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boss_ambassador_flamelash::boss_ambassador_flamelashAI Struct Reference
Inheritance diagram for boss_ambassador_flamelash::boss_ambassador_flamelashAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_ambassador_flamelashAI (Creature *creature)
void JustSummoned (Creature *cr) override
void DoAction (int32 param) override
void Reset () override
void TurnRunes (bool mode)
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void JustDied (Unit *) override
int getValidRandomPosition ()
void SummonSpirits ()
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 ~BossAI () override
bool CanRespawn () override
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
void JustSummoned (Creature *summon) override
void SummonedCreatureDespawn (Creature *summon) override
void SummonedCreatureDespawnAll () override
void UpdateAI (uint32 diff) override
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
virtual void ExecuteEvent (uint32)
virtual void ScheduleTasks ()
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void JustDied (Unit *) override
void JustReachedHome () 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 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 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)
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

Public Attributes

EventMap _events
SummonList summons
std::vector< int > validPosition
bool foundValidPosition = false
- Public Attributes inherited from BossAI
InstanceScript *const instance
- 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 BossAI
void _Reset ()
void _JustEngagedWith ()
void _JustDied ()
void _JustReachedHome ()
bool _ProccessHealthCheckEvent (uint8 healthPct, uint32 damage, std::function< void()> exec) const
void TeleportCheaters ()
- 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 BossAI
EventMap events
SummonList summons
TaskScheduler scheduler
- 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

◆ boss_ambassador_flamelashAI()

boss_ambassador_flamelash::boss_ambassador_flamelashAI::boss_ambassador_flamelashAI ( Creature creature)
Definition: blackrock_depths.h:35
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
SummonList summons
Definition: boss_ambassador_flamelash.cpp:70

Member Function Documentation

◆ DoAction()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::DoAction ( int32  param)

Reimplemented from UnitAI.

79 {
80 switch (param)
81 {
84 break;
85 }
86 }
Definition: boss_ambassador_flamelash.cpp:34
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition: EventMap.cpp:56
EventMap _events
Definition: boss_ambassador_flamelash.cpp:67

References _events, EVENT_SUMMON_SPIRITS, and EventMap::ScheduleEvent().

◆ getValidRandomPosition()

int boss_ambassador_flamelash::boss_ambassador_flamelashAI::getValidRandomPosition ( )
129 {
130 /* Generate a random position which
131 * have not been used in 4 summonings.
132 * Since we are calling the event whenever the Spirit
133 * dies and not all at the time, we need to save at
134 * least 4 positions until reseting the vector
135 */
137 // Searching a new position so reset this bool check
138 foundValidPosition = false;
139 int randomPosition;
141 while (!foundValidPosition)
142 {
143 /* When we have summoned 4 creatures, reset the vector
144 * so we can summon new spirits in other positions.*/
145 if (validPosition.size() == 4)
146 validPosition.clear();
148 // The random ranges from the position 0 to the position 6
149 randomPosition = urand(0, 6);
151 // When we have an empty vector we can use any random position generated.
152 if (validPosition.empty())
153 foundValidPosition = true;
155 /* This check is done to avoid running the vector
156 * when it is empty. Because if it is empty, then any
157 * position can be used to summon Spirits.
158 */
160 {
161 // Check every position inside the vector
162 for (int pos : validPosition)
163 {
164 // If the random is different, we found a temporary true,
165 // until we find one that is equal, which means it has been used.
166 if (pos != randomPosition)
167 foundValidPosition = true;
168 else
169 {
170 foundValidPosition = false;
171 break;
172 }
173 }
174 }
175 }
177 // We found a valid position. Save it and return it to summon.
178 validPosition.emplace_back(randomPosition);
179 return randomPosition;
180 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
bool foundValidPosition
Definition: boss_ambassador_flamelash.cpp:74
std::vector< int > validPosition
Definition: boss_ambassador_flamelash.cpp:73

References foundValidPosition, urand(), and validPosition.

Referenced by SummonSpirits().

◆ JustDied()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustDied ( Unit )

Reimplemented from BossAI.

122 {
123 TurnRunes(false);
124 _events.Reset();
126 }
void Reset()
Definition: EventMap.cpp:21
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void TurnRunes(bool mode)
Definition: boss_ambassador_flamelash.cpp:97

References _events, SummonList::DespawnAll(), EventMap::Reset(), summons, and TurnRunes().

