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

Public Member Functions

 boss_gothikAI (Creature *c)
 
bool IsInRoom ()
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *cr) override
 
void KilledUnit (Unit *who) override
 
void JustDied (Unit *killer) override
 
void SummonHelpers (uint32 entry)
 
bool CheckGroupSplitted ()
 
void DamageTaken (Unit *, uint32 &damage, 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()
 
- 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)
 
virtual bool CheckEvadeIfOutOfCombatArea () 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
 
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
 

Public Attributes

EventMap events
 
SummonList summons
 
bool secondPhase {}
 
bool gateOpened {}
 
uint8 waveCount {}
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
- 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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_gothikAI()

boss_gothik::boss_gothikAI::boss_gothikAI ( Creature c)
inlineexplicit
204 {}
Definition ScriptedCreature.h:467
@ BOSS_GOTHIK
Definition naxxramas.h:38
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition boss_gothik.cpp:207

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
338 {
339 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
340 if (!PlayerList.IsEmpty())
341 {
342 bool checklife = false;
343 bool checkdead = false;
344 for (auto const& i : PlayerList)
345 {
346 Player* player = i.GetSource();
347 if (player->IsAlive() &&
348 player->GetPositionX() <= POS_X_NORTH &&
349 player->GetPositionX() >= POS_X_SOUTH &&
350 player->GetPositionY() <= POS_Y_GATE &&
351 player->GetPositionY() >= POS_Y_EAST)
352 {
353 checklife = true;
354 }
355 else if (player->IsAlive() &&
356 player->GetPositionX() <= POS_X_NORTH &&
357 player->GetPositionX() >= POS_X_SOUTH &&
358 player->GetPositionY() >= POS_Y_GATE &&
359 player->GetPositionY() <= POS_Y_WEST)
360 {
361 checkdead = true;
362 }
363
364 if (checklife && checkdead)
365 return true;
366 }
367 }
368 return false;
369 }
#define POS_Y_EAST
Definition boss_gothik.cpp:171
#define POS_X_SOUTH
Definition boss_gothik.cpp:173
#define POS_X_NORTH
Definition boss_gothik.cpp:172
#define POS_Y_GATE
Definition boss_gothik.cpp:169
#define POS_Y_WEST
Definition boss_gothik.cpp:170
bool IsEmpty() const
Definition LinkedList.h:97
Definition MapRefMgr.h:26
PlayerList const & GetPlayers() const
Definition Map.h:333
Definition Player.h:1081
bool IsAlive() const
Definition Unit.h:1707
Map * GetMap() const
Definition Object.h:536
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References WorldObject::GetMap(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Unit::IsAlive(), LinkedListHead::IsEmpty(), ScriptedAI::me, POS_X_NORTH, POS_X_SOUTH, POS_Y_EAST, POS_Y_GATE, and POS_Y_WEST.

Referenced by UpdateAI().

◆ DamageTaken()

void boss_gothik::boss_gothikAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

372 {
373 if (!secondPhase)
374 {
375 damage = 0;
376 }
377 }
bool secondPhase
Definition boss_gothik.cpp:208

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
213 {
214 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
215 {
217 return false;
218 }
219 return true;
220 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:504

References BossAI::EnterEvadeMode(), Position::GetPositionX(), Position::GetPositionY(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ JustDied()

void boss_gothik::boss_gothikAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

306 {
307 BossAI::JustDied(killer);
310 }
@ SAY_DEATH
Definition boss_gothik.cpp:33
void JustDied(Unit *) override
Definition ScriptedCreature.h:505
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
Talk
Definition hyjal.cpp:82

References SummonList::DespawnAll(), BossAI::JustDied(), SAY_DEATH, and summons.

◆ JustEngagedWith()

void boss_gothik::boss_gothikAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

237 {
241 events.ScheduleEvent(EVENT_INTRO_2, 4s);
242 events.ScheduleEvent(EVENT_INTRO_3, 9s);
243 events.ScheduleEvent(EVENT_INTRO_4, 14s);
245 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
246 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
247 }
@ UNIT_FLAG_DISABLE_MOVE
Definition UnitDefines.h:252
@ SAY_INTRO_1
Definition boss_gothik.cpp:28
@ EVENT_INTRO_4
Definition boss_gothik.cpp:115
@ EVENT_INTRO_2
Definition boss_gothik.cpp:113
@ EVENT_CHECK_PLAYERS
Definition boss_gothik.cpp:96
@ EVENT_SUMMON_ADDS
Definition boss_gothik.cpp:91
@ EVENT_INTRO_3
Definition boss_gothik.cpp:114
events
Definition boss_sartura.cpp:43
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719

References EVENT_CHECK_PLAYERS, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SUMMON_ADDS, BossAI::JustEngagedWith(), ScriptedAI::me, SAY_INTRO_1, Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustSummoned()

void boss_gothik::boss_gothikAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

