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npc_crystalline_frayer::npc_crystalline_frayerAI Struct Reference
Inheritance diagram for npc_crystalline_frayer::npc_crystalline_frayerAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_crystalline_frayerAI (Creature *creature)
void Reset () override
void EnterCombat (Unit *) override
void EnterEvadeMode (EvadeReason why) 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

Public Attributes

bool _allowDeath
uint32 restoreTimer
uint32 abilityTimer1
uint32 abilityTimer2
- 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_crystalline_frayerAI()

npc_crystalline_frayer::npc_crystalline_frayerAI::npc_crystalline_frayerAI ( Creature creature)
206 : ScriptedAI(creature)
207 {
208 }
Definition: ScriptedCreature.h:177

Member Function Documentation

◆ DamageTaken()

void npc_crystalline_frayer::npc_crystalline_frayerAI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,

Reimplemented from ScriptedAI.

236 {
237 if (damage >= me->GetHealth())
238 {
239 if (!_allowDeath)
240 {
243 me->CombatStop(true);
244 damage = 0;
251 me->CastSpell(me, SPELL_SEED_POD, true);
253 restoreTimer = 1;
254 }
255 }
256 }
Definition: Unit.h:1023
Definition: Unit.h:449
Definition: Unit.h:473
Definition: instance_nexus.cpp:189
Definition: instance_nexus.cpp:187
Definition: instance_nexus.cpp:188
Creature * me
Definition: ScriptedCreature.h:267
void ClearAllThreat()
Definition: ThreatMgr.cpp:418
void SetRegeneratingHealth(bool c)
Definition: Creature.h:302
void SetReactState(ReactStates st)
Definition: Creature.h:88
void CombatStop(bool includingCast=false)
Definition: Unit.cpp:11245
uint32 GetHealth() const
Definition: Unit.h:1438
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
void RemoveAllAuras()
Definition: Unit.cpp:6083
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2404
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1479
bool _allowDeath
Definition: instance_nexus.cpp:210
uint32 restoreTimer
Definition: instance_nexus.cpp:211

References _allowDeath, Unit::CastSpell(), ThreatMgr::ClearAllThreat(), Unit::CombatStop(), Unit::GetHealth(), Unit::GetThreatMgr(), ScriptedAI::me, REACT_PASSIVE, Unit::RemoveAllAuras(), restoreTimer, Creature::SetReactState(), Creature::SetRegeneratingHealth(), Unit::SetUnitFlag(), SPELL_AURA_OF_REGENERATION, SPELL_SEED_POD, SPELL_SUMMON_SEED_POD, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ EnterCombat()

void npc_crystalline_frayer::npc_crystalline_frayerAI::EnterCombat ( Unit )

Reimplemented from ScriptedAI.

225 {
227 }
Definition: InstanceScript.h:59
Definition: nexus.h:35
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1194
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:227

References _allowDeath, DATA_ORMOROK_EVENT, DONE, InstanceScript::GetBossState(), WorldObject::GetInstanceScript(), and ScriptedAI::me.

◆ EnterEvadeMode()

void npc_crystalline_frayer::npc_crystalline_frayerAI::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

230 {
233 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:195
bool isRegeneratingHealth()
Definition: Creature.h:301

References CreatureAI::EnterEvadeMode(), Creature::isRegeneratingHealth(), and ScriptedAI::me.

◆ Reset()

void npc_crystalline_frayer::npc_crystalline_frayerAI::Reset ( )

Reimplemented from ScriptedAI.

216 {
217 restoreTimer = 0;
218 abilityTimer1 = 0;
219 abilityTimer2 = 30000;
222 }
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1480
uint32 abilityTimer1
Definition: instance_nexus.cpp:212
uint32 abilityTimer2
Definition: instance_nexus.cpp:213

References abilityTimer1, abilityTimer2, ScriptedAI::me, Unit::RemoveUnitFlag(), restoreTimer, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ UpdateAI()

void npc_crystalline_frayer::npc_crystalline_frayerAI::UpdateAI ( uint32  diff)

Reimplemented from ScriptedAI.

259 {
260 if (restoreTimer)
261 {
262 restoreTimer += diff;
263 if (restoreTimer >= 90 * IN_MILLISECONDS)
264 {
265 Talk(0);
267 restoreTimer = 0;
271 }
272 return;
273 }
275 if (!UpdateVictim())
276 return;
278 abilityTimer1 += diff;
279 abilityTimer2 += diff;
281 if (abilityTimer1 >= 5000)
282 {
284 abilityTimer1 = 0;
285 }
287 if (abilityTimer2 >= 30000)
288 {
290 abilityTimer2 = 0;
291 }
292 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:62
Definition: Unit.h:1025
Definition: instance_nexus.cpp:190
Definition: instance_nexus.cpp:191
Definition: boss_fathomlord_karathress.cpp:23
bool UpdateVictim()
Definition: CreatureAI.cpp:268
Unit * GetVictim() const
Definition: Unit.h:1386

References abilityTimer1, abilityTimer2, Unit::CastSpell(), Unit::GetVictim(), IN_MILLISECONDS, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), restoreTimer, Creature::SetReactState(), Creature::SetRegeneratingHealth(), SPELL_CRYSTAL_BLOOM, SPELL_ENSNARE, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _allowDeath

bool npc_crystalline_frayer::npc_crystalline_frayerAI::_allowDeath

Referenced by DamageTaken(), and EnterCombat().

◆ abilityTimer1

uint32 npc_crystalline_frayer::npc_crystalline_frayerAI::abilityTimer1

Referenced by Reset(), and UpdateAI().

◆ abilityTimer2

uint32 npc_crystalline_frayer::npc_crystalline_frayerAI::abilityTimer2

Referenced by Reset(), and UpdateAI().

◆ restoreTimer

uint32 npc_crystalline_frayer::npc_crystalline_frayerAI::restoreTimer

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