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boss_prince_valanar_icc::boss_prince_valanarAI Struct Reference
Inheritance diagram for boss_prince_valanar_icc::boss_prince_valanarAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_prince_valanarAI (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustSummoned (Creature *summon) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType) override
 Called at any Damage to any victim (before damage apply) More...
 
void KilledUnit (Unit *victim) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DoAction (int32 action) override
 
bool CheckRoom ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void EnterEvadeMode (EvadeReason why) 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
 

Public Attributes

bool _isEmpowered
 
bool _evading
 
bool _canDie
 
uint32 invocationOrder [3]
 
uint8 currentInvocationIndex
 
- 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_prince_valanarAI()

boss_prince_valanar_icc::boss_prince_valanarAI::boss_prince_valanarAI ( Creature creature)
inline
739 {
740 if (!instance)
741 {
742 me->IsAIEnabled = false;
744 }
745 _canDie = true;
746 }
@ UNIT_STATE_EVADE
Definition: UnitDefines.h:170
@ DATA_BLOOD_PRINCE_COUNCIL
Definition: icecrown_citadel.h:99
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
InstanceScript *const instance
Definition: ScriptedCreature.h:464
void AddUnitState(uint32 f)
Definition: Unit.h:672
bool IsAIEnabled
Definition: Unit.h:1801
bool _canDie
Definition: boss_blood_prince_council.cpp:768

References _canDie, Unit::AddUnitState(), BossAI::instance, Unit::IsAIEnabled, ScriptedAI::me, and UNIT_STATE_EVADE.

Member Function Documentation

◆ CheckRoom()

bool boss_prince_valanar_icc::boss_prince_valanarAI::CheckRoom ( )
inline
963 {
966 if (keleseth && taldaram && IsInBoundary(me) && IsInBoundary(keleseth) && IsInBoundary(taldaram))
967 return true;
968
970 return false;
971 }
@ DATA_PRINCE_TALDARAM_GUID
Definition: icecrown_citadel.h:117
@ DATA_PRINCE_KELESETH_GUID
Definition: icecrown_citadel.h:116
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:94
bool IsInBoundary(Position const *who=nullptr) const
Definition: CreatureAI.cpp:375
Definition: Creature.h:46
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:95
Map * instance
Definition: InstanceScript.h:148
Creature * GetCreature(ObjectGuid const guid)
Definition: Map.cpp:3314
void EnterEvadeMode(EvadeReason why) override
Definition: boss_blood_prince_council.cpp:1048

References DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, Map::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, InstanceScript::instance, CreatureAI::IsInBoundary(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ DamageDealt()

void boss_prince_valanar_icc::boss_prince_valanarAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType   
)
inlineoverridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

909 {
910 if (!target->IsPlayer())
911 return;
912
913 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
915 }
@ DATA_ORB_WHISPERER_ACHIEVEMENT
Definition: icecrown_citadel.h:115
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DATA_ORB_WHISPERER_ACHIEVEMENT, BossAI::instance, Object::IsPlayer(), and ZoneScript::SetData().

◆ DamageTaken()

void boss_prince_valanar_icc::boss_prince_valanarAI::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.

899 {
900 if (!_isEmpowered)
901 {
902 if (attacker)
903 me->AddThreat(attacker, float(damage));
904 damage = 0;
905 }
906 }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14608
bool _isEmpowered
Definition: boss_blood_prince_council.cpp:766

References _isEmpowered, Unit::AddThreat(), and ScriptedAI::me.

◆ DoAction()

void boss_prince_valanar_icc::boss_prince_valanarAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

