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boss_darkmaster_gandling::boss_darkmaster_gandlingAI Struct Reference
Inheritance diagram for boss_darkmaster_gandling::boss_darkmaster_gandlingAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_darkmaster_gandlingAI (Creature *creature)
 
void SetGate (uint8 gate, bool open)
 
void OpenAllGates ()
 
void SummonedCreatureDespawn (Creature *cr) override
 
void JustSummoned (Creature *cr) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void SetData (uint32 type, uint32 data) override
 
uint32 GetData (uint32 type) const override
 
void Reset () override
 
uint32 FindRoom ()
 
void SpawnMobsInRoom (uint32 room)
 
void SpellHitTarget (Unit *target, SpellInfo const *spellinfo) override
 
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

SummonList summons
 
CreatureGuardians [6][3]
 
uint32 current_room
 
- 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_darkmaster_gandlingAI()

boss_darkmaster_gandling::boss_darkmaster_gandlingAI::boss_darkmaster_gandlingAI ( Creature creature)
inline
113: BossAI(creature, DATA_DARKMASTER_GANDLING), summons(me) { }
@ DATA_DARKMASTER_GANDLING
Definition: scholomance.h:30
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
SummonList summons
Definition: boss_darkmaster_gandling.cpp:115

Member Function Documentation

◆ FindRoom()

uint32 boss_darkmaster_gandling::boss_darkmaster_gandlingAI::FindRoom ( )
inline
266 {
267 uint32 attempts = 0;
268 uint32 room = urand(0, 5);
269 do
270 {
271 room = (room + 1) % 6;
272 attempts++;
273 } while ((Guardians[room][0] || Guardians[room][1] || Guardians[room][2]) && attempts < 7);
274
275 if (attempts == 7)
276 {
277 room = 7; // used as error
278 }
279
280 return room;
281 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
std::uint32_t uint32
Definition: Define.h:107
Creature * Guardians[6][3]
Definition: boss_darkmaster_gandling.cpp:116

References Guardians, and urand().

Referenced by UpdateAI().

◆ GetData()

uint32 boss_darkmaster_gandling::boss_darkmaster_gandlingAI::GetData ( uint32  type) const
inlineoverridevirtual

Reimplemented from UnitAI.

230 {
231 switch (type)
232 {
234 return current_room;
235 }
236 return 0;
237 }
@ GANDLING_ROOM_TO_USE
Definition: boss_darkmaster_gandling.cpp:36
uint32 current_room
Definition: boss_darkmaster_gandling.cpp:117

References current_room, and GANDLING_ROOM_TO_USE.

Referenced by JustSummoned(), and SpellHitTarget().

◆ JustDied()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

198 {
200 OpenAllGates();
201 }
@ DONE
Definition: InstanceScript.h:60
InstanceScript *const instance
Definition: ScriptedCreature.h:474
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
void OpenAllGates()
Definition: boss_darkmaster_gandling.cpp:129

References DATA_DARKMASTER_GANDLING, DONE, BossAI::instance, OpenAllGates(), and ZoneScript::SetData().

◆ JustEngagedWith()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

187 {
190 events.Reset();
195 }
events
Definition: boss_sartura.cpp:43
@ SPELL_SHADOW_SHIELD
Definition: boss_darkmaster_gandling.cpp:29
@ SPELL_CURSE_DARKMASTER
Definition: boss_darkmaster_gandling.cpp:28
@ SPELL_SHADOW_PORTAL
Definition: boss_darkmaster_gandling.cpp:30
@ SPELL_ARCANE_MISSILES
Definition: boss_darkmaster_gandling.cpp:27
@ TIMER_ARCANE_MIN
Definition: boss_darkmaster_gandling.cpp:41
@ TIMER_PORTAL
Definition: boss_darkmaster_gandling.cpp:47
@ TIMER_SHIELD_MIN
Definition: boss_darkmaster_gandling.cpp:45
@ TIMER_CURSE_MIN
Definition: boss_darkmaster_gandling.cpp:43
@ IN_PROGRESS
Definition: InstanceScript.h:58
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106

References DATA_DARKMASTER_GANDLING, CreatureAI::DoZoneInCombat(), IN_PROGRESS, BossAI::instance, ZoneScript::SetData(), SPELL_ARCANE_MISSILES, SPELL_CURSE_DARKMASTER, SPELL_SHADOW_PORTAL, SPELL_SHADOW_SHIELD, TIMER_ARCANE_MIN, TIMER_CURSE_MIN, TIMER_PORTAL, and TIMER_SHIELD_MIN.

◆ JustSummoned()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::JustSummoned ( Creature cr)
inlineoverridevirtual

Reimplemented from BossAI.

