AzerothCore 3.3.5a
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npc_anubisath_sentinel::aqsentinelAI Struct Reference
Inheritance diagram for npc_anubisath_sentinel::aqsentinelAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

void selectAbility (int asel)
 
 aqsentinelAI (Creature *creature)
 
void ClearBuddyList ()
 
void AddBuddyToList (ObjectGuid CreatureGUID)
 
void GiveBuddyMyList (Creature *c)
 
void SendMyListToBuddies ()
 
void CallBuddiesToAttack (Unit *who)
 
void AddSentinelsNear (Unit *)
 
int pickAbilityRandom (bool *chosenAbilities)
 
void GetOtherSentinels (Unit *who)
 
void Reset () override
 
void GainSentinelAbility (uint32 id)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
 
void JustDied (Unit *) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 DoTeleportPlayer (Unit *unit, Position pos)
 
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)
 
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
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () 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)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 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 IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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)
 To specify the caster as target if the spell is self-cast.
 
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, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not 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)
 Called when a summon reaches a waypoint or point movement finished.
 
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

uint32 ability
 
int abselected
 
ObjectGuid NearbyGUID [3]
 
bool gatherOthersWhenAggro
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Private Attributes

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 ()
 
- 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

◆ aqsentinelAI()

npc_anubisath_sentinel::aqsentinelAI::aqsentinelAI ( Creature creature)
inline
105 : ScriptedAI(creature)
106 {
108 abselected = 0; // just initialization of variable
109 }
Definition ScriptedCreature.h:190
void ClearBuddyList()
Definition mob_anubisath_sentinel.cpp:113
int abselected
Definition mob_anubisath_sentinel.cpp:69

References abselected, and ClearBuddyList().

Member Function Documentation

◆ AddBuddyToList()

void npc_anubisath_sentinel::aqsentinelAI::AddBuddyToList ( ObjectGuid  CreatureGUID)
inline
120 {
121 if (CreatureGUID == me->GetGUID())
122 return;
123
124 for (int i = 0; i < 3; ++i)
125 {
126 if (NearbyGUID[i] == CreatureGUID)
127 return;
128 if (!NearbyGUID[i])
129 {
130 NearbyGUID[i] = CreatureGUID;
131 return;
132 }
133 }
134 }
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
Creature * me
Definition ScriptedCreature.h:280
ObjectGuid NearbyGUID[3]
Definition mob_anubisath_sentinel.cpp:111

References Object::GetGUID(), ScriptedAI::me, and NearbyGUID.

Referenced by AddSentinelsNear(), and GiveBuddyMyList().

◆ AddSentinelsNear()

void npc_anubisath_sentinel::aqsentinelAI::AddSentinelsNear ( Unit )
inline
170 {
171 std::list<Creature*> assistList;
172 me->GetCreatureListWithEntryInGrid(assistList, 15264, 100.0f);
173
174 if (assistList.empty())
175 return;
176
177 for (std::list<Creature*>::const_iterator iter = assistList.begin(); iter != assistList.end(); ++iter)
178 AddBuddyToList((*iter)->GetGUID());
179 }
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition Object.cpp:2513
void AddBuddyToList(ObjectGuid CreatureGUID)
Definition mob_anubisath_sentinel.cpp:119

References AddBuddyToList(), WorldObject::GetCreatureListWithEntryInGrid(), and ScriptedAI::me.

Referenced by GetOtherSentinels().

◆ CallBuddiesToAttack()

void npc_anubisath_sentinel::aqsentinelAI::CallBuddiesToAttack ( Unit who)
inline
153 {
154 for (int i = 0; i < 3; ++i)
155 {
157 if (c)
158 {
159 if (!c->IsInCombat())
160 {
161 c->SetNoCallAssistance(true);
162 if (c->AI())
163 c->AI()->AttackStart(who);
164 }
165 }
166 }
167 }
Definition Creature.h:43
void SetNoCallAssistance(bool val)
Definition Creature.h:271
CreatureAI * AI() const
Definition Creature.h:141
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:27
bool IsInCombat() const
Definition Unit.h:893
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210

References Creature::AI(), UnitAI::AttackStart(), ObjectAccessor::GetCreature(), Unit::IsInCombat(), ScriptedAI::me, NearbyGUID, and Creature::SetNoCallAssistance().

Referenced by GetOtherSentinels().

◆ ClearBuddyList()

void npc_anubisath_sentinel::aqsentinelAI::ClearBuddyList ( )
inline
114 {
115 for (uint8 i = 0; i < 3; ++i)
116 NearbyGUID[i].Clear();
117 }
std::uint8_t uint8
Definition Define.h:109

References NearbyGUID.

Referenced by aqsentinelAI(), GetOtherSentinels(), and Reset().

