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npc_living_constellation::npc_living_constellationAI Struct Reference
Inheritance diagram for npc_living_constellation::npc_living_constellationAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_living_constellationAI (Creature *creature)
void Reset () override
uint32 GetData (uint32) const override
void DoAction (int32 action) override
void SpellHit (Unit *caster, SpellInfo const *spell) override
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 ~ScriptedAI () override
void AttackStartNoMove (Unit *target)
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
void UpdateAI (uint32 diff) override
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 EnterCombat (Unit *) override
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)
 Cast Spell. More...
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 Play sound. More...
void DoPlayMusic (uint32 soundId, bool zone)
void DoResetThreat ()
 Reset Threat. More...
float DoGetThreat (Unit *unit)
void DoModifyThreatPercent (Unit *unit, int32 pct)
 Modify Unit Threat. More...
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 Teleport player. More...
void DoTeleportAll (float x, float y, float z, float o)
 Teleport all. More...
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 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)
void SetCombatMovement (bool allowMovement)
 Set Combat Movement. More...
bool IsCombatMovementAllowed () const
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
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 CreatureAI (Creature *creature)
 ~CreatureAI () override
void MoveCircleChecks ()
void MoveBackwardsChecks ()
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 EnterCombat (Unit *)
virtual void JustDied (Unit *)
virtual void KilledUnit (Unit *)
virtual void JustSummoned (Creature *)
virtual void IsSummonedBy (Unit *)
virtual void SummonedCreatureDespawn (Creature *)
virtual void SummonedCreatureDies (Creature *, Unit *)
virtual void SummonedCreatureDespawnAll ()
virtual void SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void AttackedBy (Unit *)
virtual bool IsEscorted ()
virtual void JustRespawned ()
virtual void MovementInform (uint32, uint32)
virtual void PathEndReached (uint32)
void OnCharmed (bool apply) override
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 ================== More...
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
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 ()
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 *)
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
virtual ~UnitAI ()
virtual bool CanAIAttack (Unit const *) const
virtual void AttackStart (Unit *)
virtual void UpdateAI (uint32)=0
virtual void InitializeAI ()
virtual void Reset ()
virtual void OnCharmed (bool apply)=0
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, int32 aura=0)
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod 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, SelectTargetMethod targetType)
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
virtual void HealReceived (Unit *, uint32 &)
virtual void HealDone (Unit *, uint32 &)
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)
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)
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)
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

EventMap events
bool _isActive
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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
CreatureBoundary const * _boundary
bool _negateBoundary
- Protected Attributes inherited from UnitAI
Unit *const me

Detailed Description

Constructor & Destructor Documentation

◆ npc_living_constellationAI()

npc_living_constellation::npc_living_constellationAI::npc_living_constellationAI ( Creature creature)
964 : ScriptedAI(creature)
965 {
967 }
Definition: Unit.h:1023
Definition: ScriptedCreature.h:177
Creature * me
Definition: ScriptedCreature.h:267
void SetReactState(ReactStates st)
Definition: Creature.h:88

References ScriptedAI::me, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void npc_living_constellation::npc_living_constellationAI::DoAction ( int32  action)

Reimplemented from UnitAI.

985 {
986 switch (action)
987 {
991 me->SetImmuneToAll(false);
992 _isActive = true;
994 if (Player* target = SelectTargetFromPlayerList(250.0f))
995 {
996 AttackStart(target);
997 me->AddThreat(target, 100.0f);
998 }
1000 break;
1001 case ACTION_BIG_BANG:
1002 events.SetPhase(PHASE_BIG_BANG);
1003 events.DelayEvents(9500);
1004 events.ScheduleEvent(EVENT_RESUME_UPDATING, 9500);
1005 break;
1006 }
1007 }
Definition: Unit.h:1025
Definition: Unit.h:473
Definition: boss_sartura.cpp:43
Definition: boss_algalon_the_observer.cpp:81
Definition: boss_algalon_the_observer.cpp:82
Definition: boss_algalon_the_observer.cpp:159
Definition: boss_algalon_the_observer.cpp:125
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:548
void SetInCombatWithZone()
Definition: Creature.cpp:2810
Definition: Player.h:1046
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:15379
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:1714
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1480
bool _isActive
Definition: boss_algalon_the_observer.cpp:970

References _isActive, ACTION_ACTIVATE_STAR, ACTION_BIG_BANG, Unit::AddThreat(), ScriptedAI::AttackStart(), EVENT_RESUME_UPDATING, ScriptedAI::me, PHASE_BIG_BANG, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), ScriptedAI::SelectTargetFromPlayerList(), Unit::SetImmuneToAll(), Creature::SetInCombatWithZone(), Creature::SetReactState(), and UNIT_FLAG_NOT_SELECTABLE.

