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npc_lorekeeper::npc_lorekeeperAI Struct Reference

Public Member Functions

 npc_lorekeeperAI (Creature *creature)
void DoAction (int32 action) override
void sGossipSelect (Player *player, uint32 menuId, uint32 gossipListId) override
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
virtual ~ScriptedAI ()
void AttackStartNoMove (Unit *target)
void DamageTaken (Unit *, uint32 &) override
virtual 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 OnPossess (bool)
void Reset () override
void EnterCombat (Unit *) override
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 DoResetThreat ()
float DoGetThreat (Unit *unit)
void DoModifyThreatPercent (Unit *unit, int32 pct)
void DoTeleportTo (float x, float y, float z, uint32 time=0)
void DoTeleportTo (float const pos[4])
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 constSelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, 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
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
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 CreatureAI (Creature *creature)
virtual ~CreatureAI ()
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
void TriggerAlert (Unit const *who) const
virtual bool CanRespawn ()
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
virtual void IsSummonedBy (Unit *)
virtual void SummonedCreatureDies (Creature *, Unit *)
virtual void AttackedBy (Unit *)
virtual bool IsEscorted () const
virtual void JustRespawned ()
virtual void MovementInform (uint32, uint32)
void OnCharmed (bool apply) override
virtual void JustReachedHome ()
void DoZoneInCombat (Creature *creature=NULL, float maxRangeToNearestTarget=50.0f)
virtual void ReceiveEmote (Player *, uint32)
virtual void OwnerAttackedBy (Unit *)
virtual void OwnerAttacked (Unit *)
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
virtual void OnSpellClick (Unit *, bool &)
virtual bool CanSeeAlways (WorldObject const *)
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false) const
virtual bool CheckInRoom ()
CreatureBoundary constGetBoundary () const
- 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, int32=0)
virtual ObjectGuid GetGUID (int32=0) const
UnitSelectTarget (SelectAggroTarget targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
template<class PREDICATE >
UnitSelectTarget (SelectAggroTarget targetType, uint32 position, PREDICATE const &predicate)
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectAggroTarget targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectAggroTarget targetType)
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void HealReceived (Unit *, uint32 &)
virtual void HealDone (Unit *, uint32 &)
virtual void SpellInterrupted (uint32, uint32)
void AttackStartCaster (Unit *victim, float dist)
void DoCast (uint32 spellId)
void DoCast (Unit *victim, uint32 spellId, bool triggered=false)
void DoCastVictim (uint32 spellId, bool triggered=false)
void DoCastAOE (uint32 spellId, bool triggered=false)
void DoMeleeAttackIfReady ()
bool DoSpellAttackIfReady (uint32 spellId)
virtual void sGossipHello (Player *)
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
virtual void sQuestAccept (Player *, Quest const *)
virtual void sQuestSelect (Player *, Quest const *)
virtual void sQuestReward (Player *, Quest const *, uint32)
virtual bool sOnDummyEffect (Unit *, uint32, SpellEffIndex)
virtual void sOnGameEvent (bool, uint16)

Private Attributes


Additional Inherited Members

- Public Types inherited from CreatureAI
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
- Public Attributes inherited from ScriptedAI
bool IsFleeing
- 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 CheckBoundary (Position const *who=nullptr) const
void SetBoundary (CreatureBoundary const *boundary)
virtual void MoveInLineOfSight (Unit *)
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
- Protected Attributes inherited from CreatureAI
Creature *const me
CreatureBoundary const_boundary
- Protected Attributes inherited from UnitAI
Unit *const me

Constructor & Destructor Documentation

npc_lorekeeper::npc_lorekeeperAI::npc_lorekeeperAI ( Creature creature)
1219  : ScriptedAI(creature)
1220  {
1221  _instance = creature->GetInstanceScript();
1222  }
InstanceScript * _instance
Definition: boss_flame_leviathan.cpp:1265
ScriptedAI(Creature *creature)
Definition: ScriptedCreature.cpp:100
InstanceScript * GetInstanceScript()
Definition: Object.cpp:1540

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Member Function Documentation

void npc_lorekeeper::npc_lorekeeperAI::DoAction ( int32  action)

Reimplemented from UnitAI.

1225  {
1226  // Start encounter
1227  if (action == ACTION_SPAWN_VEHICLES)
1228  {
1229  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1231  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1233  for (uint8 i = 0; i < RAID_MODE(2, 5); ++i)
1235  }
1236  }
Position const PosSiege[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:182
Definition: boss_flame_leviathan.cpp:136
Position const PosDemolisher[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:200
Definition: boss_flame_leviathan.cpp:137
Position const PosChopper[VEHICLE_SPAWNS]
Definition: boss_flame_leviathan.cpp:191
Creature * DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Definition: CreatureAI.cpp:377
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:293
Definition: Object.h:59
uint8_t uint8
Definition: Define.h:152
Definition: boss_flame_leviathan.cpp:173
Definition: boss_flame_leviathan.cpp:138

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void npc_lorekeeper::npc_lorekeeperAI::sGossipSelect ( Player player,
uint32  menuId,
uint32  gossipListId 
delorah->AI()->Talk(xxxx, brann->GetGUID()); when reached at branz

Reimplemented from UnitAI.

1239  {
1241  {
1243  player->PlayerTalkClass->SendCloseGossip();
1244  _instance->instance->LoadGrid(364, -16); // make sure leviathan is loaded
1247  {
1248  leviathan->AI()->DoAction(ACTION_START_HARD_MODE);
1249  me->SetVisible(false);
1250  DoAction(ACTION_SPAWN_VEHICLES); // spawn the vehicles
1251  if (Creature* delorah = _instance->GetCreature(DATA_DELLORAH))
1252  {
1254  {
1255  brann->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
1256  delorah->GetMotionMaster()->MovePoint(0, brann->GetPositionX() - 4, brann->GetPositionY(), brann->GetPositionZ());
1258  }
1259  }
1260  }
1261  }
1262  }
InstanceScript * _instance
Definition: boss_flame_leviathan.cpp:1265
Definition: Unit.h:735
void LoadGrid(float x, float y)
Definition: Map.cpp:508
Creature * GetCreature(uint32 type)
Definition: InstanceScript.h:180
Definition: ulduar.h:404
Definition: ulduar.h:32
Definition: Creature.h:467
void DoAction(int32 action) override
Definition: boss_flame_leviathan.cpp:1224
Creature *const me
Definition: CreatureAI.h:71
virtual ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:93
void SetVisible(bool x)
Definition: Unit.cpp:10368
Definition: ulduar.h:406
Map * instance
Definition: InstanceScript.h:148
Definition: boss_flame_leviathan.cpp:1208
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:1214
Definition: boss_flame_leviathan.cpp:1209
Creature * GetCreature(ObjectGuid const &guid)
Definition: Map.cpp:3535
Definition: boss_flame_leviathan.cpp:172
Definition: UpdateFields.h:135
Definition: boss_flame_leviathan.cpp:173

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Member Data Documentation

InstanceScript* npc_lorekeeper::npc_lorekeeperAI::_instance

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