250 {
251 summons.Summon(summon);
252 // If central gate is open, attack any one
253 if (gateOpened)
254 {
255 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
256 {
257 summon->AI()->AttackStart(target);
258 summon->SetInCombatWithZone();
260 summon->CallForHelp(150.0f);
261 }
262 }
263 // Else look for a random target on the side the summoned NPC is
264 else
265 {
266 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
267 std::vector<Player*> tList;
268 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
269 {
270 if (!me->IsWithinDistInMap(itr->GetSource(), 200.0f, true, false) || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
271 {
272 continue;
273 }
274 if (IN_LIVE_SIDE(itr->GetSource()) != IN_LIVE_SIDE(summon))
275 {
276 continue;
277 }
278 tList.push_back(itr->GetSource());
279 }
280 if (!tList.empty())
281 {
282 Player* target = tList[urand(0, tList.size() - 1)];
283 summon->AI()->AttackStart(target);
284 summon->SetInCombatWithZone();
286 summon->CallForHelp(150.0f);
287 }
288 }
289 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ REACT_AGGRESSIVE
Definition Unit.h:550
#define IN_LIVE_SIDE(who)
Definition boss_gothik.cpp:174
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition Creature.cpp:2474
CreatureAI * AI() const
Definition Creature.h:141
Definition LinkedList.h:139
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:27
Definition Unit.h:636
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition Object.cpp:1332
bool gateOpened
Definition boss_gothik.cpp:209

References Creature::AI(), UnitAI::AttackStart(), MapRefMgr::begin(), Creature::CallForHelp(), MapRefMgr::end(), gateOpened, WorldObject::GetMap(), Map::GetPlayers(), IN_LIVE_SIDE, WorldObject::IsWithinDistInMap(), ScriptedAI::me, MinDistance, REACT_AGGRESSIVE, UnitAI::SelectTarget(), Creature::SetInCombatWithZone(), Creature::SetReactState(), SummonList::Summon(), summons, and urand().

◆ KilledUnit()

void boss_gothik::boss_gothikAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

297 {
298 if (!who->IsPlayer())
299 return;
300
301 Talk(SAY_KILL);
303 }
@ SAY_KILL
Definition boss_gothik.cpp:34
InstanceScript *const instance
Definition ScriptedCreature.h:474
void StorePersistentData(uint32 index, uint32 data)
Definition InstanceScript.cpp:422
bool IsPlayer() const
Definition Object.h:200
@ PERSISTENT_DATA_IMMORTAL_FAIL
Definition naxxramas.h:88

References BossAI::instance, Object::IsPlayer(), PERSISTENT_DATA_IMMORTAL_FAIL, SAY_KILL, and InstanceScript::StorePersistentData().

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

223 {
225 events.Reset();
228 me->SetImmuneToPC(false);
230 secondPhase = false;
231 gateOpened = false;
232 waveCount = 0;
233 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
234 }
@ REACT_PASSIVE
Definition Unit.h:548
void Reset() override
Definition ScriptedCreature.h:502
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition Unit.cpp:20031
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13653
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
uint8 waveCount
Definition boss_gothik.cpp:210

References SummonList::DespawnAll(), gateOpened, ScriptedAI::me, Unit::NearTeleportTo(), REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), secondPhase, Unit::SetImmuneToPC(), Creature::SetReactState(), summons, UNIT_FLAG_DISABLE_MOVE, and waveCount.

◆ SummonedCreatureDespawn()

void boss_gothik::boss_gothikAI::SummonedCreatureDespawn ( Creature cr)
inlineoverridevirtual

Reimplemented from CreatureAI.

292 {
293 summons.Despawn(cr);
294 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
313 {
314 switch (entry)
315 {
317 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
318 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
319 if (Is25ManRaid())
320 {
321 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
322 }
323 break;
325 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
326 if (Is25ManRaid())
327 {
328 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
329 }
330 break;
331 case NPC_LIVING_RIDER:
332 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
333 break;
334 }
335 }
@ NPC_LIVING_RIDER
Definition boss_gothik.cpp:80
@ NPC_LIVING_KNIGHT
Definition boss_gothik.cpp:79
@ NPC_LIVING_TRAINEE
Definition boss_gothik.cpp:78
const Position PosSummonLiving[6]
Definition boss_gothik.cpp:146
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2368
bool Is25ManRaid() const
Definition ScriptedCreature.h:385

References ScriptedAI::Is25ManRaid(), ScriptedAI::me, NPC_LIVING_KNIGHT, NPC_LIVING_RIDER, NPC_LIVING_TRAINEE, PosSummonLiving, and WorldObject::SummonCreature().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_gothik::boss_gothikAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

