AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_attumen Struct Reference
Inheritance diagram for boss_attumen:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_attumen (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
bool CanMeleeHit ()
 
void EnterEvadeMode (EvadeReason why) override
 
void ScheduleTasks () override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void KilledUnit (Unit *victim) override
 
void JustSummoned (Creature *summon) override
 
void IsSummonedBy (WorldObject *summoner) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void SpellHit (Unit *, SpellInfo const *spellInfo) 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) More...
 
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() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
virtual void JustReachedHome ()
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

uint8 _phase
 

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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_attumen()

boss_attumen::boss_attumen ( Creature creature)
inline
70 : BossAI(creature, DATA_ATTUMEN)
71 {
72 Initialize();
73 }
@ DATA_ATTUMEN
Definition: karazhan.h:30
Definition: ScriptedCreature.h:467
void Initialize()
Definition: boss_midnight.cpp:75

References Initialize().

Member Function Documentation

◆ CanMeleeHit()

bool boss_attumen::CanMeleeHit ( )
inline
86 {
87 return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
88 }
Creature * me
Definition: ScriptedCreature.h:280
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:338
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1256
float GetPositionZ() const
Definition: Position.h:118
Unit * GetVictim() const
Definition: Unit.h:853

References WorldObject::GetDistance(), Creature::GetHomePosition(), Position::GetPositionZ(), Unit::GetVictim(), and ScriptedAI::me.

◆ DamageTaken()

void boss_attumen::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 BossAI.

123 {
124 // Attumen does not die until he mounts Midnight, let health fall to 1 and prevent further damage.
125 if (damage >= me->GetHealth() && _phase != PHASE_MOUNTED)
126 {
127 damage = me->GetHealth() - 1;
128 }
130 {
132
133 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
134 {
135 midnight->AI()->DoCastAOE(SPELL_MOUNT, true);
136 }
137 }
138 }
@ SPELL_MOUNT
Definition: boss_midnight.cpp:52
@ PHASE_MOUNTED
Definition: boss_midnight.cpp:60
@ PHASE_NONE
Definition: boss_midnight.cpp:58
@ PHASE_ATTUMEN_ENGAGES
Definition: boss_midnight.cpp:59
@ DATA_MIDNIGHT
Definition: karazhan.h:59
InstanceScript *const instance
Definition: ScriptedCreature.h:474
Definition: Creature.h:43
uint32 GetHealth() const
Definition: Unit.h:1029
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103
uint8 _phase
Definition: boss_midnight.cpp:279

References _phase, DATA_MIDNIGHT, InstanceScript::GetCreature(), Unit::GetHealth(), Unit::HealthBelowPctDamaged(), BossAI::instance, ScriptedAI::me, PHASE_ATTUMEN_ENGAGES, PHASE_MOUNTED, PHASE_NONE, and SPELL_MOUNT.

◆ EnterEvadeMode()

void boss_attumen::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

91 {
93 {
94 midnight->AI()->EnterEvadeMode(why);
95 }
97 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178

References DATA_MIDNIGHT, Creature::DespawnOrUnsummon(), InstanceScript::GetCreature(), BossAI::instance, and ScriptedAI::me.

◆ Initialize()

void boss_attumen::Initialize ( )
inline
76 {
78 }

References _phase, and PHASE_NONE.

Referenced by boss_attumen(), and Reset().

◆ IsSummonedBy()

void boss_attumen::IsSummonedBy ( WorldObject summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

169 {
170 if (summoner->GetEntry() == NPC_MIDNIGHT)
171 {
173 }
174 if (summoner->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
175 {
178 scheduler.Schedule(10s, 25s, [this](TaskContext task)
179 {
180 Unit* target = nullptr;
181 std::vector<Unit*> target_list;
182 for (auto* ref : me->GetThreatMgr().GetUnsortedThreatList())
183 {
184 target = ref->GetVictim();
185 if (target && !target->IsWithinDist(me, 8.00f, false) && target->IsWithinDist(me, 25.0f, false))
186 {
187 target_list.push_back(target);
188 }
189 target = nullptr;
190 }
191 if (!target_list.empty())
192 {
193 target = Acore::Containers::SelectRandomContainerElement(target_list);
194 }
195 DoCast(target, SPELL_CHARGE);
196 task.Repeat(10s, 25s);
197 });
198 scheduler.Schedule(25s, 35s, [this](TaskContext task)
199 {
201 task.Repeat(25s, 35s);
202 });
203 }
204 }
@ SPELL_CHARGE
Definition: boss_midnight.cpp:48
@ SPELL_SPAWN_SMOKE
Definition: boss_midnight.cpp:47
@ SPELL_KNOCKDOWN
Definition: boss_midnight.cpp:50
@ NPC_ATTUMEN_THE_HUNTSMAN
Definition: karazhan.h:93
@ NPC_MIDNIGHT
Definition: karazhan.h:95
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
TaskScheduler scheduler
Definition: CreatureAI.h:75
Acore::IteratorPair< std::list< ThreatReference * >::const_iterator > GetUnsortedThreatList() const
Definition: ThreatMgr.h:228
uint32 GetEntry() const
Definition: Object.h:115
Definition: Unit.h:630
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903

References _phase, UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Object::GetEntry(), Unit::GetThreatMgr(), ThreatMgr::GetUnsortedThreatList(), ScriptedAI::me, NPC_ATTUMEN_THE_HUNTSMAN, NPC_MIDNIGHT, PHASE_ATTUMEN_ENGAGES, PHASE_MOUNTED, TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_CHARGE, SPELL_KNOCKDOWN, and SPELL_SPAWN_SMOKE.

