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. More...
 
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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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
 

Public Attributes

EventMap events
 
SummonList summons
 
InstanceScriptpInstance
 
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 {
206 }
@ BOSS_GOTHIK
Definition: naxxramas.h:40
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
SummonList summons
Definition: boss_gothik.cpp:208
InstanceScript * pInstance
Definition: boss_gothik.cpp:209

References WorldObject::GetInstanceScript(), ScriptedAI::me, and pInstance.

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
384 {
385 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
386 if (!PlayerList.IsEmpty())
387 {
388 bool checklife = false;
389 bool checkdead = false;
390 for (auto const& i : PlayerList)
391 {
392 Player* player = i.GetSource();
393 if (player->IsAlive() &&
394 player->GetPositionX() <= POS_X_NORTH &&
395 player->GetPositionX() >= POS_X_SOUTH &&
396 player->GetPositionY() <= POS_Y_GATE &&
397 player->GetPositionY() >= POS_Y_EAST)
398 {
399 checklife = true;
400 }
401 else if (player->IsAlive() &&
402 player->GetPositionX() <= POS_X_NORTH &&
403 player->GetPositionX() >= POS_X_SOUTH &&
404 player->GetPositionY() >= POS_Y_GATE &&
405 player->GetPositionY() <= POS_Y_WEST)
406 {
407 checkdead = true;
408 }
409
410 if (checklife && checkdead)
411 return true;
412 }
413 }
414 return false;
415 }
#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
Map * GetMap() const
Definition: Object.h:536
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
Definition: Player.h:1081
bool IsAlive() const
Definition: Unit.h:1654
PlayerList const & GetPlayers() const
Definition: Map.h:484
Definition: MapRefMgr.h:26

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 BossAI.

418 {
419 if (!secondPhase)
420 {
421 damage = 0;
422 }
423 }
bool secondPhase
Definition: boss_gothik.cpp:210

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
215 {
216 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
217 {
219 return false;
220 }
221 return true;
222 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498

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 BossAI.

337 {
338 BossAI::JustDied(killer);
341 if (pInstance)
342 {
344 {
345 go->SetGoState(GO_STATE_ACTIVE);
346 }
348 {
349 go->SetGoState(GO_STATE_ACTIVE);
350 }
352 {
353 go->SetGoState(GO_STATE_ACTIVE);
354 }
355 }
356 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_gothik.cpp:33
@ DATA_GOTHIK_INNER_GATE
Definition: naxxramas.h:62
@ DATA_GOTHIK_ENTER_GATE
Definition: naxxramas.h:61
@ DATA_GOTHIK_EXIT_GATE
Definition: naxxramas.h:63
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
Definition: GameObject.h:120
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3322

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, BossAI::JustDied(), ScriptedAI::me, pInstance, SAY_DEATH, and summons.

◆ JustEngagedWith()

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

Called for reaction when initially engaged.

Reimplemented from BossAI.

254 {
258 events.ScheduleEvent(EVENT_INTRO_2, 4s);
259 events.ScheduleEvent(EVENT_INTRO_3, 9s);
260 events.ScheduleEvent(EVENT_INTRO_4, 14s);
262 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
263 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
264 if (pInstance)
265 {
267 {
268 go->SetGoState(GO_STATE_READY);
269 }
271 {
272 go->SetGoState(GO_STATE_READY);
273 }
274 }
275 }
events
Definition: boss_sartura.cpp:43
@ 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
@ GO_STATE_READY
Definition: GameObjectData.h:690
@ UNIT_FLAG_DISABLE_MOVE
Definition: UnitDefines.h:231
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_INNER_GATE, EVENT_CHECK_PLAYERS, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SUMMON_ADDS, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, pInstance, SAY_INTRO_1, Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustSummoned()

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

Reimplemented from BossAI.

278 {
279 summons.Summon(summon);
280 // If central gate is open, attack any one
281 if (gateOpened)
282 {
283 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
284 {
285 summon->AI()->AttackStart(target);
286 summon->SetInCombatWithZone();
288 summon->CallForHelp(150.0f);
289 }
290 }
291 // Else look for a random target on the side the summoned NPC is
292 else
293 {
294 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
295 std::vector<Player*> tList;
296 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
297 {
298 if (!me->IsWithinDistInMap(itr->GetSource(), 200.0f, true, false) || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
299 {
300 continue;
301 }
302 if (IN_LIVE_SIDE(itr->GetSource()) != IN_LIVE_SIDE(summon))
303 {
304 continue;
305 }
306 tList.push_back(itr->GetSource());
307 }
308 if (!tList.empty())
309 {
310 Player* target = tList[urand(0, tList.size() - 1)];
311 summon->AI()->AttackStart(target);
312 summon->SetInCombatWithZone();
314 summon->CallForHelp(150.0f);
315 }
316 }
317 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
#define IN_LIVE_SIDE(who)
Definition: boss_gothik.cpp:174
@ REACT_AGGRESSIVE
Definition: Unit.h:550
Definition: LinkedList.h:139
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
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition: Creature.cpp:2469
CreatureAI * AI() const
Definition: Creature.h:140
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1332
Definition: Unit.h:630
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37
bool gateOpened
Definition: boss_gothik.cpp:211

References Creature::AI(), UnitAI::AttackStart(), MapRefMgr::begin(), Creature::CallForHelp(), MapRefMgr::end(), gateOpened, WorldObject::GetMap(), Map::GetPlayers(), IN_LIVE_SIDE, WorldObject::IsWithinDistInMap(), ScriptedAI::me, 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 ScriptedAI.

