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

Public Member Functions

 boss_heiganAI (Creature *c)
 
void Reset () override
 
void KilledUnit (Unit *who) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void StartFightPhase (uint8 phase)
 
bool IsInRoom (Unit *who)
 
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
 
- 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
 

Public Attributes

InstanceScriptpInstance
 
EventMap events
 
uint8 currentPhase {}
 
uint8 currentSection {}
 
bool moveRight {}
 
- 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_heiganAI()

boss_heigan::boss_heiganAI::boss_heiganAI ( Creature c)
inlineexplicit
72 {
74 }
@ BOSS_HEIGAN
Definition: naxxramas.h:33
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * pInstance
Definition: boss_heigan.cpp:76

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

Member Function Documentation

◆ IsInRoom()

bool boss_heigan::boss_heiganAI::IsInRoom ( Unit who)
inline
163 {
164 if (who->GetPositionX() > 2826 || who->GetPositionX() < 2723 || who->GetPositionY() > -3641 || who->GetPositionY() < -3736)
165 {
166 if (who->GetGUID() == me->GetGUID())
168
169 return false;
170 }
171 return true;
172 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118

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

Referenced by UpdateAI().

◆ JustDied()

void boss_heigan::boss_heiganAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

111 {
112 BossAI::JustDied(killer);
114 }
Talk
Definition: hyjal.cpp:82
@ EMOTE_DEATH
Definition: boss_heigan.cpp:28
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References EMOTE_DEATH, and BossAI::JustDied().

◆ JustEngagedWith()

void boss_heigan::boss_heiganAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

117 {
121 if (pInstance)
122 {
124 {
125 go->SetGoState(GO_STATE_READY);
126 }
127 }
129 }
@ DATA_HEIGAN_ENTER_GATE
Definition: naxxramas.h:51
@ SAY_AGGRO
Definition: boss_heigan.cpp:25
@ PHASE_SLOW_DANCE
Definition: boss_heigan.cpp:55
@ GO_STATE_READY
Definition: GameObjectData.h:690
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2810
Definition: GameObject.h:121
Map * GetMap() const
Definition: Object.h:531
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:95
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3319
void StartFightPhase(uint8 phase)
Definition: boss_heigan.cpp:131

References DATA_HEIGAN_ENTER_GATE, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, PHASE_SLOW_DANCE, pInstance, SAY_AGGRO, Creature::SetInCombatWithZone(), and StartFightPhase().

◆ KilledUnit()

void boss_heigan::boss_heiganAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

99 {
100 if (!who->IsPlayer())
101 return;
102
103 Talk(SAY_SLAY);
104 if (pInstance)
105 {
107 }
108 }
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:74
@ SAY_SLAY
Definition: boss_heigan.cpp:26
bool IsPlayer() const
Definition: Object.h:197
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

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

◆ Reset()

void boss_heigan::boss_heiganAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

83 {
85 events.Reset();
86 currentPhase = 0;
88 moveRight = true;
89 if (pInstance)
90 {
92 {
93 go->SetGoState(GO_STATE_ACTIVE);
94 }
95 }
96 }
events
Definition: boss_sartura.cpp:43
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
void Reset() override
Definition: ScriptedCreature.h:486
bool moveRight
Definition: boss_heigan.cpp:80
uint8 currentPhase
Definition: boss_heigan.cpp:78
uint8 currentSection
Definition: boss_heigan.cpp:79

References currentPhase, currentSection, DATA_HEIGAN_ENTER_GATE, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, ScriptedAI::me, moveRight, pInstance, and BossAI::Reset().

◆ StartFightPhase()

void boss_heigan::boss_heiganAI::StartFightPhase ( uint8  phase)
inline
132 {
133 currentSection = 3;
135 events.Reset();
136 if (phase == PHASE_SLOW_DANCE)
137 {
138 me->CastStop();
141 events.ScheduleEvent(EVENT_DISRUPTION, 12s, 15s);
142 events.ScheduleEvent(EVENT_DECEPIT_FEVER, 17s);
143 events.ScheduleEvent(EVENT_ERUPT_SECTION, 15s);
144 events.ScheduleEvent(EVENT_SWITCH_PHASE, 90s);
145 }
146 else // if (phase == PHASE_FAST_DANCE)
147 {
150 me->AttackStop();
151 me->StopMoving();
154 me->SetFacingTo(2.40f);
155 events.ScheduleEvent(EVENT_PLAGUE_CLOUD, 1s);
156 events.ScheduleEvent(EVENT_ERUPT_SECTION, 7s);
157 events.ScheduleEvent(EVENT_SWITCH_PHASE, 45s);
158 }
159 events.ScheduleEvent(EVENT_SAFETY_DANCE, 5s);
160 }
phase
Definition: boss_skadi.cpp:103
@ EMOTE_DANCE
Definition: boss_heigan.cpp:29
@ SAY_DANCE
Definition: boss_heigan.cpp:31
@ SPELL_TELEPORT_SELF
Definition: boss_heigan.cpp:40
@ EVENT_PLAGUE_CLOUD
Definition: boss_heigan.cpp:50
@ EVENT_SAFETY_DANCE
Definition: boss_heigan.cpp:49
@ EVENT_DISRUPTION
Definition: boss_heigan.cpp:45
@ EVENT_SWITCH_PHASE
Definition: boss_heigan.cpp:48
@ EVENT_DECEPIT_FEVER
Definition: boss_heigan.cpp:46
@ EVENT_ERUPT_SECTION
Definition: boss_heigan.cpp:47
@ REACT_PASSIVE
Definition: Unit.h:548
@ REACT_AGGRESSIVE
Definition: Unit.h:550
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
void SetFacingTo(float ori)
Definition: Unit.cpp:20511
void StopMoving()
Definition: Unit.cpp:16634
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition: Unit.cpp:1160
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
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10391