930 {
931 switch (action)
932 {
933 case ACTION_STAND_UP:
936 me->SetImmuneToAll(false);
940 me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
944 break;
946 if (me->IsInCombat())
950 _isEmpowered = true;
951 break;
953 _isEmpowered = false;
956 break;
957 default:
958 break;
959 }
960 }
#define WORLD_TRIGGER
Definition: Unit.h:37
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_FLAG2_FEIGN_DEATH
Definition: UnitDefines.h:268
@ UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT
Definition: UnitDefines.h:258
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ UNIT_NPC_FLAGS
Definition: UpdateFields.h:139
@ ACTION_CAST_INVOCATION
Definition: boss_blood_prince_council.cpp:141
@ ACTION_STAND_UP
Definition: boss_blood_prince_council.cpp:140
@ ACTION_REMOVE_INVOCATION
Definition: boss_blood_prince_council.cpp:142
@ SPELL_INVOCATION_OF_BLOOD_VALANAR
Definition: boss_blood_prince_council.cpp:66
@ SPELL_INVOCATION_VISUAL_ACTIVE
Definition: boss_blood_prince_council.cpp:63
@ SAY_VALANAR_INVOCATION
Definition: boss_blood_prince_council.cpp:50
Talk
Definition: hyjal.cpp:82
@ UNIT_DYNFLAG_DEAD
Definition: SharedDefines.h:3126
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.h:103
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:159
void DespawnEntry(uint32 entry)
Definition: ScriptedCreature.cpp:54
SummonList summons
Definition: ScriptedCreature.h:501
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
virtual void RemoveDynamicFlag(uint32 flag)
Definition: Object.h:121
void ForceValuesUpdateAtIndex(uint32)
Definition: Object.cpp:2067
uint32 GetMaxHealth() const
Definition: Unit.h:870
void SetHealth(uint32 val)
Definition: Unit.cpp:15433
EventProcessor m_Events
Definition: Unit.h:1792
void RemoveUnitFlag2(UnitFlags2 flags)
Definition: Unit.h:690
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 RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:810
bool IsInCombat() const
Definition: Unit.h:820
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
Definition: boss_blood_prince_council.cpp:153
void DoAction(int32 action) override
Definition: boss_blood_prince_council.cpp:929

References _isEmpowered, ACTION_CAST_INVOCATION, ACTION_REMOVE_INVOCATION, ACTION_STAND_UP, EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), SummonList::DespawnEntry(), DoAction(), Object::ForceValuesUpdateAtIndex(), Unit::GetMaxHealth(), Unit::IsInCombat(), Unit::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), Unit::RemoveUnitFlag(), Unit::RemoveUnitFlag2(), SAY_VALANAR_INVOCATION, Unit::SetHealth(), Unit::SetImmuneToAll(), Creature::SetReactState(), SPELL_INVOCATION_OF_BLOOD_VALANAR, SPELL_INVOCATION_VISUAL_ACTIVE, BossAI::summons, UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, UNIT_FLAG_NOT_SELECTABLE, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT, UNIT_NPC_FLAGS, and WORLD_TRIGGER.

Referenced by DoAction(), EnterEvadeMode(), JustEngagedWith(), JustReachedHome(), and SpellHit().

◆ EnterEvadeMode()

void boss_prince_valanar_icc::boss_prince_valanarAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

1049 {
1050 if (_evading)
1051 return;
1052 _canDie = false;
1055 _evading = true;
1057 keleseth->AI()->EnterEvadeMode(why);
1059 taldaram->AI()->EnterEvadeMode(why);
1061 _evading = false;
1062 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
bool _evading
Definition: boss_blood_prince_council.cpp:767

References _canDie, _evading, ACTION_REMOVE_INVOCATION, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DoAction(), BossAI::EnterEvadeMode(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), BossAI::instance, ScriptedAI::me, and Unit::SetHealth().

Referenced by CheckRoom(), JustEngagedWith(), and UpdateAI().

◆ InitializeAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

749 {
751 if (me->IsAlive())
752 {
754 {
755 c->SetObjectScale(1.75f);
756 c->CastSpell(c, SPELL_FEIGN_DEATH, true);
757 }
758
761 me->SetImmuneToAll(true);
763 }
764 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ SPELL_FEIGN_DEATH
Definition: boss_blood_prince_council.cpp:61
virtual void InitializeAI()
Definition: UnitAI.h:204
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:339
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:120
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:2355
void SetUnitFlag2(UnitFlags2 flags)
Definition: Unit.h:689
bool IsAlive() const
Definition: Unit.h:1204

References Creature::GetHomePosition(), UnitAI::InitializeAI(), Unit::IsAlive(), ScriptedAI::me, REACT_PASSIVE, Object::SetDynamicFlag(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag2(), SPELL_FEIGN_DEATH, WorldObject::SummonCreature(), UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, and WORLD_TRIGGER.

