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. More...
 
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() More...
 
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) 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
 
- 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)
 
 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

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)
 
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_lady_vashj()

boss_lady_vashj::boss_lady_vashj ( Creature creature)
inline
77 : BossAI(creature, DATA_LADY_VASHJ)
78 {
80 {
82 });
83
84 _intro = false;
85 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ DATA_LADY_VASHJ
Definition: serpent_shrine.h:35
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:194
TaskScheduler scheduler
Definition: CreatureAI.h:76
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
bool _intro
Definition: boss_lady_vashj.cpp:278

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.

271 {
272 return me->GetHomePosition().GetExactDist2d(me) > 80.0f || !SelectTargetFromPlayerList(100.0f);
273 }
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:546
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:339

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

◆ JustDied()

void boss_lady_vashj::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

118 {
120 BossAI::JustDied(killer);
121 }
@ SAY_DEATH
Definition: boss_lady_vashj.cpp:36
Talk
Definition: hyjal.cpp:82
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_lady_vashj::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

124 {
128
130 }
@ SAY_AGGRO
Definition: boss_lady_vashj.cpp:30
@ SPELL_REMOVE_TAINTED_CORES
Definition: boss_lady_vashj.cpp:55
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487
void ScheduleSpells()
Definition: boss_lady_vashj.cpp:154

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

◆ JustSummoned()

void boss_lady_vashj::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

133 {
134 summons.Summon(summon);
135 switch (summon->GetEntry()) {
136 case(WORLD_TRIGGER):
137 summon->CastSpell(summon, SPELL_MAGIC_BARRIER);
138 break;
140 summon->GetMotionMaster()->MoveFollow(me, 0.0f, 0.0f, MOTION_SLOT_ACTIVE, false);
141 summon->SetWalk(true);
143 break;
145 break;
146 case(NPC_TOXIC_SPOREBAT):
147 summon->GetMotionMaster()->MoveRandom(30.0f);
148 break;
149 default:
151 }
152 }
@ MOTION_SLOT_ACTIVE
Definition: MotionMaster.h:62
#define WORLD_TRIGGER
Definition: Unit.h:37
@ REACT_PASSIVE
Definition: Unit.h:548
@ NPC_ENCHANTED_ELEMENTAL
Definition: serpent_shrine.h:65
@ NPC_TAINTED_ELEMENTAL
Definition: serpent_shrine.h:68
@ NPC_TOXIC_SPOREBAT
Definition: serpent_shrine.h:69
@ POINT_HOME
Definition: boss_lady_vashj.cpp:70
@ SPELL_MAGIC_BARRIER
Definition: boss_lady_vashj.cpp:46
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
SummonList summons
Definition: ScriptedCreature.h:501
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition: Creature.cpp:3178
uint32 GetEntry() const
Definition: Object.h:112
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
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:1168
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
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
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

References Unit::CastSpell(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), 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 ScriptedAI.

105 {
106 if (!_recentlySpoken)
107 {
108 Talk(SAY_SLAY);
109 _recentlySpoken = true;
110 }
111 scheduler.Schedule(6s, [this](TaskContext)
112 {
113 _recentlySpoken = false;
114 });
115 }
@ SAY_SLAY
Definition: boss_lady_vashj.cpp:35
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
Definition: TaskScheduler.h:415
bool _recentlySpoken
Definition: boss_lady_vashj.cpp:277

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

◆ MoveInLineOfSight()

void boss_lady_vashj::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

172 {
173 if (!_intro && who->IsPlayer())
174 {
175 _intro = true;
177 }
178
180 }
@ SAY_INTRO
Definition: boss_lady_vashj.cpp:29
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:158
bool IsPlayer() const
Definition: Object.h:197

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

◆ MovementInform()

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

Reimplemented from ScriptedAI.

183 {
184 if (type != POINT_MOTION_TYPE || id != POINT_HOME)
185 {
186 return;
187 }
189 me->SetFacingTo(me->GetHomePosition().GetOrientation());
191 scheduler.Schedule(2400ms, [this](TaskContext context)
192 {
193 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
194 {
195 _playerAngle = me->GetAngle(target);
198 }
199 context.Repeat(2400ms, 12450ms);
200 }).Schedule(0s, [this](TaskContext context)
201 {
203 context.Repeat(2500ms);
204 }).Schedule(45s, [this](TaskContext context)
205 {
207 context.Repeat(45s);
208 }).Schedule(60s, [this](TaskContext context)
209 {
211 context.Repeat(60s);
212 }).Schedule(50s, [this](TaskContext context)
213 {
215 context.Repeat(50s);
216 }).Schedule(1s, [this](TaskContext context)
217 {
219 {
225
227 scheduler.Schedule(5s, [this](TaskContext context)
228 {
230 _batTimer = 20s - static_cast<std::chrono::seconds>(std::min(_count++, 16));
231 context.Repeat(_batTimer);
232 });
233 }
234 else
235 {
236 context.Repeat(1s);
237 }
238 });
239 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
@ DATA_ACTIVATE_SHIELD
Definition: serpent_shrine.h:42
@ 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
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
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
InstanceScript *const instance
Definition: ScriptedCreature.h:464
void SetOrientation(float orientation)
Definition: Position.h:112
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
Definition: Unit.h:630
void ClearUnitState(uint32 f)
Definition: Unit.h:674
void SetFacingTo(float ori)
Definition: Unit.cpp:20483
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5669
void AddUnitState(uint32 f)
Definition: Unit.h:672
Unit * GetVictim() const
Definition: Unit.h:789
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53
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
float _playerAngle
Definition: boss_lady_vashj.cpp:276
std::chrono::seconds _batTimer
Definition: boss_lady_vashj.cpp:280
int32 _count
Definition: boss_lady_vashj.cpp:279

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, 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 BossAI.

88 {
89 _count = 0;
90 _recentlySpoken = false;
91 _batTimer = 20s;
92 _playerAngle = 0.0f;
94
98 me->CastStop();
100 me->GetMotionMaster()->MovePoint(POINT_HOME, me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), true, true);
101 });
102 }
@ 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:744
void Reset() override
Definition: ScriptedCreature.h:486
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition: Unit.cpp:1161

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
155 {
156 scheduler.Schedule(14550ms, [this](TaskContext context)
157 {
159 context.Repeat(10850ms, 25100ms);
160 }).Schedule(18150ms, [this](TaskContext context)
161 {
163 context.Repeat(7250ms, 27050ms);
164 }).Schedule(25450ms, [this](TaskContext context)
165 {
167 context.Repeat(18200ms, 51500ms);
168 });
169 }
@ 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()

Reimplemented from BossAI.

242 {
243 if (!UpdateVictim())
244 return;
245
246 scheduler.Update(diff);
247
249 {
250 return;
251 }
252
254 {
258 if (roll_chance_i(15))
259 {
261 }
262 }
263 else
264 {
267 }
268 }
bool roll_chance_i(int chance)
Definition: Random.h:59
@ SHEATH_STATE_MELEE
Definition: UnitDefines.h:106
@ SHEATH_STATE_RANGED
Definition: UnitDefines.h:107
@ 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
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
ReactStates GetReactState() const
Definition: Creature.h:98
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:665
virtual void SetSheath(SheathState sheathed)
Definition: Unit.h:945
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:766
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:643

References Unit::CastSpell(), 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().