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

Public Member Functions

 boss_high_astromancer_solarian (Creature *creature)
 
void Reset () override
 
void AttackStart (Unit *who) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void JustSummoned (Creature *summon) 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
 

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_high_astromancer_solarian()

boss_high_astromancer_solarian::boss_high_astromancer_solarian ( Creature creature)
inline
67 : BossAI(creature, DATA_ASTROMANCER)
68 {
69 callForHelpRange = 105.0f;
71 {
73 });
74 }
@ DATA_ASTROMANCER
Definition: the_eye.h:30
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:197
TaskScheduler scheduler
Definition: CreatureAI.h:75
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
float callForHelpRange
Definition: ScriptedCreature.h:472
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701

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

Member Function Documentation

◆ AttackStart()

void boss_high_astromancer_solarian::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

102 {
103 if (who && me->Attack(who, true))
104 {
105 me->GetMotionMaster()->MoveChase(who, 0.0f);
106 }
107 }
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10272
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

References Unit::Attack(), Unit::GetMotionMaster(), ScriptedAI::me, and MotionMaster::MoveChase().

◆ JustDied()

void boss_high_astromancer_solarian::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

118 {
119 me->SetModelVisible(true);
121 BossAI::JustDied(killer);
122 }
@ SAY_DEATH
Definition: boss_astromancer.cpp:30
Talk
Definition: hyjal.cpp:82
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
void SetModelVisible(bool on)
Definition: Unit.cpp:14242

References BossAI::JustDied(), ScriptedAI::me, SAY_DEATH, and Unit::SetModelVisible().

◆ JustEngagedWith()

void boss_high_astromancer_solarian::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

125 {
129
130 scheduler.Schedule(3650ms, [this](TaskContext context)
131 {
132 me->GetMotionMaster()->Clear();
133 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, false, true, -SPELL_WRATH_OF_THE_ASTROMANCER))
134 {
136 }
137 else
138 {
139 //no targets in required range
140 me->GetMotionMaster()->MoveChase(me->GetVictim(), 30.0f);
141 me->CastStop();
142 }
143 context.Repeat(800ms, 7300ms);
144 }).Schedule(21800ms, [this](TaskContext context)
145 {
147 context.Repeat(21800ms, 23350ms);
148 }).Schedule(33900ms, [this](TaskContext context)
149 {
151 context.Repeat(33900ms, 48100ms);
152 }).Schedule(52100ms, [this](TaskContext context)
153 {
155 scheduler.DelayAll(22s);
156 // blink to room center in this line using SPELL_TELEPORT_START_POSITION and START_POSITION_X, START_POSITION_Y, START_POSITION_Z
157 scheduler.Schedule(1s, [this](TaskContext)
158 {
159 for (uint8 i = 0; i < 3; ++i)
160 {
161 float o = rand_norm() * 2 * M_PI;
162 if (i == 0)
163 {
165 }
166 else
167 {
169 }
170 }
171 }).Schedule(2s, [this](TaskContext)
172 {
174 }).Schedule(3s, [this](TaskContext)
175 {
177 me->SetModelVisible(false);
178 }).Schedule(7s, [this](TaskContext)
179 {
181 {
182 if (Creature* light = summon->ToCreature())
183 {
184 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
185 {
186 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
187 {
188 DoCast(light, SPELL_TRUE_BEAM);
189 me->SetPosition(*light);
190 me->StopMovingOnCurrentPos();
191 }
192 for (uint8 j = 0; j < 4; ++j)
193 {
194 me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
195 }
196 }
197 }
198 });
199 }).Schedule(23s, [this](TaskContext)
200 {
203 {
204 if (Creature* light = summon->ToCreature())
205 {
206 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
207 {
208 light->RemoveAllAuras();
209 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
210 {
211 me->RemoveAllAuras();
212 me->SetModelVisible(true);
213 }
214 else
215 {
216 me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
217 }
218 }
219 }
220 });
221 });
222 context.Repeat(87500ms, 91200ms);
223 });
224 }
double rand_norm()
Definition: Random.cpp:77
std::uint8_t uint8
Definition: Define.h:109
#define PORTAL_Z
Definition: boss_astromancer.cpp:60
@ NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT
Definition: boss_astromancer.cpp:49
@ SAY_AGGRO
Definition: boss_astromancer.cpp:27
@ SAY_SUMMON
Definition: boss_astromancer.cpp:28
#define OUTER_PORTAL_RADIUS
Definition: boss_astromancer.cpp:55
@ SPELL_BLINDING_LIGHT
Definition: boss_astromancer.cpp:39
@ SPELL_WRATH_OF_THE_ASTROMANCER
Definition: boss_astromancer.cpp:38
@ SPELL_ARCANE_MISSILES
Definition: boss_astromancer.cpp:37
#define CENTER_Y
Definition: boss_astromancer.cpp:57
#define INNER_PORTAL_RADIUS
Definition: boss_astromancer.cpp:54
#define CENTER_Z
Definition: boss_astromancer.cpp:58
#define CENTER_X
Definition: boss_astromancer.cpp:56
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:48
@ REACT_PASSIVE
Definition: Unit.h:548
@ REACT_AGGRESSIVE
Definition: Unit.h:550
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:283
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 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 DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
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
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition: ScriptedCreature.h:140
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
SummonList summons
Definition: ScriptedCreature.h:511
Definition: Creature.h:43
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
Creature * ToCreature()
Definition: Object.h:205
Definition: Object.h:410
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:2366
Definition: Unit.h:630
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition: Unit.cpp:1160
Unit * GetVictim() const
Definition: Unit.h:853
void RemoveAllAuras()
Definition: Unit.cpp:5319
void Clear(bool reset=true)
Definition: MotionMaster.h:167