References Unit::AttackStop(), Unit::CastSpell(), Unit::CastStop(), currentPhase, currentSection, CreatureAI::DoZoneInCombat(), EMOTE_DANCE, EVENT_DECEPIT_FEVER, EVENT_DISRUPTION, EVENT_ERUPT_SECTION, EVENT_PLAGUE_CLOUD, EVENT_SAFETY_DANCE, EVENT_SWITCH_PHASE, ScriptedAI::me, PHASE_SLOW_DANCE, REACT_AGGRESSIVE, REACT_PASSIVE, SAY_DANCE, Unit::SetFacingTo(), Creature::SetReactState(), SPELL_TELEPORT_SELF, and Unit::StopMoving().

Referenced by JustEngagedWith(), and UpdateAI().

◆ UpdateAI()

void boss_heigan::boss_heiganAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

175 {
176 if (!IsInRoom(me))
177 return;
178
179 if (!UpdateVictim())
180 return;
181
182 events.Update(diff);
183
184 switch (events.ExecuteEvent())
185 {
186 case EVENT_DISRUPTION:
188 events.Repeat(10s);
189 break;
192 events.Repeat(22s, 25s);
193 break;
196 break;
199 {
201 }
202 else
203 {
205 Talk(EMOTE_DANCE_END); // avoid play the emote on aggro
206 }
207 break;
209 if (pInstance)
210 {
212 if (currentSection == 3)
213 {
214 moveRight = false;
215 }
216 else if (currentSection == 0)
217 {
218 moveRight = true;
219 }
221 }
223 {
225 }
226 events.Repeat(currentPhase == PHASE_SLOW_DANCE ? 10s : 4s);
227 break;
229 {
230 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
231 for (auto const& itr : pList)
232 {
233 if (IsInRoom(itr.GetSource()) && !itr.GetSource()->IsAlive())
234 {
237 return;
238 }
239 }
240 events.Repeat(5s);
241 return;
242 }
243 }
245 }
@ DATA_DANCE_FAIL
Definition: naxxramas.h:73
@ DATA_HEIGAN_ERUPTION
Definition: naxxramas.h:50
@ EMOTE_DANCE_END
Definition: boss_heigan.cpp:30
@ SAY_TAUNT
Definition: boss_heigan.cpp:27
@ PHASE_FAST_DANCE
Definition: boss_heigan.cpp:56
@ SPELL_DECREPIT_FEVER_25
Definition: boss_heigan.cpp:38
@ SPELL_DECREPIT_FEVER_10
Definition: boss_heigan.cpp:37
@ SPELL_SPELL_DISRUPTION
Definition: boss_heigan.cpp:36
@ SPELL_PLAGUE_CLOUD
Definition: boss_heigan.cpp:39
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
PlayerList const & GetPlayers() const
Definition: Map.h:486
Definition: MapRefMgr.h:26
bool IsInRoom(Unit *who)
Definition: boss_heigan.cpp:162

References Unit::CastSpell(), currentPhase, currentSection, DATA_DANCE_FAIL, DATA_HEIGAN_ERUPTION, DATA_IMMORTAL_FAIL, UnitAI::DoMeleeAttackIfReady(), EMOTE_DANCE_END, EVENT_DECEPIT_FEVER, EVENT_DISRUPTION, EVENT_ERUPT_SECTION, EVENT_PLAGUE_CLOUD, EVENT_SAFETY_DANCE, EVENT_SWITCH_PHASE, WorldObject::GetMap(), Map::GetPlayers(), IsInRoom(), ScriptedAI::me, moveRight, PHASE_FAST_DANCE, PHASE_SLOW_DANCE, pInstance, ScriptedAI::RAID_MODE(), SAY_TAUNT, ZoneScript::SetData(), SPELL_DECREPIT_FEVER_10, SPELL_DECREPIT_FEVER_25, SPELL_PLAGUE_CLOUD, SPELL_SPELL_DISRUPTION, StartFightPhase(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ currentPhase

uint8 boss_heigan::boss_heiganAI::currentPhase {}

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

◆ currentSection

uint8 boss_heigan::boss_heiganAI::currentSection {}

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

◆ events

EventMap boss_heigan::boss_heiganAI::events

◆ moveRight

bool boss_heigan::boss_heiganAI::moveRight {}

Referenced by Reset(), and UpdateAI().

◆ pInstance

InstanceScript* boss_heigan::boss_heiganAI::pInstance