AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_lady_vashj Struct Reference
Inheritance diagram for boss_lady_vashj:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_lady_vashj (Creature *creature)
 
void Reset () override
 
void KilledUnit (Unit *) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void ScheduleSpells ()
 
void MoveInLineOfSight (Unit *who) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
bool CheckEvadeIfOutOfCombatArea () const override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () 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)
 
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 void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
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.
 
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
 

Private Attributes

float _playerAngle
 
bool _recentlySpoken
 
bool _intro
 
int32 _count
 
std::chrono::seconds _batTimer
 

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 ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- 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 BossAI
SummonList summons
 
- 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

◆ boss_lady_vashj()

boss_lady_vashj::boss_lady_vashj ( Creature creature)
inline
73 : BossAI(creature, DATA_LADY_VASHJ)
74 {
76 {
78 });
79
80 _intro = false;
81 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
Definition ScriptedCreature.h:467
TaskScheduler scheduler
Definition CreatureAI.h:75
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition TaskScheduler.h:197
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
@ DATA_LADY_VASHJ
Definition serpent_shrine.h:34
Creature * me
Definition ScriptedCreature.h:280
bool _intro
Definition boss_lady_vashj.cpp:267

References _intro, Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ CheckEvadeIfOutOfCombatArea()

bool boss_lady_vashj::CheckEvadeIfOutOfCombatArea ( ) const
inlineoverridevirtual

Reimplemented from ScriptedAI.

260 {
261 return me->GetHomePosition().GetExactDist2d(me) > 80.0f || !SelectTargetFromPlayerList(100.0f);
262 }
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:342
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:571

References Creature::GetHomePosition(), ScriptedAI::me, and ScriptedAI::SelectTargetFromPlayerList().

◆ JustDied()

void boss_lady_vashj::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

114 {
116 BossAI::JustDied(killer);
117 }
@ SAY_DEATH
Definition boss_lady_vashj.cpp:36
void JustDied(Unit *) override
Definition ScriptedCreature.h:505
Talk
Definition hyjal.cpp:82

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_lady_vashj::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

120 {
125 }
@ SAY_AGGRO
Definition boss_lady_vashj.cpp:30
@ SPELL_REMOVE_TAINTED_CORES
Definition boss_lady_vashj.cpp:55
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
void ScheduleSpells()
Definition boss_lady_vashj.cpp:150

References UnitAI::DoCastSelf(), BossAI::JustEngagedWith(), SAY_AGGRO, ScheduleSpells(), and SPELL_REMOVE_TAINTED_CORES.

◆ JustSummoned()

void boss_lady_vashj::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

128 {
129 summons.Summon(summon);
130 switch (summon->GetEntry())
131 {
132 case WORLD_TRIGGER:
133 summon->CastSpell(summon, SPELL_MAGIC_BARRIER);
134 break;
136 summon->GetMotionMaster()->MoveFollow(me, 0.0f, 0.0f, MOTION_SLOT_ACTIVE, false);
137 summon->SetWalk(true);
139 break;
141 break;
143 summon->GetMotionMaster()->MoveRandom(30.0f);
144 break;
145 default:
147 }
148 }
@ MOTION_SLOT_ACTIVE
Definition MotionMaster.h:64
#define WORLD_TRIGGER
Definition Unit.h:37
@ REACT_PASSIVE
Definition Unit.h:548
@ POINT_HOME
Definition boss_lady_vashj.cpp:67
@ SPELL_MAGIC_BARRIER
Definition boss_lady_vashj.cpp:46
SummonList summons
Definition ScriptedCreature.h:517
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3208
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:213
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true, bool inheritSpeed=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:409
void MoveRandom(float wanderDistance=0.0f)
Enable a random movement in desired range around the unit. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:242
uint32 GetEntry() const
Definition Object.h:115
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
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
@ NPC_ENCHANTED_ELEMENTAL
Definition serpent_shrine.h:67
@ NPC_TAINTED_ELEMENTAL
Definition serpent_shrine.h:70
@ NPC_TOXIC_SPOREBAT
Definition serpent_shrine.h:71
void GetPosition(float &x, float &y) const
Definition Position.h:126

References Unit::CastSpell(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPosition(), ScriptedAI::me, MOTION_SLOT_ACTIVE, MotionMaster::MoveFollow(), MotionMaster::MovePoint(), MotionMaster::MoveRandom(), NPC_ENCHANTED_ELEMENTAL, NPC_TAINTED_ELEMENTAL, NPC_TOXIC_SPOREBAT, POINT_HOME, REACT_PASSIVE, Creature::SetReactState(), Creature::SetWalk(), SPELL_MAGIC_BARRIER, SummonList::Summon(), BossAI::summons, and WORLD_TRIGGER.