References Unit::CastStop(), CENTER_X, CENTER_Y, CENTER_Z, MotionMaster::Clear(), TaskScheduler::DelayAll(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), SummonList::DoForAllSummons(), Unit::GetMotionMaster(), Unit::GetVictim(), INNER_PORTAL_RADIUS, BossAI::JustEngagedWith(), ScriptedAI::me, MotionMaster::MoveChase(), NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, OUTER_PORTAL_RADIUS, PORTAL_Z, rand_norm(), REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAllAuras(), TaskContext::Repeat(), SAY_AGGRO, SAY_SUMMON, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), Unit::SetModelVisible(), Creature::SetReactState(), SPELL_ARCANE_MISSILES, SPELL_BLINDING_LIGHT, SPELL_WRATH_OF_THE_ASTROMANCER, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and Object::ToCreature().

◆ JustSummoned()

void boss_high_astromancer_solarian::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

240 {
241 summons.Summon(summon);
242 if (!summon->IsTrigger())
243 {
244 summon->SetInCombatWithZone();
245 }
246 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
bool IsTrigger() const
Definition: Creature.h:75

References Creature::IsTrigger(), Creature::SetInCombatWithZone(), and summons.

◆ KilledUnit()

void boss_high_astromancer_solarian::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

110 {
111 if (victim->IsPlayer() && roll_chance_i(50))
112 {
113 Talk(SAY_KILL);
114 }
115 }
bool roll_chance_i(int chance)
Definition: Random.h:59
@ SAY_KILL
Definition: boss_astromancer.cpp:29
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), roll_chance_i(), and SAY_KILL.

◆ Reset()

void boss_high_astromancer_solarian::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

77 {
79 me->SetModelVisible(true);
81
86 me->SetModelVisible(true);
88 scheduler.Schedule(3s, [this](TaskContext context)
89 {
91 context.Repeat(7s);
92 }).Schedule(7s, [this](TaskContext context)
93 {
95 context.Repeat(12s);
96 });
98 });
99 }
@ SAY_VOID
Definition: boss_astromancer.cpp:31
@ SPELL_SOLARIAN_TRANSFORM
Definition: boss_astromancer.cpp:36
@ SPELL_VOID_BOLT
Definition: boss_astromancer.cpp:41
@ SPELL_PSYCHIC_SCREAM
Definition: boss_astromancer.cpp:40
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:774
void Reset() override
Definition: ScriptedCreature.h:496
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition: Creature.h:408
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129

References TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, REACT_AGGRESSIVE, TaskContext::Repeat(), BossAI::Reset(), Creature::ResumeChasingVictim(), SAY_VOID, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Unit::SetModelVisible(), Creature::SetReactState(), SPELL_PSYCHIC_SCREAM, SPELL_SOLARIAN_TRANSFORM, and SPELL_VOID_BOLT.

◆ UpdateAI()

void boss_high_astromancer_solarian::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

227 {
228 if (!UpdateVictim())
229 return;
230
231 scheduler.Update(diff);
232
234 {
236 }
237 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
ReactStates GetReactState() const
Definition: Creature.h:95

References REACT_AGGRESSIVE.