AzeorthCore 3.3.5a
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npc_anubisath_defender Struct Reference
Inheritance diagram for npc_anubisath_defender:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_anubisath_defender (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustDied (Unit *) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) 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
 

Private Attributes

TaskScheduler _scheduler
 
bool _enraged
 

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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- 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_anubisath_defender()

npc_anubisath_defender::npc_anubisath_defender ( Creature creature)
inline
75 : ScriptedAI(creature)
76 {
77 }
Definition: ScriptedCreature.h:177

Member Function Documentation

◆ DamageTaken()

void npc_anubisath_defender::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

149 {
150 if (!_enraged && me->HealthBelowPctDamaged(10, damage))
151 {
152 _enraged = true;
153 damage = 0;
154
155 if (urand(0, 1))
156 {
159 }
160 else
161 {
163 }
164 }
165 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
@ SPELL_ENRAGE
Definition: temple_of_ahnqiraj.cpp:35
@ SPELL_EXPLODE
Definition: temple_of_ahnqiraj.cpp:36
@ TALK_ENRAGE
Definition: temple_of_ahnqiraj.cpp:41
Talk
Definition: boss_fathomlord_karathress.cpp:23
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:323
Creature * me
Definition: ScriptedCreature.h:267
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1443
bool _enraged
Definition: temple_of_ahnqiraj.cpp:180

References _enraged, UnitAI::DoCastSelf(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, SPELL_ENRAGE, SPELL_EXPLODE, TALK_ENRAGE, and urand().

◆ EnterCombat()

void npc_anubisath_defender::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

86 {
88
89 if (urand(0, 1))
90 {
91 _scheduler.Schedule(6s, 10s, [this](TaskContext context)
92 {
93 if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, 1))
94 DoCast(target, SPELL_METEOR, true);
95 context.Repeat(6s, 10s);
96 });
97 }
98 else
99 {
100 _scheduler.Schedule(6s, 10s, [this](TaskContext context)
101 {
102 if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, 1))
103 DoCast(target, SPELL_PLAGUE, true);
104 context.Repeat(6s, 10s);
105 });
106 }
107
108 if (urand(0, 1))
109 {
110 _scheduler.Schedule(5s, 8s, [this](TaskContext context)
111 {
113 context.Repeat(5s, 8s);
114 });
115 }
116 else
117 {
118 _scheduler.Schedule(5s, 8s, [this](TaskContext context)
119 {
121 context.Repeat(5s, 8s);
122 });
123 }
124
125 if (urand(0, 1))
126 {
127 _scheduler.Schedule(3s, 5s, [this](TaskContext context)
128 {
130 context.Repeat(12s, 16s);
131 });
132 }
133 else
134 {
135 _scheduler.Schedule(3s, 5s, [this](TaskContext context)
136 {
138 context.Repeat(12s, 16s);
139 });
140 }
141 }
@ SPELL_FIRE_ARCANE_REFLECT
Definition: temple_of_ahnqiraj.cpp:30
@ SPELL_SUMMON_WARRIOR
Definition: temple_of_ahnqiraj.cpp:37
@ SPELL_THUNDERCLAP
Definition: temple_of_ahnqiraj.cpp:34
@ SPELL_SHADOW_STORM
Definition: temple_of_ahnqiraj.cpp:33
@ SPELL_SUMMON_SWARMGUARD
Definition: temple_of_ahnqiraj.cpp:38
@ SPELL_METEOR
Definition: temple_of_ahnqiraj.cpp:31
@ SPELL_PLAGUE
Definition: temple_of_ahnqiraj.cpp:32
@ SPELL_SHADOW_FROST_REFLECT
Definition: temple_of_ahnqiraj.cpp:29
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:217
Definition: TaskScheduler.h:400
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:249
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
Definition: Unit.h:1290
TaskScheduler _scheduler
Definition: temple_of_ahnqiraj.cpp:179

References _scheduler, UnitAI::DoCast(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), TaskContext::Repeat(), TaskScheduler::Schedule(), UnitAI::SelectTarget(), SPELL_FIRE_ARCANE_REFLECT, SPELL_METEOR, SPELL_PLAGUE, SPELL_SHADOW_FROST_REFLECT, SPELL_SHADOW_STORM, SPELL_SUMMON_SWARMGUARD, SPELL_SUMMON_WARRIOR, SPELL_THUNDERCLAP, and urand().

◆ JustDied()

void npc_anubisath_defender::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

144 {
146 }
@ SPELL_SUMMON_LARGE_OBSIDIAN_CHUNK
Definition: temple_of_ahnqiraj.cpp:39

References UnitAI::DoCastSelf(), and SPELL_SUMMON_LARGE_OBSIDIAN_CHUNK.

◆ Reset()

void npc_anubisath_defender::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

80 {
82 _enraged = false;
83 }
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33

References _enraged, _scheduler, and TaskScheduler::CancelAll().

◆ UpdateAI()

void npc_anubisath_defender::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

168 {
169 if (!UpdateVictim())
170 {
171 return;
172 }
173
174 _scheduler.Update(diff,
175 std::bind(&ScriptedAI::DoMeleeAttackIfReady, this));
176 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:268

References _scheduler, UnitAI::DoMeleeAttackIfReady(), TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _enraged

bool npc_anubisath_defender::_enraged
private

Referenced by DamageTaken(), and Reset().

◆ _scheduler

TaskScheduler npc_anubisath_defender::_scheduler
private

Referenced by EnterCombat(), Reset(), and UpdateAI().