◆ JustDied()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

837 {
838 events.Reset();
841
842 if (!_canDie)
843 {
844 me->RemoveCorpse(false);
845 me->SetRespawnTime(10);
849 me->GetMotionMaster()->Clear(false);
852 return;
853 }
854
858 if (keleseth->IsAlive())
859 Unit::Kill(keleseth, keleseth);
861 if (taldaram->IsAlive())
862 Unit::Kill(taldaram, taldaram);
863 }
@ ENCOUNTER_FRAME_DISENGAGE
Definition: InstanceScript.h:46
@ DONE
Definition: InstanceScript.h:60
@ SAY_VALANAR_DEATH
Definition: boss_blood_prince_council.cpp:56
Position const homePos
Definition: boss_chromaggus.cpp:71
events
Definition: boss_sartura.cpp:43
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void SaveRespawnTime() override
Definition: Creature.cpp:2612
void SetRespawnTime(uint32 respawn)
Definition: Creature.cpp:3762
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition: Creature.cpp:401
Definition: Position.h:28
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17658
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition: Unit.cpp:19983
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16645
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:351
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:713
void MoveIdle()
Definition: MotionMaster.cpp:232
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References _canDie, MotionMaster::Clear(), DATA_BLOOD_PRINCE_COUNCIL, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, SummonList::DespawnAll(), DONE, ENCOUNTER_FRAME_DISENGAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), Unit::GetMotionMaster(), homePos, BossAI::instance, Unit::Kill(), ScriptedAI::me, MotionMaster::MoveIdle(), Creature::RemoveCorpse(), Creature::SaveRespawnTime(), SAY_VALANAR_DEATH, InstanceScript::SendEncounterUnit(), InstanceScript::SetBossState(), Creature::SetRespawnTime(), Unit::StopMovingOnCurrentPos(), BossAI::summons, and Unit::UpdatePosition().

◆ JustEngagedWith()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

784 {
785 bool valid = true;
787 if (!keleseth->IsAlive() || keleseth->IsInEvadeMode())
788 valid = false;
790 if (!taldaram->IsAlive() || taldaram->IsInEvadeMode())
791 valid = false;
793 if (!valanar->IsAlive() || valanar->IsInEvadeMode())
794 valid = false;
795 if (!valid)
796 {
798 return;
799 }
800
804 me->setActive(true);
806 if (!me->hasLootRecipient())
807 me->SetLootRecipient(who);
811
813 if (!keleseth->IsInEvadeMode())
814 keleseth->SetInCombatWithZone();
816 if (!taldaram->IsInEvadeMode())
817 taldaram->SetInCombatWithZone();
818
824
825 events.ScheduleEvent(EVENT_BERSERK, 10min);
826 events.ScheduleEvent(EVENT_KINETIC_BOMB, 18s, 24s);
827 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 15s, 20s);
828 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 45s);
829 if (IsHeroic())
830 {
833 }
834 }
@ ENCOUNTER_FRAME_ENGAGE
Definition: InstanceScript.h:45
@ IN_PROGRESS
Definition: InstanceScript.h:58
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ SPELL_SHADOW_PRISON
Definition: boss_blood_prince_council.cpp:69
@ SPELL_SHADOW_PRISON_DUMMY
Definition: boss_blood_prince_council.cpp:71
@ EVENT_KINETIC_BOMB
Definition: boss_blood_prince_council.cpp:132
@ EVENT_INVOCATION_OF_BLOOD
Definition: boss_blood_prince_council.cpp:121
@ EVENT_SHOCK_VORTEX
Definition: boss_blood_prince_council.cpp:133
@ EVENT_BERSERK
Definition: boss_blood_prince_council.cpp:122
@ DATA_PRINCE_VALANAR_GUID
Definition: icecrown_citadel.h:118
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
bool IsHeroic() const
Definition: ScriptedCreature.h:379
void SetLootRecipient(Unit *unit, bool withGroup=true)
Definition: Creature.cpp:1315
bool hasLootRecipient() const
Definition: Creature.h:232
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition: Creature.cpp:3793
void setActive(bool isActiveObject)
Definition: Object.cpp:1085
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:18819
uint8 currentInvocationIndex
Definition: boss_blood_prince_council.cpp:770
uint32 invocationOrder[3]
Definition: boss_blood_prince_council.cpp:769