◆ JustEngagedWith()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

108 {
111 // Spawn 7 Embers initially
112 for (int i = 0; i < 4; ++i)
115 // Activate the runes (Start burning)
116 TurnRunes(true);
119 }
Definition: boss_ambassador_flamelash.cpp:32
Definition: boss_ambassador_flamelash.cpp:33
Definition: boss_fathomlord_karathress.cpp:23

References _events, AGGRO_TEXT, EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, EventMap::ScheduleEvent(), and TurnRunes().

◆ JustSummoned()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::JustSummoned ( Creature cr)

Reimplemented from BossAI.

76{ summons.Summon(cr); }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90

References SummonList::Summon(), and summons.

◆ Reset()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::Reset ( )

Reimplemented from BossAI.

89 {
90 _events.Reset();
92 TurnRunes(false);
93 foundValidPosition = false;
94 validPosition.clear();
95 }

References _events, SummonList::DespawnAll(), foundValidPosition, EventMap::Reset(), summons, TurnRunes(), and validPosition.

◆ SummonSpirits()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::SummonSpirits ( )
183 {
184 // Make the Spirits chase Ambassador Flamelash
187 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:62
Definition: Object.h:47
const uint32 NPC_FIRE_SPIRIT
Definition: boss_ambassador_flamelash.cpp:38
const Position SummonPositions[7]
Definition: boss_ambassador_flamelash.cpp:40
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:2318
int getValidRandomPosition()
Definition: boss_ambassador_flamelash.cpp:128

References _events, EVENT_SUMMON_SPIRITS, getValidRandomPosition(), IN_MILLISECONDS, ScriptedAI::me, NPC_FIRE_SPIRIT, EventMap::ScheduleEvent(), WorldObject::SummonCreature(), SummonPositions, and TEMPSUMMON_CORPSE_TIMED_DESPAWN.

Referenced by UpdateAI().

◆ TurnRunes()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::TurnRunes ( bool  mode)
98 {
99 // Active makes the runes burn, ready turns them off
100 GOState state = mode ? GO_STATE_ACTIVE : GO_STATE_READY;
102 for (int RuneEntry : gobjectDwarfRunesEntry)
103 if (GameObject* dwarfRune = me->FindNearestGameObject(RuneEntry, 200.0f))
104 dwarfRune->SetGoState(state);
105 }
Definition: GameObjectData.h:689
Definition: GameObjectData.h:691
Definition: GameObjectData.h:690
std::vector< int > gobjectDwarfRunesEntry
Definition: boss_ambassador_flamelash.cpp:51
Definition: GameObject.h:122
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2418

References WorldObject::FindNearestGameObject(), GO_STATE_ACTIVE, GO_STATE_READY, gobjectDwarfRunesEntry, and ScriptedAI::me.

Referenced by JustDied(), JustEngagedWith(), and Reset().

◆ UpdateAI()

void boss_ambassador_flamelash::boss_ambassador_flamelashAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

190 {
191 //Return since we have no target
192 if (!UpdateVictim())
193 return;
195 _events.Update(diff);
197 switch(_events.ExecuteEvent())
198 {
202 break;
205 break;
206 }
209 }
Definition: boss_ambassador_flamelash.cpp:26
uint32 ExecuteEvent()
Definition: EventMap.cpp:114
void Update(uint32 time)
Definition: EventMap.h:54
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void SummonSpirits()
Definition: boss_ambassador_flamelash.cpp:182

References _events, UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_FIREBLAST, EVENT_SUMMON_SPIRITS, EventMap::ExecuteEvent(), EventMap::ScheduleEvent(), SPELL_FIREBLAST, SummonSpirits(), EventMap::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _events

EventMap boss_ambassador_flamelash::boss_ambassador_flamelashAI::_events

◆ foundValidPosition

bool boss_ambassador_flamelash::boss_ambassador_flamelashAI::foundValidPosition = false

Referenced by getValidRandomPosition(), and Reset().

◆ summons

SummonList boss_ambassador_flamelash::boss_ambassador_flamelashAI::summons

Referenced by JustDied(), JustSummoned(), and Reset().

◆ validPosition

std::vector<int> boss_ambassador_flamelash::boss_ambassador_flamelashAI::validPosition

Referenced by getValidRandomPosition(), and Reset().