AzerothCore 3.3.5a
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boss_magtheridon Struct Reference
Inheritance diagram for boss_magtheridon:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_magtheridon (Creature *creature)
 
void Reset () override
 
void KilledUnit (Unit *) override
 
void JustDied (Unit *killer) override
 
void ScheduleCombatEvents ()
 
void ReleaseMagtheridon ()
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
uint32 GetData (uint32 type) const 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 BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) 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, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
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 - this happens after JustEnteredCombat.
 
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 (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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 >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &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=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)
 
WorldObjectGetSummoner () 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 IsEscortNPC (bool=true) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
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)
 
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 *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 void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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 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 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
 

Private Attributes

bool _castingQuake
 
bool _magReleased
 
uint8 _currentPhase
 
TaskScheduler _interruptScheduler
 

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)
 
virtual void MoveInLineOfSight (Unit *)
 
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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_magtheridon()

boss_magtheridon::boss_magtheridon ( Creature creature)
inline
75 : BossAI(creature, DATA_MAGTHERIDON),
77 { }
Definition ScriptedCreature.h:485
@ DATA_MAGTHERIDON
Definition magtheridons_lair.h:28
uint8 _currentPhase
Definition boss_magtheridon.cpp:298
bool _magReleased
Definition boss_magtheridon.cpp:297
bool _castingQuake
Definition boss_magtheridon.cpp:296

Member Function Documentation

◆ DoAction()

void boss_magtheridon::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

256 {
257 switch (action)
258 {
260 // Channelers died before the timer ran out. Drop the rest of it, or the 60s task
261 // still calls him nearly free after he is free.
264 break;
268 break;
270 // Wipe signal from the instance. UpdateVictim() catches most wipes on its own, but
271 // not a survivor outside the room still holding him in combat. Freed, he fights on.
272 if (!_magReleased)
274 break;
275 default:
276 break;
277 }
278 }
@ ACTION_RESET_ENCOUNTER
Definition boss_halion.cpp:157
@ SAY_BANISH
Definition boss_magtheridon.cpp:33
@ SPELL_SHADOW_CAGE_STUN
Definition boss_magtheridon.cpp:56
@ GROUP_EARLY_RELEASE_CHECK
Definition boss_magtheridon.cpp:70
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
TaskScheduler scheduler
Definition CreatureAI.h:74
TaskScheduler & CancelGroup(group_t const group)
Definition TaskScheduler.cpp:53
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:399
Talk
Definition hyjal.cpp:82
@ ACTION_BANISH_SELF
Definition magtheridons_lair.h:50
@ ACTION_RELEASE_MAGTHERIDON
Definition magtheridons_lair.h:49
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition boss_magtheridon.cpp:227
void ReleaseMagtheridon()
Definition boss_magtheridon.cpp:183

References _magReleased, ACTION_BANISH_SELF, ACTION_RELEASE_MAGTHERIDON, ACTION_RESET_ENCOUNTER, TaskScheduler::CancelGroup(), UnitAI::DoCastSelf(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, GROUP_EARLY_RELEASE_CHECK, ReleaseMagtheridon(), SAY_BANISH, CreatureAI::scheduler, and SPELL_SHADOW_CAGE_STUN.

◆ EnterEvadeMode()

void boss_magtheridon::EnterEvadeMode ( EvadeReason  why = EVADE_REASON_OTHER)
inlineoverridevirtual

Reimplemented from CreatureAI.

228 {
229 if (_magReleased)
230 {
232 return;
233 }
234
235 // Also covers the re-entry from Reset() via instance->SetBossState(NOT_STARTED):
236 // EngagementOver() already ran.
237 if (!IsEngaged())
238 return;
239
240 me->CombatStop(true);
241 // BossAI::_Reset() bails while engaged, so end the engagement first. Reset() then drops the
242 // countdown through scheduler.CancelAll().
244 // He never walks home, so clear what BossAI::_JustReachedHome() would have.
245 me->setActive(false);
246 Reset();
247 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
bool IsEngaged() const
Check if creature is currently engaged in combat.
Definition CreatureAI.h:105
void EngagementOver()
Definition CreatureAI.cpp:298
void CombatStop(bool includingCast=false, bool mutualPvP=true)
Definition Unit.cpp:7229
void setActive(bool isActiveObject)
Definition Object.cpp:1091
Creature * me
Definition ScriptedCreature.h:281
void Reset() override
Definition boss_magtheridon.cpp:79

References _magReleased, Unit::CombatStop(), CreatureAI::EngagementOver(), BossAI::EnterEvadeMode(), CreatureAI::IsEngaged(), ScriptedAI::me, Reset(), and WorldObject::setActive().

Referenced by DoAction().

◆ GetData()

uint32 boss_magtheridon::GetData ( uint32  type) const
inlineoverridevirtual

Reimplemented from UnitAI.

