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npc_giant_claw_tentacle Struct Reference
Inheritance diagram for npc_giant_claw_tentacle:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_giant_claw_tentacle (Creature *creature)
 
void JustDied (Unit *) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void ScheduleTasks ()
 
void Submerge ()
 
void Emerge ()
 
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 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 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)
 
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, 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)
 
 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
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 ==================
 
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 ()
 
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 JustEnteredCombat (Unit *)
 Called when the unit enters combat (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
 
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

ObjectGuid _portalGUID
 
bool _canAttack
 

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
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_giant_claw_tentacle()

npc_giant_claw_tentacle::npc_giant_claw_tentacle ( Creature creature)
inline
721 : ScriptedAI(creature)
722 {
723 SetCombatMovement(false);
724
726 {
727 portal->SetReactState(REACT_PASSIVE);
728 _portalGUID = portal->GetGUID();
729
730 if (me->ToTempSummon())
731 {
732 if (Unit* summoner = me->ToTempSummon()->GetSummonerUnit())
733 {
734 if (Creature* creature = summoner->ToCreature())
735 {
736 creature->AI()->JustSummoned(portal);
737 }
738 }
739 }
740 }
741
742 _canAttack = false;
743 }
@ TEMPSUMMON_CORPSE_DESPAWN
Definition: Object.h:46
@ REACT_PASSIVE
Definition: Unit.h:1035
@ NPC_GIANT_PORTAL
Definition: temple_of_ahnqiraj.h:64
virtual void JustSummoned(Creature *)
Definition: CreatureAI.h:133
Definition: ScriptedCreature.h:192
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:540
Creature * me
Definition: ScriptedCreature.h:282
Definition: Creature.h:46
CreatureAI * AI() const
Definition: Creature.h:136
Unit * GetSummonerUnit() const
Definition: TemporarySummon.cpp:44
Creature * ToCreature()
Definition: Object.h:197
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2343
Definition: Unit.h:1302
TempSummon * ToTempSummon()
Definition: Unit.h:2414
ObjectGuid _portalGUID
Definition: boss_cthun.cpp:865
bool _canAttack
Definition: boss_cthun.cpp:866

References _canAttack, _portalGUID, Creature::AI(), TempSummon::GetSummonerUnit(), CreatureAI::JustSummoned(), ScriptedAI::me, NPC_GIANT_PORTAL, REACT_PASSIVE, ScriptedAI::SetCombatMovement(), WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_DESPAWN, Object::ToCreature(), and Unit::ToTempSummon().

Member Function Documentation

◆ Emerge()

void npc_giant_claw_tentacle::Emerge ( )
inline
830 {
831 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, NotInStomachSelector()))
832 {
833 Position pos = target->GetPosition();
834 me->NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), 0);
836 {
837 portal->SetReactState(REACT_PASSIVE);
838 _portalGUID = portal->GetGUID();
839 }
840
845
847 }
848 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition: Unit.h:449
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ SPELL_BIRTH
Definition: boss_cthun.cpp:73
@ SPELL_MASSIVE_GROUND_RUPTURE
Definition: boss_cthun.cpp:58
@ SPELL_SUBMERGE_VISUAL
Definition: boss_cthun.cpp:72
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
Definition: Position.h:28
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
void GetPosition(float &x, float &y) const
Definition: Position.h:122
float GetPositionY() const
Definition: Position.h:118
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4855
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:20250
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496
Definition: boss_cthun.cpp:133
void ScheduleTasks()
Definition: boss_cthun.cpp:767

References Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), NPC_GIANT_PORTAL, Random, REACT_PASSIVE, SPELL_BIRTH, SPELL_MASSIVE_GROUND_RUPTURE, SPELL_SUBMERGE_VISUAL, WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_DESPAWN, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ JustDied()

void npc_giant_claw_tentacle::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

746 {
748 {
749 Unit::Kill(p, p);
750 }
751 }
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:202
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17956

References _portalGUID, ObjectAccessor::GetUnit(), Unit::Kill(), and ScriptedAI::me.

◆ JustEngagedWith()

void npc_giant_claw_tentacle::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

762 {
765 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:94

References CreatureAI::DoZoneInCombat(), and ScheduleTasks().

◆ Reset()

void npc_giant_claw_tentacle::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

754 {
755 scheduler.Schedule(500ms, [this](TaskContext /*task*/)
756 {
758 });
759 }
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
TaskScheduler scheduler
Definition: CreatureAI.h:76

References UnitAI::DoCastAOE(), TaskScheduler::Schedule(), CreatureAI::scheduler, and SPELL_MASSIVE_GROUND_RUPTURE.

◆ ScheduleTasks()

void npc_giant_claw_tentacle::ScheduleTasks ( )
inline
768 {
769 // Check if a target is in melee range
770 scheduler.Schedule(10s, [this](TaskContext task)
771 {
772 if (Unit* target = me->GetVictim())
773 {
774 if (!target->IsWithinMeleeRange(me))
775 {
776 // Main target not found within melee range, try to select a new one
777 if (Player* newTarget = me->SelectNearestPlayer(5.0f))
778 {
779 AttackStart(newTarget);
780 }
781 else // Main target not found, and failed to acquire a new target... Submerge
782 {
783 Submerge();
784 }
785 }
786 }
787
788 task.Repeat();
789 }).Schedule(2s, [this](TaskContext context)
790 {
792 context.Repeat(10s);
793 }).Schedule(5s, [this](TaskContext context)
794 {
796 context.Repeat(10s);
797 }).Schedule(3s, [this](TaskContext /*context*/)
798 {
799 _canAttack = true;
800 });
801 }
@ SPELL_HAMSTRING
Definition: boss_cthun.cpp:46
@ SPELL_THRASH
Definition: boss_cthun.cpp:61
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
Unit * GetVictim() const
Definition: Unit.h:1398

References Unit::GetVictim(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), and CreatureAI::scheduler.

Referenced by JustEngagedWith().

◆ Submerge()

void npc_giant_claw_tentacle::Submerge ( )
inline
804 {
805 if (me->SelectNearestPlayer(5.0f))
806 {
807 return;
808 }
809
810 // Despawn portal
812 {
813 p->DespawnOrUnsummon();
814 }
815
819
821 _canAttack = false;
822
823 scheduler.Schedule(5s, [this](TaskContext /*task*/)
824 {
825 Emerge();
826 });
827 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2461
uint32 GetMaxHealth() const
Definition: Unit.h:1455
void SetHealth(uint32 val)
Definition: Unit.cpp:15464
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
void Emerge()
Definition: boss_cthun.cpp:829

References ObjectAccessor::GetCreature(), SPELL_SUBMERGE_VISUAL, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ UpdateAI()

void npc_giant_claw_tentacle::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

851 {
852 //Check if we have a target
853 if (!UpdateVictim())
854 return;
855
856 scheduler.Update(diff);
857
858 if (_canAttack)
859 {
861 }
862 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268

Member Data Documentation

◆ _canAttack

bool npc_giant_claw_tentacle::_canAttack
private

Referenced by npc_giant_claw_tentacle().

◆ _portalGUID

ObjectGuid npc_giant_claw_tentacle::_portalGUID
private