325 {
326 if (!who->IsPlayer())
327 return;
328
329 Talk(SAY_KILL);
330 if (pInstance)
331 {
333 }
334 }
@ SAY_KILL
Definition: boss_gothik.cpp:34
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:73
bool IsPlayer() const
Definition: Object.h:200
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References DATA_IMMORTAL_FAIL, Object::IsPlayer(), pInstance, SAY_KILL, and ZoneScript::SetData().

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

225 {
227 events.Reset();
230 me->SetImmuneToPC(false);
232 secondPhase = false;
233 gateOpened = false;
234 waveCount = 0;
235 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
236 if (pInstance)
237 {
239 {
240 go->SetGoState(GO_STATE_ACTIVE);
241 }
243 {
244 go->SetGoState(GO_STATE_ACTIVE);
245 }
247 {
248 go->SetGoState(GO_STATE_READY);
249 }
250 }
251 }
@ REACT_PASSIVE
Definition: Unit.h:548
void Reset() override
Definition: ScriptedCreature.h:496
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:19979
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13611
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714
uint8 waveCount
Definition: boss_gothik.cpp:212

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), gateOpened, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, GO_STATE_READY, ScriptedAI::me, Unit::NearTeleportTo(), pInstance, 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 BossAI.

320 {
321 summons.Despawn(cr);
322 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
359 {
360 switch (entry)
361 {
363 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
364 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
365 if (Is25ManRaid())
366 {
367 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
368 }
369 break;
371 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
372 if (Is25ManRaid())
373 {
374 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
375 }
376 break;
377 case NPC_LIVING_RIDER:
378 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
379 break;
380 }
381 }
@ 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
bool Is25ManRaid() const
Definition: ScriptedCreature.h:385
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

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()

Reimplemented from BossAI.

426 {
427 if (!IsInRoom())
428 return;
429
430 if (!UpdateVictim())
431 return;
432
433 events.Update(diff);
435 return;
436
437 switch (events.ExecuteEvent())
438 {
439 case EVENT_INTRO_2:
441 break;
442 case EVENT_INTRO_3:
444 break;
445 case EVENT_INTRO_4:
447 break;
450 events.Repeat(1s);
451 break;
454 events.Repeat(15s);
455 break;
456 case EVENT_TELEPORT:
457 me->AttackStop();
458 if (IN_LIVE_SIDE(me))
459 {
461 }
462 else
463 {
465 }
467 if (Unit* pTarget = SelectTarget(SelectTargetMethod::MaxDistance, 0))
468 {
469 me->GetThreatMgr().AddThreat(pTarget, 100.0f);
470 AttackStart(pTarget);
471 }
472 events.Repeat(20s);
473 break;
475 if (me->HealthBelowPct(30) && pInstance)
476 {
478 {
479 go->SetGoState(GO_STATE_ACTIVE);
480 }
481 events.CancelEvent(EVENT_TELEPORT);
482 break;
483 }
484 events.Repeat(1s);
485 break;
487 if (gothikWaves[waveCount][0])
488 {
490 events.RepeatEvent(gothikWaves[waveCount][1]);
491 }
492 else
493 {
494 secondPhase = true;
500 me->SetImmuneToPC(false);
502 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
503 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
504 events.ScheduleEvent(EVENT_TELEPORT, 20s);
505 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
506 }
507 waveCount++;
508 break;
510 if (!CheckGroupSplitted())
511 {
513 {
514 go->SetGoState(GO_STATE_ACTIVE);
515 }
516 gateOpened = true;
518 }
519 break;
520 }
522 }
@ 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
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
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
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1037
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:1167
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
void RemoveAllAuras()
Definition: Unit.cpp:5319
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10403
Definition: boss_gothik.cpp:178
bool CheckGroupSplitted()
Definition: boss_gothik.cpp:383
bool IsInRoom()
Definition: boss_gothik.cpp:214
void SummonHelpers(uint32 entry)
Definition: boss_gothik.cpp:358

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, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Unit::GetThreatMgr(), Unit::GetVictim(), GO_STATE_ACTIVE, gothikWaves, Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, IsInRoom(), ScriptedAI::me, pInstance, 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 {}

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

◆ pInstance

InstanceScript* boss_gothik::boss_gothikAI::pInstance

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}

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

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}

Referenced by Reset(), and UpdateAI().