AzerothCore 3.3.5a
OpenSource WoW Emulator
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go_suppression_device::go_suppression_deviceAI Struct Reference
Inheritance diagram for go_suppression_device::go_suppression_deviceAI:
GameObjectAI

Public Member Functions

 go_suppression_deviceAI (GameObject *go)
 
void InitializeAI () override
 
void UpdateAI (uint32 diff) override
 
void DoAction (int32 action) override
 
void Activate ()
 
void Deactivate ()
 
- Public Member Functions inherited from GameObjectAI
 GameObjectAI (GameObject *go)
 
virtual ~GameObjectAI ()
 
virtual void Reset ()
 
virtual void SetGUID (ObjectGuid, int32)
 
virtual ObjectGuid GetGUID (int32) const
 
virtual bool GossipHello (Player *, bool)
 
virtual bool GossipSelect (Player *, uint32, uint32)
 
virtual bool GossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual bool QuestAccept (Player *, Quest const *)
 
virtual bool QuestReward (Player *, Quest const *, uint32)
 
virtual uint32 GetDialogStatus (Player *)
 
virtual void Destroyed (Player *, uint32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void OnGameEvent (bool, uint16)
 
virtual void OnStateChanged (uint32, Unit *)
 
virtual void EventInform (uint32)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 

Private Attributes

InstanceScript_instance
 
EventMap _events
 
bool _active
 

Additional Inherited Members

- Static Public Member Functions inherited from GameObjectAI
static int32 Permissible (GameObject const *go)
 
- Protected Attributes inherited from GameObjectAI
GameObject *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ go_suppression_deviceAI()

go_suppression_device::go_suppression_deviceAI::go_suppression_deviceAI ( GameObject go)
inline
164: GameObjectAI(go), _instance(go->GetInstanceScript()), _active(true) { }
Definition GameObjectAI.h:33
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
bool _active
Definition boss_broodlord_lashlayer.cpp:244
InstanceScript * _instance
Definition boss_broodlord_lashlayer.cpp:242

Member Function Documentation

◆ Activate()

void go_suppression_device::go_suppression_deviceAI::Activate ( )
inline
219 {
220 if (_active)
221 return;
222 _active = true;
223 if (me->GetGoState() == GO_STATE_ACTIVE)
228 me->Respawn();
229 }
@ GO_STATE_READY
Definition GameObjectData.h:690
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
@ GO_READY
Definition GameObject.h:111
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1607
@ EVENT_SUPPRESSION_CAST
Definition boss_broodlord_lashlayer.cpp:51
void ScheduleEvent(uint32 eventId, uint32 time, uint32 group=0, uint32 phase=0)
Definition EventMap.cpp:56
GameObject *const me
Definition GameObjectAI.h:35
void SetGoState(GOState state)
Definition GameObject.cpp:2462
GOState GetGoState() const
Definition GameObject.h:204
void SetLootState(LootState s, Unit *unit=nullptr)
Definition GameObject.cpp:2427
void Respawn()
Definition GameObject.cpp:1303
void RemoveGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:218
EventMap _events
Definition boss_broodlord_lashlayer.cpp:243

References _active, _events, EVENT_SUPPRESSION_CAST, GameObject::GetGoState(), GO_FLAG_NOT_SELECTABLE, GO_READY, GO_STATE_ACTIVE, GO_STATE_READY, GameObjectAI::me, GameObject::RemoveGameObjectFlag(), GameObject::Respawn(), EventMap::ScheduleEvent(), GameObject::SetGoState(), and GameObject::SetLootState().

Referenced by UpdateAI().

◆ Deactivate()

void go_suppression_device::go_suppression_deviceAI::Deactivate ( )
inline
232 {
233 if (!_active)
234 return;
235 _active = false;
239 }
void CancelEvent(uint32 eventId)
Definition EventMap.cpp:190
void SetGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:217

References _active, _events, EventMap::CancelEvent(), EVENT_SUPPRESSION_CAST, GO_FLAG_NOT_SELECTABLE, GO_STATE_ACTIVE, GameObjectAI::me, GameObject::SetGameObjectFlag(), and GameObject::SetGoState().

Referenced by DoAction(), and InitializeAI().

◆ DoAction()

void go_suppression_device::go_suppression_deviceAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from GameObjectAI.

201 {
202 if (action == ACTION_DEACTIVATE)
203 {
205 }
206 else if (action == ACTION_DISARMED)
207 {
208 Deactivate();
210
212 {
214 }
215 }
216 }
@ DONE
Definition InstanceScript.h:61
@ DATA_BROODLORD_LASHLAYER
Definition blackwing_lair.h:33
@ ACTION_DEACTIVATE
Definition boss_broodlord_lashlayer.cpp:57
@ ACTION_DISARMED
Definition boss_broodlord_lashlayer.cpp:58
@ EVENT_SUPPRESSION_RESET
Definition boss_broodlord_lashlayer.cpp:52
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:242
void Deactivate()
Definition boss_broodlord_lashlayer.cpp:231

References _events, _instance, ACTION_DEACTIVATE, ACTION_DISARMED, EventMap::CancelEvent(), DATA_BROODLORD_LASHLAYER, Deactivate(), DONE, EVENT_SUPPRESSION_CAST, EVENT_SUPPRESSION_RESET, InstanceScript::GetBossState(), and EventMap::ScheduleEvent().

◆ InitializeAI()

void go_suppression_device::go_suppression_deviceAI::InitializeAI ( )
inlineoverridevirtual

◆ UpdateAI()

void go_suppression_device::go_suppression_deviceAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from GameObjectAI.

178 {
179 _events.Update(diff);
180
181 while (uint32 eventId = _events.ExecuteEvent())
182 {
183 switch (eventId)
184 {
186 if (me->GetGoState() == GO_STATE_READY)
187 {
189 me->SendCustomAnim(0);
190 }
192 break;
194 Activate();
195 break;
196 }
197 }
198 }
std::uint32_t uint32
Definition Define.h:107
@ SPELL_SUPPRESSION_AURA
Definition boss_broodlord_lashlayer.cpp:40
uint32 ExecuteEvent()
Definition EventMap.cpp:114
void Update(uint32 time)
Definition EventMap.h:54
void SendCustomAnim(uint32 anim)
Definition GameObject.cpp:2135
void CastSpell(Unit *target, uint32 spell)
Definition GameObject.cpp:2070
void Activate()
Definition boss_broodlord_lashlayer.cpp:218

References _events, Activate(), GameObject::CastSpell(), EVENT_SUPPRESSION_CAST, EVENT_SUPPRESSION_RESET, EventMap::ExecuteEvent(), GameObject::GetGoState(), GO_STATE_READY, GameObjectAI::me, EventMap::ScheduleEvent(), GameObject::SendCustomAnim(), SPELL_SUPPRESSION_AURA, and EventMap::Update().

Member Data Documentation

◆ _active

bool go_suppression_device::go_suppression_deviceAI::_active
private

Referenced by Activate(), and Deactivate().

◆ _events

EventMap go_suppression_device::go_suppression_deviceAI::_events
private

◆ _instance

InstanceScript* go_suppression_device::go_suppression_deviceAI::_instance
private

Referenced by DoAction(), and InitializeAI().


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