◆ DamageTaken()

void npc_anubisath_sentinel::aqsentinelAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

301 {
302 if (!_enraged && me->HealthBelowPctDamaged(50, damage))
303 {
304 _enraged = true;
305 damage = 0;
308 }
309 }
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition Unit.h:1047
Talk
Definition hyjal.cpp:82
@ SPELL_ENRAGE
Definition mob_anubisath_sentinel.cpp:50
@ TALK_ENRAGE
Definition mob_anubisath_sentinel.cpp:52
bool _enraged
Definition mob_anubisath_sentinel.cpp:312

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

◆ GainSentinelAbility()

void npc_anubisath_sentinel::aqsentinelAI::GainSentinelAbility ( uint32  id)
inline
250 {
251 me->AddAura(id, me);
252 }
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:18915

References Unit::AddAura(), and ScriptedAI::me.

Referenced by JustEngagedWith().

◆ GetOtherSentinels()

void npc_anubisath_sentinel::aqsentinelAI::GetOtherSentinels ( Unit who)
inline
198 {
199 bool* chosenAbilities = new bool[9];
200 memset(chosenAbilities, 0, 9 * sizeof(bool));
201 selectAbility(pickAbilityRandom(chosenAbilities));
202
205 int bli;
206 for (bli = 0; bli < 3; ++bli)
207 {
208 if (!NearbyGUID[bli])
209 break;
210
212 if (!pNearby)
213 break;
214
215 AddSentinelsNear(pNearby);
216 CAST_AI(aqsentinelAI, pNearby->AI())->gatherOthersWhenAggro = false;
217 CAST_AI(aqsentinelAI, pNearby->AI())->selectAbility(pickAbilityRandom(chosenAbilities));
218 }
219 /*if (bli < 3)
220 DoYell("I dont have enough buddies.", LANG_NEUTRAL, 0);*/
223
224 delete[] chosenAbilities;
225 }
#define CAST_AI(a, b)
Definition UnitAI.h:26
void AddSentinelsNear(Unit *)
Definition mob_anubisath_sentinel.cpp:169
void CallBuddiesToAttack(Unit *who)
Definition mob_anubisath_sentinel.cpp:152
int pickAbilityRandom(bool *chosenAbilities)
Definition mob_anubisath_sentinel.cpp:181
void selectAbility(int asel)
Definition mob_anubisath_sentinel.cpp:71
void SendMyListToBuddies()
Definition mob_anubisath_sentinel.cpp:145

References AddSentinelsNear(), Creature::AI(), CallBuddiesToAttack(), CAST_AI, ClearBuddyList(), ObjectAccessor::GetCreature(), ScriptedAI::me, NearbyGUID, pickAbilityRandom(), selectAbility(), and SendMyListToBuddies().

Referenced by JustEngagedWith().

◆ GiveBuddyMyList()

void npc_anubisath_sentinel::aqsentinelAI::GiveBuddyMyList ( Creature c)
inline
137 {
138 aqsentinelAI* cai = CAST_AI(aqsentinelAI, (c)->AI());
139 for (int i = 0; i < 3; ++i)
140 if (NearbyGUID[i] && NearbyGUID[i] != c->GetGUID())
141 cai->AddBuddyToList(NearbyGUID[i]);
142 cai->AddBuddyToList(me->GetGUID());
143 }
aqsentinelAI(Creature *creature)
Definition mob_anubisath_sentinel.cpp:105

References AddBuddyToList(), CAST_AI, Object::GetGUID(), ScriptedAI::me, and NearbyGUID.

Referenced by SendMyListToBuddies().

◆ JustDied()

void npc_anubisath_sentinel::aqsentinelAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

278 {
279 bool cast = false;
280 for (int ni = 0; ni < 3; ++ni)
281 {
283 if (!sent)
284 continue;
285 if (sent->isDead())
286 continue;
287 cast = true;
288 DoCast(sent, SPELL_HEAL_BRETHEN, true);
289 DoCast(sent, SPELL_TRANSFER_POWER, true);
290 }
291
292 if (cast)
293 {
295 }
296
298 }
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
bool isDead() const
Definition Unit.h:1709
@ SPELL_SUMMON_SMALL_OBSIDIAN_CHUNK
Definition mob_anubisath_sentinel.cpp:46
@ SPELL_HEAL_BRETHEN
Definition mob_anubisath_sentinel.cpp:49
@ SPELL_TRANSFER_POWER
Definition mob_anubisath_sentinel.cpp:48
@ TALK_SHARE_BUFFS
Definition mob_anubisath_sentinel.cpp:53

References UnitAI::DoCast(), UnitAI::DoCastSelf(), ObjectAccessor::GetCreature(), Unit::isDead(), ScriptedAI::me, NearbyGUID, SPELL_HEAL_BRETHEN, SPELL_SUMMON_SMALL_OBSIDIAN_CHUNK, SPELL_TRANSFER_POWER, and TALK_SHARE_BUFFS.

