AzerothCore 3.3.5a
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npc_kinetic_bomb::npc_kinetic_bombAI Struct Reference
Inheritance diagram for npc_kinetic_bomb::npc_kinetic_bombAI:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_kinetic_bombAI (Creature *creature)
 
void IsSummonedBy (WorldObject *) override
 
void Reset () override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void JustStartedThreateningMe (Unit *) override
 
void JustEnteredCombat (Unit *) override
 Called when the unit enters combat.
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObject * GetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual bool IsEscortNPC (bool=true) const
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (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, int32 aura=0)
 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
 
float _x
 
float _y
 
float _groundZ
 
bool exploded
 

Additional Inherited Members

- 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 NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- 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 AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_kinetic_bombAI()

npc_kinetic_bomb::npc_kinetic_bombAI::npc_kinetic_bombAI ( Creature *  creature)
inline
1373 : NullCreatureAI(creature)
1374 {
1375 }
Definition PassiveAI.h:56

Member Function Documentation

◆ DoAction()

void npc_kinetic_bomb::npc_kinetic_bombAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1410 {
1411 if (action == SPELL_KINETIC_BOMB_EXPLOSION)
1412 {
1413 exploded = true;
1415 }
1416 else if (action == ACTION_KINETIC_BOMB_JUMP)
1417 {
1419 {
1421 me->StopMoving();
1423 }
1425 }
1426 }
@ MOVE_RUN
Definition UnitDefines.h:357
@ ACTION_KINETIC_BOMB_JUMP
Definition boss_blood_prince_council.cpp:147
@ SPELL_KINETIC_BOMB_KNOCKBACK
Definition boss_blood_prince_council.cpp:111
@ SPELL_KINETIC_BOMB_EXPLOSION
Definition boss_blood_prince_council.cpp:110
@ EVENT_CONTINUE_FALLING
Definition boss_blood_prince_council.cpp:138
@ EVENT_BOMB_DESPAWN
Definition boss_blood_prince_council.cpp:137
Creature *const me
Definition CreatureAI.h:71
void RescheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:70
void MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, Movement::PointsArray const *path=nullptr, bool generatePath=false, float orientation=0.0f, ObjectGuid targetGUID=ObjectGuid::Empty)
The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:825
void MovementExpired(bool reset=true)
Definition MotionMaster.h:207
float GetSpeed(UnitMoveType mtype) const
Definition Unit.cpp:11051
MotionMaster * GetMotionMaster()
Definition Unit.h:1763
void StopMoving()
Definition Unit.cpp:12643
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5764
float GetPositionZ() const
Definition Position.h:123
bool exploded
Definition boss_blood_prince_council.cpp:1381
float _x
Definition boss_blood_prince_council.cpp:1378
float _y
Definition boss_blood_prince_council.cpp:1379
EventMap _events
Definition boss_blood_prince_council.cpp:1377

References _events, _x, _y, ACTION_KINETIC_BOMB_JUMP, EVENT_BOMB_DESPAWN, EVENT_CONTINUE_FALLING, exploded, Unit::GetMotionMaster(), Position::GetPositionZ(), Unit::GetSpeed(), Unit::HasAura(), CreatureAI::me, MOVE_RUN, MotionMaster::MoveCharge(), MotionMaster::MovementExpired(), EventMap::RescheduleEvent(), SPELL_KINETIC_BOMB_EXPLOSION, SPELL_KINETIC_BOMB_KNOCKBACK, and Unit::StopMoving().

◆ IsSummonedBy()

void npc_kinetic_bomb::npc_kinetic_bombAI::IsSummonedBy ( WorldObject *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

1384 {
1385 if (InstanceScript* instance = me->GetInstanceScript())
1386 {
1387 if (Creature* valanar = ObjectAccessor::GetCreature(*me, instance->GetGuidData(DATA_PRINCE_VALANAR_GUID)))
1388 {
1389 valanar->AI()->JustSummoned(me);
1390 }
1391 }
1392 }
Definition Creature.h:47
Definition InstanceScript.h:143
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
@ DATA_PRINCE_VALANAR_GUID
Definition icecrown_citadel.h:115
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234

References DATA_PRINCE_VALANAR_GUID, ObjectAccessor::GetCreature(), WorldObject::GetInstanceScript(), and CreatureAI::me.

◆ Reset()

void npc_kinetic_bomb::npc_kinetic_bombAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1395 {
1396 _events.Reset();
1398 me->SetWalk(true);
1399 exploded = false;
1400
1401 float x, y, z;
1402 me->GetPosition(x, y, z);
1403 _x = x;
1404 _y = y;
1405 _groundZ = me->GetMapHeight(x, y, z, true, 500.0f);
1407 }
@ MOVE_WALK
Definition UnitDefines.h:356
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3398
void Reset()
Definition EventMap.cpp:21
float GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
Definition Object.cpp:3145
void GetPosition(float &x, float &y) const
Definition Position.h:126
float _groundZ
Definition boss_blood_prince_council.cpp:1380

References _events, _groundZ, _x, _y, EVENT_BOMB_DESPAWN, exploded, WorldObject::GetMapHeight(), Unit::GetMotionMaster(), Position::GetPosition(), Unit::GetSpeed(), CreatureAI::me, MOVE_WALK, MotionMaster::MoveCharge(), EventMap::RescheduleEvent(), EventMap::Reset(), and Creature::SetWalk().

◆ UpdateAI()

void npc_kinetic_bomb::npc_kinetic_bombAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1429 {
1430 _events.Update(diff);
1431 switch (_events.ExecuteEvent())
1432 {
1433 case EVENT_BOMB_DESPAWN:
1434 me->RemoveAllAuras();
1436 me->DespawnOrUnsummon(exploded ? 5s : 0ms);
1437 break;
1440 me->StopMoving();
1442 break;
1443 }
1444 }
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2221
void Update(uint32 time)
Definition EventMap.h:67
EventId ExecuteEvent()
Definition EventMap.cpp:86
void RemoveAllAuras()
Definition Unit.cpp:5359
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:751

References _events, _groundZ, _x, _y, Creature::DespawnOrUnsummon(), EVENT_BOMB_DESPAWN, EVENT_CONTINUE_FALLING, EventMap::ExecuteEvent(), exploded, Unit::GetMotionMaster(), Unit::GetSpeed(), CreatureAI::me, MOVE_WALK, MotionMaster::MoveCharge(), MotionMaster::MovementExpired(), Unit::RemoveAllAuras(), Unit::SetUnitFlag(), Unit::StopMoving(), UNIT_FLAG_NOT_SELECTABLE, and EventMap::Update().

Member Data Documentation

◆ _events

EventMap npc_kinetic_bomb::npc_kinetic_bombAI::_events

Referenced by DoAction(), Reset(), and UpdateAI().

◆ _groundZ

float npc_kinetic_bomb::npc_kinetic_bombAI::_groundZ

Referenced by Reset(), and UpdateAI().

◆ _x

float npc_kinetic_bomb::npc_kinetic_bombAI::_x

Referenced by DoAction(), Reset(), and UpdateAI().

◆ _y

float npc_kinetic_bomb::npc_kinetic_bombAI::_y

Referenced by DoAction(), Reset(), and UpdateAI().

◆ exploded

bool npc_kinetic_bomb::npc_kinetic_bombAI::exploded

Referenced by DoAction(), Reset(), and UpdateAI().


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