◆ KilledUnit()

void boss_lady_vashj::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

101 {
102 if (!_recentlySpoken)
103 {
104 Talk(SAY_SLAY);
105 _recentlySpoken = true;
106 }
107 scheduler.Schedule(6s, [this](TaskContext)
108 {
109 _recentlySpoken = false;
110 });
111 }
@ SAY_SLAY
Definition boss_lady_vashj.cpp:35
Definition TaskScheduler.h:421
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
bool _recentlySpoken
Definition boss_lady_vashj.cpp:266

References _recentlySpoken, SAY_SLAY, TaskScheduler::Schedule(), and CreatureAI::scheduler.

◆ MoveInLineOfSight()

void boss_lady_vashj::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

168 {
169 if (!_intro && who->IsPlayer())
170 {
171 _intro = true;
173 }
174
176 }
@ SAY_INTRO
Definition boss_lady_vashj.cpp:29
virtual void MoveInLineOfSight(Unit *)
Definition CreatureAI.cpp:169
bool IsPlayer() const
Definition Object.h:200

References _intro, Object::IsPlayer(), CreatureAI::MoveInLineOfSight(), and SAY_INTRO.

◆ MovementInform()

void boss_lady_vashj::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

179 {
180 if (type != POINT_MOTION_TYPE || id != POINT_HOME)
181 return;
182
184 me->SetFacingTo(me->GetHomePosition().GetOrientation());
186 scheduler.Schedule(2400ms, [this](TaskContext context)
187 {
189 {
190 _playerAngle = me->GetAngle(target);
193 }
194 context.Repeat(2400ms, 12450ms);
195 }).Schedule(0s, [this](TaskContext context)
196 {
198 context.Repeat(2500ms);
199 }).Schedule(45s, [this](TaskContext context)
200 {
202 context.Repeat(45s);
203 }).Schedule(60s, [this](TaskContext context)
204 {
206 context.Repeat(60s);
207 }).Schedule(50s, [this](TaskContext context)
208 {
210 context.Repeat(50s);
211 }).Schedule(1s, [this](TaskContext context)
212 {
214 {
220
222 scheduler.Schedule(5s, [this](TaskContext context)
223 {
225 _batTimer = 20s - static_cast<std::chrono::seconds>(std::min(_count++, 16));
226 context.Repeat(_batTimer);
227 });
228 }
229 else
230 context.Repeat(1s);
231 });
232 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ UNIT_STATE_ROOT
Definition UnitDefines.h:180
@ REACT_AGGRESSIVE
Definition Unit.h:550
@ SAY_PHASE3
Definition boss_lady_vashj.cpp:33
@ SPELL_SUMMON_COILFANG_ELITE
Definition boss_lady_vashj.cpp:50
@ SPELL_SUMMON_TOXIC_SPOREBAT
Definition boss_lady_vashj.cpp:56
@ SPELL_SUMMON_ENCHANTED_ELEMENTAL
Definition boss_lady_vashj.cpp:49
@ SPELL_SUMMON_COILFANG_STRIDER
Definition boss_lady_vashj.cpp:51
@ SPELL_SUMMON_TAINTED_ELEMENTAL
Definition boss_lady_vashj.cpp:52
@ SPELL_FORKED_LIGHTNING
Definition boss_lady_vashj.cpp:47
InstanceScript *const instance
Definition ScriptedCreature.h:474
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:313
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
Definition Unit.h:636
void ClearUnitState(uint32 f)
Definition Unit.h:708
void SetFacingTo(float ori)
Definition Unit.cpp:20581
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
void AddUnitState(uint32 f)
Definition Unit.h:706
Unit * GetVictim() const
Definition Unit.h:862
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_ACTIVATE_SHIELD
Definition serpent_shrine.h:40
void SetOrientation(float orientation)
Definition Position.h:116
float GetAngle(const Position *pos) const
Definition Position.cpp:78
float _playerAngle
Definition boss_lady_vashj.cpp:265
std::chrono::seconds _batTimer
Definition boss_lady_vashj.cpp:269
int32 _count
Definition boss_lady_vashj.cpp:268