◆ JustEngagedWith()

void npc_anubisath_sentinel::aqsentinelAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

255 {
258
261 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:106
void GainSentinelAbility(uint32 id)
Definition mob_anubisath_sentinel.cpp:249
uint32 ability
Definition mob_anubisath_sentinel.cpp:68
void GetOtherSentinels(Unit *who)
Definition mob_anubisath_sentinel.cpp:197
bool gatherOthersWhenAggro
Definition mob_anubisath_sentinel.cpp:227

References ability, CreatureAI::DoZoneInCombat(), GainSentinelAbility(), gatherOthersWhenAggro, and GetOtherSentinels().

◆ pickAbilityRandom()

int npc_anubisath_sentinel::aqsentinelAI::pickAbilityRandom ( bool *  chosenAbilities)
inline
182 {
183 for (int t = 0; t < 2; ++t)
184 {
185 for (int i = !t ? (rand() % 9) : 0; i < 9; ++i)
186 {
187 if (!chosenAbilities[i])
188 {
189 chosenAbilities[i] = true;
190 return i;
191 }
192 }
193 }
194 return 0; // should never happen
195 }

Referenced by GetOtherSentinels().

◆ Reset()

void npc_anubisath_sentinel::aqsentinelAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

230 {
231 if (!me->isDead())
232 {
233 for (int i = 0; i < 3; ++i)
234 {
235 if (!NearbyGUID[i])
236 continue;
238 {
239 if (pNearby->isDead())
240 pNearby->Respawn();
241 }
242 }
243 }
246 _enraged = false;
247 }

References _enraged, ClearBuddyList(), gatherOthersWhenAggro, ObjectAccessor::GetCreature(), Unit::isDead(), ScriptedAI::me, and NearbyGUID.

◆ selectAbility()

void npc_anubisath_sentinel::aqsentinelAI::selectAbility ( int  asel)
inline
72 {
73 switch (asel)
74 {
75 case 0:
77 break;
78 case 1:
80 break;
81 case 2:
83 break;
84 case 3:
86 break;
87 case 4:
89 break;
90 case 5:
92 break;
93 case 6:
95 break;
96 case 7:
98 break;
99 case 8:
101 break;
102 }
103 }
@ SPELL_STORM_BUFF
Definition mob_anubisath_sentinel.cpp:43
@ SPELL_MENDING_BUFF
Definition mob_anubisath_sentinel.cpp:26
@ SPELL_KNOCK_BUFF
Definition mob_anubisath_sentinel.cpp:28
@ SPELL_MANAB_BUFF
Definition mob_anubisath_sentinel.cpp:30
@ SPELL_THORNS_BUFF
Definition mob_anubisath_sentinel.cpp:35
@ SPELL_REFLECTAF_BUFF
Definition mob_anubisath_sentinel.cpp:33
@ SPELL_MSTRIKE_BUFF
Definition mob_anubisath_sentinel.cpp:40
@ SPELL_REFLECTSFr_BUFF
Definition mob_anubisath_sentinel.cpp:34
@ SPELL_THUNDER_BUFF
Definition mob_anubisath_sentinel.cpp:37

References ability, SPELL_KNOCK_BUFF, SPELL_MANAB_BUFF, SPELL_MENDING_BUFF, SPELL_MSTRIKE_BUFF, SPELL_REFLECTAF_BUFF, SPELL_REFLECTSFr_BUFF, SPELL_STORM_BUFF, SPELL_THORNS_BUFF, and SPELL_THUNDER_BUFF.

Referenced by GetOtherSentinels().

◆ SendMyListToBuddies()

void npc_anubisath_sentinel::aqsentinelAI::SendMyListToBuddies ( )
inline
146 {
147 for (int i = 0; i < 3; ++i)
149 GiveBuddyMyList(pNearby);
150 }
void GiveBuddyMyList(Creature *c)
Definition mob_anubisath_sentinel.cpp:136

References ObjectAccessor::GetCreature(), GiveBuddyMyList(), ScriptedAI::me, and NearbyGUID.

Referenced by GetOtherSentinels().

◆ SpellHitTarget()

void npc_anubisath_sentinel::aqsentinelAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

264 {
265 if (spellInfo->Id == SPELL_TRANSFER_POWER)
266 {
267 if (Creature* sentinel = target->ToCreature())
268 {
269 if (sentinel->IsAIEnabled)
270 {
271 CAST_AI(aqsentinelAI, sentinel->AI())->GainSentinelAbility(ability);
272 }
273 }
274 }
275 }
Creature * ToCreature()
Definition Object.h:205

References ability, CAST_AI, SpellInfo::Id, SPELL_TRANSFER_POWER, and Object::ToCreature().

Member Data Documentation

◆ _enraged

bool npc_anubisath_sentinel::aqsentinelAI::_enraged
private

Referenced by DamageTaken(), and Reset().

◆ ability

uint32 npc_anubisath_sentinel::aqsentinelAI::ability

◆ abselected

int npc_anubisath_sentinel::aqsentinelAI::abselected

Referenced by aqsentinelAI().

◆ gatherOthersWhenAggro

bool npc_anubisath_sentinel::aqsentinelAI::gatherOthersWhenAggro

Referenced by JustEngagedWith(), and Reset().

◆ NearbyGUID


The documentation for this struct was generated from the following file: