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npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI Struct Reference
Inheritance diagram for npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_blood_queen_lana_thelAI (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void MovementInform (uint32 type, uint32 id) 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)
 
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 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 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)
 
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, 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)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
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

EventMap _events
 
InstanceScript_instance
 
bool _introDone
 

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_blood_queen_lana_thelAI()

npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::npc_blood_queen_lana_thelAI ( Creature creature)
inline
1077 : ScriptedAI(creature)
1078 {
1079 _introDone = false;
1080 _instance = creature->GetInstanceScript();
1081 me->m_SightDistance = 100.0f; // for MoveInLineOfSight distance
1082 }
Definition: ScriptedCreature.h:177
Creature * me
Definition: ScriptedCreature.h:267
float m_SightDistance
Definition: Creature.h:355
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
bool _introDone
Definition: boss_blood_prince_council.cpp:1164
InstanceScript * _instance
Definition: boss_blood_prince_council.cpp:1163

References _instance, _introDone, WorldObject::GetInstanceScript(), Creature::m_SightDistance, and ScriptedAI::me.

Member Function Documentation

◆ MoveInLineOfSight()

void npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1100 {
1101 if (_introDone)
1102 return;
1103
1104 if (who->GetTypeId() != TYPEID_PLAYER || me->GetExactDist2d(who) > 100.0f)
1105 {
1106 return;
1107 }
1108
1109 _introDone = true;
1111 _events.SetPhase(1);
1113 // summon a visual trigger
1115 {
1116 summon->SetDisplayId(11686); // it's a general npc, and the template has 2 models (first is an infernal)
1117 summon->CastSpell(summon, SPELL_OOC_INVOCATION_VISUAL, true);
1118 summon->SetSpeed(MOVE_RUN, 0.15f, true);
1119 summon->GetMotionMaster()->MovePoint(0, triggerEndPos);
1120 }
1121 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ MOVE_RUN
Definition: Unit.h:379
Position const triggerPos
Definition: boss_blood_prince_council.cpp:182
@ SPELL_OOC_INVOCATION_VISUAL
Definition: boss_blood_prince_council.cpp:61
Position const triggerEndPos
Definition: boss_blood_prince_council.cpp:183
@ SAY_INTRO_1
Definition: boss_blood_prince_council.cpp:28
@ EVENT_INTRO_1
Definition: boss_blood_prince_council.cpp:117
@ NPC_FLOATING_TRIGGER
Definition: icecrown_citadel.h:274
Talk
Definition: boss_fathomlord_karathress.cpp:23
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
void SetPhase(uint8 phase)
Definition: EventMap.cpp:28
Creature * DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Definition: CreatureAI.cpp:399
Definition: Creature.h:46
TypeID GetTypeId() const
Definition: Object.h:121
float GetExactDist2d(const float x, const float y) const
Definition: Position.h:166
EventMap _events
Definition: boss_blood_prince_council.cpp:1162

References _events, _introDone, CreatureAI::DoSummon(), EVENT_INTRO_1, Position::GetExactDist2d(), Object::GetTypeId(), ScriptedAI::me, MOVE_RUN, NPC_FLOATING_TRIGGER, SAY_INTRO_1, EventMap::ScheduleEvent(), EventMap::SetPhase(), SPELL_OOC_INVOCATION_VISUAL, TEMPSUMMON_TIMED_DESPAWN, triggerEndPos, triggerPos, and TYPEID_PLAYER.

◆ MovementInform()

void npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1124 {
1125 if (type == POINT_MOTION_TYPE && id == POINT_INTRO_DESPAWN)
1126 {
1127 me->SetVisible(false);
1128 }
1129 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ POINT_INTRO_DESPAWN
Definition: boss_blood_prince_council.cpp:148
void SetVisible(bool x)
Definition: Unit.cpp:14117

References ScriptedAI::me, POINT_INTRO_DESPAWN, POINT_MOTION_TYPE, and Unit::SetVisible().

◆ Reset()

void npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1085 {
1086 _events.Reset();
1087 me->SetDisableGravity(true);
1089 {
1090 me->SetVisible(false);
1091 _introDone = true;
1092 }
1093 else
1094 {
1095 me->SetVisible(true);
1096 }
1097 }
@ DONE
Definition: InstanceScript.h:59
@ DATA_BLOOD_PRINCE_COUNCIL
Definition: icecrown_citadel.h:98
void Reset()
Definition: EventMap.cpp:21
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3064
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:227

References _events, _instance, _introDone, DATA_BLOOD_PRINCE_COUNCIL, DONE, InstanceScript::GetBossState(), ScriptedAI::me, EventMap::Reset(), Creature::SetDisableGravity(), and Unit::SetVisible().

◆ UpdateAI()

void npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1132 {
1133 if (!_events.GetPhaseMask())
1134 {
1135 return;
1136 }
1137
1138 _events.Update(diff);
1139
1141 {
1144 _events.Reset();
1145
1147 {
1148 keleseth->AI()->DoAction(ACTION_STAND_UP);
1149 }
1151 {
1152 taldaram->AI()->DoAction(ACTION_STAND_UP);
1153 }
1155 {
1156 valanar->AI()->DoAction(ACTION_STAND_UP);
1157 }
1158 }
1159 }
@ ACTION_STAND_UP
Definition: boss_blood_prince_council.cpp:139
@ SAY_INTRO_2
Definition: boss_blood_prince_council.cpp:29
Position const introFinalPos
Definition: boss_blood_prince_council.cpp:181
@ DATA_PRINCE_TALDARAM_GUID
Definition: icecrown_citadel.h:116
@ DATA_PRINCE_VALANAR_GUID
Definition: icecrown_citadel.h:117
@ DATA_PRINCE_KELESETH_GUID
Definition: icecrown_citadel.h:115
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
uint8 GetPhaseMask() const
Definition: EventMap.h:87
MotionMaster * GetMotionMaster()
Definition: Unit.h:2260
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210

References _events, _instance, ACTION_STAND_UP, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, EVENT_INTRO_1, EventMap::ExecuteEvent(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMotionMaster(), EventMap::GetPhaseMask(), introFinalPos, ScriptedAI::me, MotionMaster::MovePoint(), POINT_INTRO_DESPAWN, EventMap::Reset(), SAY_INTRO_2, and EventMap::Update().

Member Data Documentation

◆ _events

EventMap npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::_events
private

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

◆ _instance

InstanceScript* npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::_instance
private

◆ _introDone

bool npc_blood_queen_lana_thel::npc_blood_queen_lana_thelAI::_introDone
private