References ACTION_CAST_INVOCATION, Unit::AddAura(), Unit::CastSpell(), currentInvocationIndex, DATA_BLOOD_PRINCE_COUNCIL, DATA_ORB_WHISPERER_ACHIEVEMENT, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::DoZoneInCombat(), ENCOUNTER_FRAME_ENGAGE, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), Creature::hasLootRecipient(), IN_PROGRESS, BossAI::instance, InstanceScript::instance, invocationOrder, ScriptedAI::IsHeroic(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, RAND(), REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), InstanceScript::SendEncounterUnit(), WorldObject::setActive(), InstanceScript::SetBossState(), ZoneScript::SetData(), Creature::SetLootRecipient(), Creature::SetReactState(), SPELL_FEIGN_DEATH, SPELL_SHADOW_PRISON, and SPELL_SHADOW_PRISON_DUMMY.

◆ JustReachedHome()

◆ JustRespawned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustRespawned ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

866 {
869 }
virtual void JustRespawned()
Definition: CreatureAI.h:153
void JustReachedHome() override
Definition: boss_blood_prince_council.cpp:871

References JustReachedHome(), and CreatureAI::JustRespawned().

◆ JustSummoned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

882 {
883 summons.Summon(summon);
884 switch (summon->GetEntry())
885 {
888 summon->CastSpell(summon, SPELL_KINETIC_BOMB, true, nullptr, nullptr, me->GetGUID());
889 break;
890 case NPC_SHOCK_VORTEX:
891 summon->m_Events.AddEvent(new ShockVortexExplodeEvent(*summon), summon->m_Events.CalculateTime(4500));
892 break;
893 default:
894 break;
895 }
896 }
@ SPELL_KINETIC_BOMB
Definition: boss_blood_prince_council.cpp:100
@ NPC_SHOCK_VORTEX
Definition: icecrown_citadel.h:290
@ NPC_KINETIC_BOMB_TARGET
Definition: icecrown_citadel.h:288
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
uint32 GetEntry() const
Definition: Object.h:112
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
Definition: boss_blood_prince_council.cpp:168

References EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), Object::GetEntry(), Object::GetGUID(), Unit::m_Events, ScriptedAI::me, NPC_KINETIC_BOMB_TARGET, NPC_SHOCK_VORTEX, REACT_PASSIVE, Creature::SetReactState(), SPELL_KINETIC_BOMB, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_prince_valanar_icc::boss_prince_valanarAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

918 {
919 if (victim->IsPlayer())
921 }
@ SAY_VALANAR_KILL
Definition: boss_blood_prince_council.cpp:54
bool IsPlayer() const
Definition: Object.h:197

References Object::IsPlayer(), and SAY_VALANAR_KILL.

◆ Reset()

void boss_prince_valanar_icc::boss_prince_valanarAI::Reset ( )
inlineoverridevirtual

◆ SpellHit()

void boss_prince_valanar_icc::boss_prince_valanarAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

924 {
925 if (spell->Id == 71070 && me->IsInCombat() && !me->IsInEvadeMode())
927 }
bool IsInEvadeMode() const
Definition: Creature.h:137

References ACTION_CAST_INVOCATION, DoAction(), SpellInfo::Id, Unit::IsInCombat(), Creature::IsInEvadeMode(), and ScriptedAI::me.