◆ JustDied()

void boss_attumen::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

207 {
209 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
210 {
211 midnight->KillSelf();
212 }
213 _JustDied();
214 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_midnight.cpp:35
void _JustDied()
Definition: ScriptedCreature.cpp:643

References DATA_MIDNIGHT, and SAY_DEATH.

◆ JustSummoned()

void boss_attumen::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

149 {
151 {
152 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
153 {
154 if (midnight->GetHealth() > me->GetHealth())
155 {
156 summon->SetHealth(midnight->GetHealth());
157 }
158 else
159 {
160 summon->SetHealth(me->GetHealth());
161 }
162 summon->AI()->DoZoneInCombat();
163 }
164 }
165 BossAI::JustSummoned(summon);
166 }
@ NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED
Definition: karazhan.h:94
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106
void JustSummoned(Creature *summon) override
Definition: ScriptedCreature.cpp:703
CreatureAI * AI() const
Definition: Creature.h:140
void SetHealth(uint32 val)
Definition: Unit.cpp:15478

References Creature::AI(), DATA_MIDNIGHT, CreatureAI::DoZoneInCombat(), InstanceScript::GetCreature(), Object::GetEntry(), Unit::GetHealth(), BossAI::instance, BossAI::JustSummoned(), ScriptedAI::me, NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED, and Unit::SetHealth().

◆ KilledUnit()

void boss_attumen::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

141 {
142 if (victim->IsPlayer())
143 {
144 Talk(SAY_KILL);
145 }
146 }
@ SAY_KILL
Definition: boss_midnight.cpp:28
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_KILL.

◆ Reset()

void boss_attumen::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

81 {
82 Initialize();
83 }

References Initialize().

◆ ScheduleTasks()

void boss_attumen::ScheduleTasks ( )
inlineoverridevirtual

Reimplemented from BossAI.

100 {
101 scheduler.Schedule(15s, 25s, [this](TaskContext task)
102 {
104 task.Repeat(15s, 25s);
105 });
106 scheduler.Schedule(25s, 45s, [this](TaskContext task)
107 {
108 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
109 {
111 }
112
113 task.Repeat(25s, 45s);
114 });
115 scheduler.Schedule(30s, 1min, [this](TaskContext task)
116 {
118 task.Repeat(30s, 1min);
119 });
120 }
@ SPELL_SHADOWCLEAVE
Definition: boss_midnight.cpp:45
@ SPELL_INTANGIBLE_PRESENCE
Definition: boss_midnight.cpp:46
@ SAY_RANDOM
Definition: boss_midnight.cpp:29
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110

References UnitAI::DoCast(), UnitAI::DoCastVictim(), TaskContext::Repeat(), SAY_RANDOM, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_INTANGIBLE_PRESENCE, and SPELL_SHADOWCLEAVE.

◆ SpellHit()

void boss_attumen::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

233 {
234 if (spellInfo->Mechanic == MECHANIC_DISARM)
235 {
237 }
238
239 if (spellInfo->Id == SPELL_MOUNT)
240 {
241 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
242 {
245 midnight->AI()->DoAction(ACTION_SET_MIDNIGHT_PHASE);
246 midnight->AttackStop();
247 midnight->RemoveAllAttackers();
248 midnight->SetReactState(REACT_PASSIVE);
249 midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
250 midnight->AI()->Talk(EMOTE_MOUNT_UP);
251 me->AttackStop();
254 me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
256 scheduler.Schedule(1s, [this](TaskContext task)
257 {
258 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
259 {
260 if (me->IsWithinDist2d(midnight, 5.0f))
261 {
262 DoCastAOE(SPELL_SUMMON_ATTUMEN_MOUNTED);
263 me->DespawnOrUnsummon(1s, 0s);
264 midnight->SetVisible(false);
265 }
266 else
267 {
268 midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
269 me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
270 task.Repeat();
271 }
272 }
273 });
274 }
275 }
276 }
@ ACTION_SET_MIDNIGHT_PHASE
Definition: boss_midnight.cpp:65
@ SAY_DISARMED
Definition: boss_midnight.cpp:30
@ EMOTE_MOUNT_UP
Definition: boss_midnight.cpp:39
@ SAY_MOUNT
Definition: boss_midnight.cpp:33
@ MECHANIC_DISARM
Definition: SharedDefines.h:1328
@ REACT_PASSIVE
Definition: Unit.h:548
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void RemoveAllAttackers()
Remove all units in m_attackers list and send them AttackStop()
Definition: Unit.cpp:10484
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10403
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:409

References ACTION_SET_MIDNIGHT_PHASE, DATA_MIDNIGHT, EMOTE_MOUNT_UP, SpellInfo::Id, SpellInfo::Mechanic, MECHANIC_DISARM, PHASE_NONE, REACT_PASSIVE, SAY_DISARMED, SAY_MOUNT, and SPELL_MOUNT.

◆ UpdateAI()

void boss_attumen::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

217 {
218 if (_phase != PHASE_NONE)
219 {
220 if (!UpdateVictim())
221 {
222 return;
223 }
224 }
225 if (!CanMeleeHit())
226 {
228 }
229 scheduler.Update(diff, std::bind(&BossAI::DoMeleeAttackIfReady, this));
230 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
@ EVADE_REASON_BOUNDARY
Definition: CreatureAI.h:90
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498
bool CanMeleeHit()
Definition: boss_midnight.cpp:85

References UnitAI::DoMeleeAttackIfReady(), BossAI::EnterEvadeMode(), and PHASE_NONE.

Member Data Documentation

◆ _phase

uint8 boss_attumen::_phase
private