by UpdateAI().

◆ Timers

bool npc_illidari_spawn::npc_illidari_spawnAI::Timers

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