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npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI Struct Reference
Inheritance diagram for npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_hodir_mageAI (Creature *pCreature)
 
void AttackStart (Unit *who) override
 
void ScheduleAbilities ()
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void MoveInLineOfSight (Unit *) override
 
void EnterEvadeMode (EvadeReason) override
 
bool CanAIAttack (Unit const *t) const override
 
void JustDied (Unit *) override
 
- 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 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 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

EventMap events
 
InstanceScriptpInstance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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)
 
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_ulduar_hodir_mageAI()

npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::npc_ulduar_hodir_mageAI ( Creature pCreature)
inline
1079 : ScriptedAI(pCreature)
1080 {
1082 events.Reset();
1084 }
@ REACT_PASSIVE
Definition Unit.h:548
events
Definition boss_sartura.cpp:43
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
InstanceScript * pInstance
Definition boss_hodir.cpp:1087

References WorldObject::GetInstanceScript(), ScriptedAI::me, pInstance, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ AttackStart()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

1090 {
1091 AttackStartCaster(who, 30.0f);
1092 }
void AttackStartCaster(Unit *victim, float dist)
Definition UnitAI.cpp:33

References UnitAI::AttackStartCaster().

Referenced by UpdateAI().

◆ CanAIAttack()

bool npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::CanAIAttack ( Unit const *  t) const
inlineoverridevirtual

Reimplemented from UnitAI.

1172{ return t->GetEntry() == NPC_HODIR; }
@ NPC_HODIR
Definition ulduar.h:119

References Object::GetEntry(), and NPC_HODIR.

◆ EnterEvadeMode()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1171{}

◆ JustDied()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1175 {
1176 if (pInstance)
1178 hodir->AI()->SetData(4, 1);
1179 }
Definition Creature.h:43
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
Map * instance
Definition InstanceScript.h:149
Creature * GetCreature(ObjectGuid const guid)
Definition Map.cpp:2498
@ TYPE_HODIR
Definition ulduar.h:40

References Map::GetCreature(), InstanceScript::GetGuidData(), InstanceScript::instance, pInstance, and TYPE_HODIR.

◆ MoveInLineOfSight()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1169{}

◆ ScheduleAbilities()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::ScheduleAbilities ( )
inline
1095 {
1096 events.ScheduleEvent(EVENT_MAGE_FIREBALL, 3100ms);
1097 events.ScheduleEvent(EVENT_MAGE_TOASTY_FIRE, 6s);
1098 events.ScheduleEvent(EVENT_MAGE_MELT_ICE, 1s);
1099 }
@ EVENT_MAGE_TOASTY_FIRE
Definition boss_hodir.cpp:137
@ EVENT_MAGE_MELT_ICE
Definition boss_hodir.cpp:139
@ EVENT_MAGE_FIREBALL
Definition boss_hodir.cpp:138

References EVENT_MAGE_FIREBALL, EVENT_MAGE_MELT_ICE, and EVENT_MAGE_TOASTY_FIRE.

Referenced by UpdateAI().

◆ SpellHit()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1102 {
1103 if (spell->Id == SPELL_FLASH_FREEZE_TRAPPED_NPC)
1104 {
1105 events.Reset();
1106 events.ScheduleEvent(EVENT_TRY_FREE_HELPER, 2s);
1107 }
1108 }
@ SPELL_FLASH_FREEZE_TRAPPED_NPC
Definition boss_hodir.cpp:42
@ EVENT_TRY_FREE_HELPER
Definition boss_hodir.cpp:129

References EVENT_TRY_FREE_HELPER, SpellInfo::Id, and SPELL_FLASH_FREEZE_TRAPPED_NPC.

◆ UpdateAI()

void npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

1111 {
1112 events.Update(diff);
1113
1115 return;
1116
1117 switch (events.ExecuteEvent())
1118 {
1119 case 0:
1120 break;
1122 {
1124 if (pInstance)
1126 if (Creature* hodir = ObjectAccessor::GetCreature(*me, g))
1127 {
1128 AttackStart(hodir);
1130 break;
1131 }
1132 events.Repeat(2s);
1133 }
1134 break;
1136 if (Unit* victim = me->GetVictim())
1137 me->CastSpell(victim, SPELL_MAGE_FIREBALL, false);
1138 events.Repeat(3100ms);
1139 break;
1142 events.Repeat(10s);
1143 break;
1145 {
1146 std::list<Creature*> FB;
1147 bool found = false;
1149 for( std::list<Creature*>::const_iterator itr = FB.begin(); itr != FB.end(); ++itr )
1150 if (!((*itr)->HasAura(SPELL_MAGE_MELT_ICE)))
1151 {
1152 me->CastSpell((*itr), SPELL_MAGE_MELT_ICE, false);
1153 found = true;
1154 break;
1155 }
1156
1157 if (found)
1158 {
1159 events.DelayEvents(2s);
1160 events.Repeat(2s);
1161 break;
1162 }
1163 events.Repeat(5s);
1164 }
1165 break;
1166 }
1167 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_MAGE_MELT_ICE
Definition boss_hodir.cpp:78
@ SPELL_MAGE_CONJURE_TOASTY_FIRE
Definition boss_hodir.cpp:79
@ SPELL_MAGE_FIREBALL
Definition boss_hodir.cpp:77
@ NPC_FLASH_FREEZE_NPC
Definition boss_hodir.cpp:110
Definition ObjectGuid.h:118
Definition Unit.h:636
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
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:1178
Unit * GetVictim() const
Definition Unit.h:862
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3097
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
void AttackStart(Unit *who) override
Definition boss_hodir.cpp:1089
void ScheduleAbilities()
Definition boss_hodir.cpp:1094

References AttackStart(), Unit::CastSpell(), EVENT_MAGE_FIREBALL, EVENT_MAGE_MELT_ICE, EVENT_MAGE_TOASTY_FIRE, EVENT_TRY_FREE_HELPER, ObjectAccessor::GetCreature(), WorldObject::GetCreaturesWithEntryInRange(), InstanceScript::GetGuidData(), Unit::GetVictim(), Unit::HasAura(), Unit::HasUnitState(), ScriptedAI::me, NPC_FLASH_FREEZE_NPC, pInstance, ScheduleAbilities(), SPELL_FLASH_FREEZE_TRAPPED_NPC, SPELL_MAGE_CONJURE_TOASTY_FIRE, SPELL_MAGE_FIREBALL, SPELL_MAGE_MELT_ICE, TYPE_HODIR, and UNIT_STATE_CASTING.

Member Data Documentation

◆ events

EventMap npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::events

◆ pInstance

InstanceScript* npc_ulduar_hodir_mage::npc_ulduar_hodir_mageAI::pInstance

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