251 {
252 return type == DATA_MAGTHERIDON_RELEASED ? uint32(_magReleased) : 0;
253 }
std::uint32_t uint32
Definition Define.h:107
@ DATA_MAGTHERIDON_RELEASED
Definition magtheridons_lair.h:34

References _magReleased, and DATA_MAGTHERIDON_RELEASED.

◆ JustDied()

void boss_magtheridon::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

132 {
134 BossAI::JustDied(killer);
135 }
@ SAY_DEATH
Definition boss_magtheridon.cpp:35
void JustDied(Unit *) override
Definition ScriptedCreature.h:527

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_magtheridon::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

210 {
213
215 {
217 }).Schedule(120s, GROUP_EARLY_RELEASE_CHECK, [this](TaskContext /*context*/)
218 {
220 });
221 }
@ SAY_EMOTE_NEARLY
Definition boss_magtheridon.cpp:41
@ SAY_EMOTE_BEGIN
Definition boss_magtheridon.cpp:40
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged - this happens after JustEnteredCombat.
Definition ScriptedCreature.h:525
Definition TaskScheduler.h:422
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:233

References GROUP_EARLY_RELEASE_CHECK, BossAI::JustEngagedWith(), ReleaseMagtheridon(), SAY_EMOTE_BEGIN, SAY_EMOTE_NEARLY, TaskScheduler::Schedule(), and CreatureAI::scheduler.

◆ JustEnteredCombat()

void boss_magtheridon::JustEnteredCombat ( Unit )
inlineoverridevirtual

Called when the unit enters combat.

Note
NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
Todo:
Never invoked right now. Preparation for Combat Threat refactor

Reimplemented from UnitAI.

202 {
203 if (IsEngaged())
204 return;
205
206 EngagementStart(who);
207 }
void EngagementStart(Unit *who)
Definition CreatureAI.cpp:286

References CreatureAI::EngagementStart(), and CreatureAI::IsEngaged().

◆ KilledUnit()

void boss_magtheridon::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

127 {
128 Talk(SAY_SLAY);
129 }
@ SAY_SLAY
Definition boss_magtheridon.cpp:32

References SAY_SLAY.

◆ ReleaseMagtheridon()

void boss_magtheridon::ReleaseMagtheridon ( )
inline
184 {
185 if (_magReleased)
186 return;
187
188 _magReleased = true;
190 Talk(SAY_FREE);
191 scheduler.Schedule(3s, [this](TaskContext /*context*/)
192 {
194 });
195 }
@ SAY_EMOTE_FREE
Definition boss_magtheridon.cpp:42
@ SAY_FREE
Definition boss_magtheridon.cpp:31
void ScheduleCombatEvents()
Definition boss_magtheridon.cpp:137

References _magReleased, SAY_EMOTE_FREE, SAY_FREE, TaskScheduler::Schedule(), ScheduleCombatEvents(), and CreatureAI::scheduler.

Referenced by DoAction(), and JustEngagedWith().

◆ Reset()

void boss_magtheridon::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

80 {
81 // State first: BossAI::Reset() calls back into this AI through the instance.
82 _currentPhase = 0;
83 _castingQuake = false;
84 _magReleased = false;
85
88 scheduler.Schedule(90s, [this](TaskContext context)
89 {
90 // Engaged from the Channeler pull, so key the idle taunt on the release, not on combat.
91 if (!_magReleased)
93
94 context.Repeat(90s);
95 });
99 me->SetImmuneToPC(true);
100
102 {
103 _currentPhase = 1;
106 scheduler.DelayAll(18s);
107 scheduler.Schedule(8s, [this](TaskContext /*context*/)
108 {
111 }).Schedule(15s, [this](TaskContext /*context*/)
112 {
116 _currentPhase = 0;
117 scheduler.Schedule(20s, [this](TaskContext context)
118 {
120 context.Repeat(20s);
121 });
122 });
123 });
124 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:708
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ REACT_PASSIVE
Definition Unit.h:567
@ SAY_PHASE3
Definition boss_magtheridon.cpp:34
@ SAY_TAUNT
Definition boss_magtheridon.cpp:30
@ SPELL_SHADOW_CAGE
Definition boss_magtheridon.cpp:48
@ SPELL_DEBRIS_TARGET
Definition boss_magtheridon.cpp:62
@ SPELL_COLLAPSE_DAMAGE
Definition boss_magtheridon.cpp:60
@ SPELL_CAMERA_SHAKE
Definition boss_magtheridon.cpp:61
InstanceScript *const instance
Definition ScriptedCreature.h:492
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:831
void Reset() override
Definition ScriptedCreature.h:524
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
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:316
void Clear(bool reset=true)
Definition MotionMaster.h:194
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:494
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition TaskScheduler.h:284
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:286
MotionMaster * GetMotionMaster()
Definition Unit.h:1761
Unit * GetVictim() const
Definition Unit.h:904
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10329
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:761
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_COLLAPSE
Definition magtheridons_lair.h:33
TaskScheduler _interruptScheduler
Definition boss_magtheridon.cpp:299