◆ UpdateAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

974 {
975 if (!UpdateVictim() || !CheckRoom())
976 return;
977
978 events.Update(diff);
979
981 return;
982
983 switch (events.ExecuteEvent())
984 {
986 {
987 uint32 visualSpellId = 0;
989 if (++currentInvocationIndex >= 3)
993 {
995 visualSpellId = 71080;
996 break;
998 visualSpellId = 71081;
999 break;
1001 visualSpellId = 71070;
1002 break;
1003 }
1004 if (!visualSpellId || !current || !next || !current->IsInCombat() || !next->IsInCombat())
1005 {
1007 return;
1008 }
1009 next->SetHealth(current->GetHealth());
1011 current->SetHealth(1);
1012 current->CastSpell((Unit*)nullptr, visualSpellId, true);
1013 next->AI()->Talk(1);
1014 }
1015 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 46s);
1016 break;
1017 case EVENT_BERSERK:
1018 me->CastSpell(me, SPELL_BERSERK, true);
1020 break;
1021 case EVENT_KINETIC_BOMB:
1022 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1023 {
1024 me->CastSpell(target, SPELL_KINETIC_BOMB_TARGET, false);
1026 }
1027 events.ScheduleEvent(EVENT_KINETIC_BOMB, me->GetMap()->Is25ManRaid() ? 20s + 500ms : 30s + 500ms);
1028 break;
1029 case EVENT_SHOCK_VORTEX:
1030 if (_isEmpowered)
1031 {
1034 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 30s);
1035 }
1036 else
1037 {
1038 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1039 me->CastSpell(target, SPELL_SHOCK_VORTEX, false);
1040 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 18s, 23s);
1041 }
1042 break;
1043 }
1044
1046 }
std::uint32_t uint32
Definition: Define.h:107
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
#define SPELL_BERSERK
Definition: boss_ignis.cpp:41
@ SPELL_KINETIC_BOMB_TARGET
Definition: boss_blood_prince_council.cpp:99
@ SPELL_EMPOWERED_SHOCK_VORTEX
Definition: boss_blood_prince_council.cpp:102
@ SPELL_SHOCK_VORTEX
Definition: boss_blood_prince_council.cpp:101
@ SAY_VALANAR_SPECIAL
Definition: boss_blood_prince_council.cpp:52
@ EMOTE_VALANAR_SHOCK_VORTEX
Definition: boss_blood_prince_council.cpp:53
@ SAY_VALANAR_BERSERK
Definition: boss_blood_prince_council.cpp:55
virtual void DoAction(int32)
Definition: UnitAI.h:212
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
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.
Definition: CreatureAI.cpp:50
bool UpdateVictim()
Definition: CreatureAI.cpp:269
CreatureAI * AI() const
Definition: Creature.h:143
Map * GetMap() const
Definition: Object.h:531
Definition: Unit.h:630
uint32 GetHealth() const
Definition: Unit.h:869
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
bool Is25ManRaid() const
Definition: Map.h:453
bool CheckRoom()
Definition: boss_blood_prince_council.cpp:962

References _isEmpowered, ACTION_REMOVE_INVOCATION, Creature::AI(), Unit::CastSpell(), CheckRoom(), currentInvocationIndex, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, UnitAI::DoAction(), UnitAI::DoMeleeAttackIfReady(), EMOTE_VALANAR_SHOCK_VORTEX, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), InstanceScript::GetGuidData(), Unit::GetHealth(), WorldObject::GetMap(), Unit::HasUnitState(), BossAI::instance, InstanceScript::instance, invocationOrder, Map::Is25ManRaid(), Unit::IsInCombat(), ScriptedAI::me, SAY_VALANAR_BERSERK, SAY_VALANAR_SPECIAL, UnitAI::SelectTarget(), Unit::SetHealth(), SPELL_BERSERK, SPELL_EMPOWERED_SHOCK_VORTEX, SPELL_KINETIC_BOMB_TARGET, SPELL_SHOCK_VORTEX, CreatureAI::Talk(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _canDie

bool boss_prince_valanar_icc::boss_prince_valanarAI::_canDie

◆ _evading

bool boss_prince_valanar_icc::boss_prince_valanarAI::_evading

Referenced by EnterEvadeMode(), and Reset().

◆ _isEmpowered

bool boss_prince_valanar_icc::boss_prince_valanarAI::_isEmpowered

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

◆ currentInvocationIndex

uint8 boss_prince_valanar_icc::boss_prince_valanarAI::currentInvocationIndex

Referenced by JustEngagedWith(), and UpdateAI().

◆ invocationOrder

uint32 boss_prince_valanar_icc::boss_prince_valanarAI::invocationOrder[3]

Referenced by JustEngagedWith(), and UpdateAI().