◆ GetData()

uint32 npc_living_constellation::npc_living_constellationAI::GetData ( uint32  ) const

Reimplemented from UnitAI.

980 {
981 return _isActive;
982 }

References _isActive.

◆ Reset()

void npc_living_constellation::npc_living_constellationAI::Reset ( )

Reimplemented from ScriptedAI.

973 {
974 events.Reset();
975 events.ScheduleEvent(EVENT_ARCANE_BARRAGE, 2500);
976 _isActive = false;
977 }
Definition: boss_algalon_the_observer.cpp:152

References _isActive, and EVENT_ARCANE_BARRAGE.

◆ SpellHit()

void npc_living_constellation::npc_living_constellationAI::SpellHit ( Unit caster,
SpellInfo const *  spell 

Reimplemented from ScriptedAI.

1010 {
1011 if (spell->Id != SPELL_CONSTELLATION_PHASE_EFFECT || caster->GetTypeId() != TYPEID_UNIT)
1012 return;
1014 if (InstanceScript* instance = me->GetInstanceScript())
1018 caster->ToCreature()->DespawnOrUnsummon(1);
1021 voidZone->DespawnOrUnsummon(1);
1022 }
Definition: ObjectGuid.h:37
Will return SPELL_FAILED_DONT_REPORT in CheckCast functions.
Definition: SpellDefines.h:148
Definition: boss_algalon_the_observer.cpp:97
Definition: boss_algalon_the_observer.cpp:63
Definition: boss_algalon_the_observer.cpp:67
Definition: ulduar.h:168
Definition: DBCEnums.h:116
Definition: Creature.h:46
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Despawn or Unsummon creature. If creature is a TempSummon it will be unsummoned.
Definition: Creature.cpp:2154
TypeID GetTypeId() const
Definition: Object.h:121
Creature * ToCreature()
Definition: Object.h:197
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1194
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2394
Definition: Unit.h:1290
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1428
Definition: InstanceScript.h:140

References ACHIEVEMENT_TIMED_TYPE_EVENT, Unit::CastSpell(), Creature::DespawnOrUnsummon(), EVENT_ID_SUPERMASSIVE_START, WorldObject::FindNearestCreature(), WorldObject::GetInstanceScript(), Object::GetTypeId(), SpellInfo::Id, ScriptedAI::me, NPC_ALGALON_VOID_ZONE_VISUAL_STALKER, SPELL_BLACK_HOLE_CREDIT, SPELL_CONSTELLATION_PHASE_EFFECT, Object::ToCreature(), TRIGGERED_FULL_MASK, and TYPEID_UNIT.

◆ UpdateAI()

void npc_living_constellation::npc_living_constellationAI::UpdateAI ( uint32  diff)

Reimplemented from ScriptedAI.

1025 {
1026 if (!(events.GetPhaseMask() & PHASE_MASK_NO_UPDATE) && !UpdateVictim())
1027 return;
1029 events.Update(diff);
1030 switch (events.ExecuteEvent())
1031 {
1034 events.RepeatEvent(2500);
1035 break;
1037 events.SetPhase(0);
1038 break;
1039 }
1040 }
Definition: SpellDefines.h:118
Definition: boss_algalon_the_observer.cpp:53
Definition: boss_algalon_the_observer.cpp:161
bool UpdateVictim()
Definition: CreatureAI.cpp:268
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1521


Member Data Documentation

◆ _isActive

bool npc_living_constellation::npc_living_constellationAI::_isActive

Referenced by DoAction(), GetData(), and Reset().

◆ events

EventMap npc_living_constellation::npc_living_constellationAI::events