References _castingQuake, _currentPhase, _interruptScheduler, _magReleased, TaskScheduler::CancelAll(), MotionMaster::Clear(), DATA_COLLAPSE, TaskScheduler::DelayAll(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), Unit::GetMotionMaster(), Unit::GetVictim(), GO_STATE_ACTIVE, BossAI::instance, ScriptedAI::me, MotionMaster::MoveChase(), REACT_PASSIVE, TaskContext::Repeat(), BossAI::Reset(), Unit::resetAttackTimer(), SAY_PHASE3, SAY_TAUNT, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, ZoneScript::SetData(), Unit::SetImmuneToPC(), Creature::SetReactState(), Unit::SetUnitFlag(), SPELL_CAMERA_SHAKE, SPELL_COLLAPSE_DAMAGE, SPELL_DEBRIS_TARGET, SPELL_SHADOW_CAGE, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by EnterEvadeMode().

◆ ScheduleCombatEvents()

void boss_magtheridon::ScheduleCombatEvents ( )
inline
138 {
141 me->SetImmuneToPC(false);
145
146 scheduler.Schedule(9s, [this](TaskContext context)
147 {
149 context.Repeat(1200ms, 16300ms);
150 }).Schedule(20s, [this](TaskContext context)
151 {
153 context.Repeat(11s, 39s);
154 }).Schedule(28300ms, [this](TaskContext context)
155 {
157 _castingQuake = true;
162 scheduler.DelayAll(6999ms);
163 scheduler.Schedule(7s, [this](TaskContext)
164 {
165 _castingQuake = false;
167 me->GetMotionMaster()->MoveChase(me->GetVictim());
168 });
169 context.Repeat(56300ms, 64300ms);
170 }).Schedule(55650ms, [this](TaskContext context)
171 {
174 scheduler.DelayAll(10s);
175 context.Repeat(54350ms, 55400ms);
176 }).Schedule(22min, [this](TaskContext /*context*/)
177 {
179 });
180 }
@ SPELLVALUE_MAX_TARGETS
Definition SpellDefines.h:125
@ REACT_AGGRESSIVE
Definition Unit.h:569
@ SAY_EMOTE_NOVA
Definition boss_magtheridon.cpp:43
@ SPELL_CLEAVE
Definition boss_magtheridon.cpp:50
@ SPELL_QUAKE
Definition boss_magtheridon.cpp:58
@ SPELL_BLAST_NOVA
Definition boss_magtheridon.cpp:49
@ SPELL_BERSERK
Definition boss_magtheridon.cpp:53
@ SPELL_BLAZE
Definition boss_magtheridon.cpp:51
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition Creature.cpp:3580
static ObjectGuid const Empty
Definition ObjectGuid.h:123
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:278
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1416
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4900
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:750
@ DATA_ACTIVATE_CUBES
Definition magtheridons_lair.h:32
float GetAngle(Position const *pos) const
Definition Position.cpp:85
void SetOrientation(float orientation)
Definition Position.h:116
void DoResetThreatList()
Definition ScriptedCreature.cpp:473

References _castingQuake, Unit::CastCustomSpell(), MotionMaster::Clear(), DATA_ACTIVATE_CUBES, TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), ObjectGuid::Empty, Position::GetAngle(), Unit::GetMotionMaster(), Unit::GetVictim(), BossAI::instance, ScriptedAI::me, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), TaskContext::Repeat(), SAY_EMOTE_NOVA, TaskScheduler::Schedule(), CreatureAI::scheduler, ZoneScript::SetData(), Unit::SetImmuneToPC(), Position::SetOrientation(), Creature::SetReactState(), Creature::SetTarget(), SPELL_BERSERK, SPELL_BLAST_NOVA, SPELL_BLAZE, SPELL_CLEAVE, SPELL_QUAKE, SPELL_SHADOW_CAGE, SPELLVALUE_MAX_TARGETS, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by ReleaseMagtheridon().

◆ UpdateAI()

void boss_magtheridon::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

281 {
282 scheduler.Update(diff);
283
284 if (!UpdateVictim())
285 return;
286
288
289 if (_currentPhase != 1 && !_castingQuake)
290 {
292 }
293 }
bool UpdateVictim()
Definition CreatureAI.cpp:350
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41

References _castingQuake, _currentPhase, _interruptScheduler, UnitAI::DoMeleeAttackIfReady(), CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _castingQuake

bool boss_magtheridon::_castingQuake
private

◆ _currentPhase

uint8 boss_magtheridon::_currentPhase
private

Referenced by Reset(), and UpdateAI().

◆ _interruptScheduler

TaskScheduler boss_magtheridon::_interruptScheduler
private

Referenced by Reset(), and UpdateAI().

◆ _magReleased

bool boss_magtheridon::_magReleased
private

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