References _batTimer, _count, _playerAngle, Unit::AddUnitState(), TaskScheduler::CancelAll(), Unit::ClearUnitState(), DATA_ACTIVATE_SHIELD, UnitAI::DoCast(), UnitAI::DoCastSelf(), Position::GetAngle(), Creature::GetHomePosition(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasAura(), BossAI::instance, ScriptedAI::me, MotionMaster::MoveChase(), POINT_HOME, POINT_MOTION_TYPE, Random, REACT_AGGRESSIVE, TaskContext::Repeat(), SAY_PHASE3, TaskScheduler::Schedule(), CreatureAI::scheduler, ScheduleSpells(), UnitAI::SelectTarget(), ZoneScript::SetData(), Unit::SetFacingTo(), Position::SetOrientation(), Creature::SetReactState(), SPELL_FORKED_LIGHTNING, SPELL_MAGIC_BARRIER, SPELL_SUMMON_COILFANG_ELITE, SPELL_SUMMON_COILFANG_STRIDER, SPELL_SUMMON_ENCHANTED_ELEMENTAL, SPELL_SUMMON_TAINTED_ELEMENTAL, SPELL_SUMMON_TOXIC_SPOREBAT, and UNIT_STATE_ROOT.

◆ Reset()

void boss_lady_vashj::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

84 {
85 _count = 0;
86 _recentlySpoken = false;
87 _batTimer = 20s;
88 _playerAngle = 0.0f;
90
94 me->CastStop();
96 me->GetMotionMaster()->MovePoint(POINT_HOME, me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), true, true);
97 });
98 }
@ SAY_PHASE2
Definition boss_lady_vashj.cpp:32
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:775
void Reset() override
Definition ScriptedCreature.h:502
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition Unit.cpp:1171

References _batTimer, _count, _playerAngle, _recentlySpoken, TaskScheduler::CancelAll(), Unit::CastStop(), Creature::GetHomePosition(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_HOME, REACT_PASSIVE, BossAI::Reset(), SAY_PHASE2, BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, and Creature::SetReactState().

◆ ScheduleSpells()

void boss_lady_vashj::ScheduleSpells ( )
inline
151 {
152 scheduler.Schedule(14550ms, [this](TaskContext context)
153 {
155 context.Repeat(10850ms, 25100ms);
156 }).Schedule(18150ms, [this](TaskContext context)
157 {
159 context.Repeat(7250ms, 27050ms);
160 }).Schedule(25450ms, [this](TaskContext context)
161 {
163 context.Repeat(18200ms, 51500ms);
164 });
165 }
@ SPELL_SHOCK_BLAST
Definition boss_lady_vashj.cpp:43
@ SPELL_ENTANGLE
Definition boss_lady_vashj.cpp:45
@ SPELL_STATIC_CHARGE
Definition boss_lady_vashj.cpp:44
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.
Definition UnitAI.cpp:259
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240

References UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_ENTANGLE, SPELL_SHOCK_BLAST, and SPELL_STATIC_CHARGE.

Referenced by JustEngagedWith(), and MovementInform().

◆ UpdateAI()

void boss_lady_vashj::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

235 {
236 if (!UpdateVictim())
237 return;
238
239 scheduler.Update(diff);
240
242 return;
243
245 {
249 if (roll_chance_i(15))
251 }
252 else
253 {
256 }
257 }
bool roll_chance_i(int chance)
Definition Random.h:60
@ SHEATH_STATE_MELEE
Definition UnitDefines.h:127
@ SHEATH_STATE_RANGED
Definition UnitDefines.h:128
@ SAY_BOWSHOT
Definition boss_lady_vashj.cpp:34
@ SPELL_SHOOT
Definition boss_lady_vashj.cpp:41
@ SPELL_MULTI_SHOT
Definition boss_lady_vashj.cpp:42
bool UpdateVictim()
Definition CreatureAI.cpp:280
ReactStates GetReactState() const
Definition Creature.h:96
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:664
virtual void SetSheath(SheathState sheathed)
Definition Unit.h:1692
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition Unit.h:847
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:642

References UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), Creature::GetReactState(), Unit::GetVictim(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::resetAttackTimer(), roll_chance_i(), SAY_BOWSHOT, CreatureAI::scheduler, Unit::SetSheath(), SHEATH_STATE_MELEE, SHEATH_STATE_RANGED, SPELL_MULTI_SHOT, SPELL_SHOOT, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _batTimer

std::chrono::seconds boss_lady_vashj::_batTimer
private

Referenced by MovementInform(), and Reset().

◆ _count

int32 boss_lady_vashj::_count
private

Referenced by MovementInform(), and Reset().

◆ _intro

bool boss_lady_vashj::_intro
private

◆ _playerAngle

float boss_lady_vashj::_playerAngle
private

Referenced by MovementInform(), and Reset().

◆ _recentlySpoken

bool boss_lady_vashj::_recentlySpoken
private

Referenced by KilledUnit(), and Reset().


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