380 {
381 if (!IsInRoom())
382 return;
383
384 if (!UpdateVictim())
385 return;
386
387 events.Update(diff);
389 return;
390
391 switch (events.ExecuteEvent())
392 {
393 case EVENT_INTRO_2:
395 break;
396 case EVENT_INTRO_3:
398 break;
399 case EVENT_INTRO_4:
401 break;
404 events.Repeat(1s);
405 break;
408 events.Repeat(15s);
409 break;
410 case EVENT_TELEPORT:
411 me->AttackStop();
412 if (IN_LIVE_SIDE(me))
413 {
415 }
416 else
417 {
419 }
422 {
423 me->GetThreatMgr().AddThreat(pTarget, 100.0f);
424 AttackStart(pTarget);
425 }
426 events.Repeat(20s);
427 break;
429 if (me->HealthBelowPct(30))
430 {
432 go->SetGoState(GO_STATE_ACTIVE);
433
434 events.CancelEvent(EVENT_TELEPORT);
435 break;
436 }
437 events.Repeat(1s);
438 break;
440 if (gothikWaves[waveCount][0])
441 {
443 events.RepeatEvent(gothikWaves[waveCount][1]);
444 }
445 else
446 {
447 secondPhase = true;
453 me->SetImmuneToPC(false);
455 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
456 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
457 events.ScheduleEvent(EVENT_TELEPORT, 20s);
458 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
459 }
460 waveCount++;
461 break;
463 if (!CheckGroupSplitted())
464 {
466 go->SetGoState(GO_STATE_ACTIVE);
467
468 gateOpened = true;
470 }
471 break;
472 }
474 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SAY_INTRO_2
Definition boss_gothik.cpp:29
@ SAY_PHASE_TWO
Definition boss_gothik.cpp:32
@ EMOTE_PHASE_TWO
Definition boss_gothik.cpp:36
@ SAY_INTRO_3
Definition boss_gothik.cpp:30
@ SAY_INTRO_4
Definition boss_gothik.cpp:31
@ EMOTE_GATE_OPENED
Definition boss_gothik.cpp:37
const uint32 gothikWaves[24][2]
Definition boss_gothik.cpp:118
@ SPELL_SHADOW_BOLT_10
Definition boss_gothik.cpp:44
@ SPELL_HARVEST_SOUL
Definition boss_gothik.cpp:43
@ SPELL_TELEPORT_LIVE
Definition boss_gothik.cpp:48
@ SPELL_TELEPORT_DEAD
Definition boss_gothik.cpp:47
@ SPELL_SHADOW_BOLT_25
Definition boss_gothik.cpp:45
@ EVENT_HARVEST_SOUL
Definition boss_gothik.cpp:92
@ EVENT_CHECK_HEALTH
Definition boss_gothik.cpp:95
@ EVENT_TELEPORT
Definition boss_gothik.cpp:94
@ EVENT_SHADOW_BOLT
Definition boss_gothik.cpp:93
bool UpdateVictim()
Definition CreatureAI.cpp:280
Definition GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
void resetAggro(PREDICATE predicate)
Definition ThreatMgr.h:255
void AddThreat(Unit *victim, float threat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition ThreatMgr.cpp:436
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
bool HealthBelowPct(int32 pct) const
Definition Unit.h:1046
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
Unit * GetVictim() const
Definition Unit.h:862
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
void RemoveAllAuras()
Definition Unit.cpp:5351
ThreatMgr & GetThreatMgr()
Definition Unit.h:912
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10448
@ DATA_GOTHIK_INNER_GATE
Definition naxxramas.h:65
Definition boss_gothik.cpp:178
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition ScriptedCreature.h:404
bool CheckGroupSplitted()
Definition boss_gothik.cpp:337
bool IsInRoom()
Definition boss_gothik.cpp:212
void SummonHelpers(uint32 entry)
Definition boss_gothik.cpp:312

References ThreatMgr::AddThreat(), ScriptedAI::AttackStart(), Unit::AttackStop(), Unit::CastSpell(), CheckGroupSplitted(), DATA_GOTHIK_INNER_GATE, UnitAI::DoMeleeAttackIfReady(), EMOTE_GATE_OPENED, EMOTE_PHASE_TWO, EVENT_CHECK_HEALTH, EVENT_CHECK_PLAYERS, EVENT_HARVEST_SOUL, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SHADOW_BOLT, EVENT_SUMMON_ADDS, EVENT_TELEPORT, gateOpened, InstanceScript::GetGameObject(), Unit::GetThreatMgr(), Unit::GetVictim(), GO_STATE_ACTIVE, gothikWaves, Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, BossAI::instance, IsInRoom(), MaxDistance, ScriptedAI::me, ScriptedAI::RAID_MODE(), REACT_AGGRESSIVE, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), ThreatMgr::resetAggro(), SAY_INTRO_2, SAY_INTRO_3, SAY_INTRO_4, SAY_PHASE_TWO, secondPhase, UnitAI::SelectTarget(), Unit::SetImmuneToPC(), Creature::SetReactState(), SPELL_HARVEST_SOUL, SPELL_SHADOW_BOLT_10, SPELL_SHADOW_BOLT_25, SPELL_TELEPORT_DEAD, SPELL_TELEPORT_LIVE, SummonHelpers(), UNIT_FLAG_DISABLE_MOVE, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and waveCount.

Member Data Documentation

◆ events

EventMap boss_gothik::boss_gothikAI::events

◆ gateOpened

bool boss_gothik::boss_gothikAI::gateOpened {}
209{};

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

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}
208{};

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

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}
210{};

Referenced by Reset(), and UpdateAI().


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