170 {
171 summons.Summon(cr);
173 if (room < 6)
174 {
175 for (uint8 i = 0; i < 3; i++)
176 {
177 if (!Guardians[room][i])
178 {
179 Guardians[room][i] = cr;
180 break;
181 }
182 }
183 }
184 }
std::uint8_t uint8
Definition: Define.h:109
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
uint32 GetData(uint32 type) const override
Definition: boss_darkmaster_gandling.cpp:229

References GANDLING_ROOM_TO_USE, GetData(), Guardians, SummonList::Summon(), and summons.

◆ OpenAllGates()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::OpenAllGates ( )
inline
130 {
131 for (uint8 i = 0; i < 6; i++)
132 {
133 SetGate(i, OPEN);
134 }
135 }
@ OPEN
Definition: boss_darkmaster_gandling.cpp:97
void SetGate(uint8 gate, bool open)
Definition: boss_darkmaster_gandling.cpp:120

References OPEN, and SetGate().

Referenced by JustDied(), and Reset().

◆ Reset()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

240 {
241 _Reset();
244 {
245 me->SetVisible(false);
246 me->SetFaction(35);
247 }
248 else
249 {
250 me->SetVisible(true);
251 me->SetFaction(21);
252 }
253 OpenAllGates();
255 for (int i = 0; i < 6; i++)
256 {
257 for (int j =0; j < 3; j++)
258 {
259 Guardians[i][j] = nullptr;
260 }
261 }
262 }
@ DATA_MINI_BOSSES
Definition: scholomance.h:28
@ NOT_STARTED
Definition: InstanceScript.h:57
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void _Reset()
Definition: ScriptedCreature.cpp:624
void SetVisible(bool x)
Definition: Unit.cpp:14232
void SetFaction(uint32 faction)
Definition: Unit.cpp:10056
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51

References BossAI::_Reset(), DATA_DARKMASTER_GANDLING, DATA_MINI_BOSSES, SummonList::DespawnAll(), ZoneScript::GetData(), Guardians, BossAI::instance, ScriptedAI::me, NOT_STARTED, OpenAllGates(), ZoneScript::SetData(), Unit::SetFaction(), Unit::SetVisible(), and summons.

◆ SetData()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

204 {
205 switch (type)
206 {
208 if (data < 6)
209 {
210 SetGate(data, OPEN);
211 for (int i = 0; i < 3; i++)
212 {
213 if (Guardians[data][i])
214 {
215 Guardians[data][i]->SetInCombatWithZone();
216 }
217 }
218 }
219 break;
221 if (data < 6)
222 {
223 current_room = data;
224 }
225 break;
226 }
227 }
@ DATA_PLAYER_KILLED
Definition: boss_darkmaster_gandling.cpp:35
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811

References current_room, DATA_PLAYER_KILLED, GANDLING_ROOM_TO_USE, Guardians, OPEN, SetGate(), and Creature::SetInCombatWithZone().

Referenced by UpdateAI().

◆ SetGate()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::SetGate ( uint8  gate,
bool  open 
)
inline
121 {
122 if (gate < 6)
123 {
125 }
126 }
const uint32 GandlingGateIds[]
Definition: boss_darkmaster_gandling.cpp:61
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
Definition: InstanceScript.cpp:113
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98

References GandlingGateIds, InstanceScript::GetGuidData(), InstanceScript::HandleGameObject(), and BossAI::instance.

Referenced by OpenAllGates(), SetData(), SpellHitTarget(), and SummonedCreatureDespawn().

◆ SpawnMobsInRoom()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::SpawnMobsInRoom ( uint32  room)
inline
285 {
286 for (uint8 i = 0; i < 3; ++i)
287 {
289 {
290 summon->GetMotionMaster()->MoveRandom(8.0f);
291 }
292 }
293 }
@ NPC_RISEN_GUARDIAN
Definition: scholomance.h:45
Position const SummonPos[3 *6]
Definition: boss_darkmaster_gandling.cpp:67
@ TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN
Definition: Object.h:47
Definition: Creature.h:43
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::me, NPC_RISEN_GUARDIAN, WorldObject::SummonCreature(), SummonPos, and TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN.

Referenced by SpellHitTarget().

◆ SpellHitTarget()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellinfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

297 {
298 uint32 room = 0;
299 if (spellinfo && spellinfo->Id == SPELL_SHADOW_PORTAL && target)
300 {
302 SetGate(room, CLOSED);
303 SpawnMobsInRoom(room);
304 DoCast(target, GandlingPortalSpells[room], true); // needs triggered somehow.
305
306 auto victim = me->GetVictim();
307 if (victim && (target->GetGUID() == victim->GetGUID()))
308 {
309 me->AddThreat(victim, -1000000); // drop current player, add a ton to second. This should guarantee that we don't end up with both 1 and 2 in a cage...
310 if (Unit* newTarget = SelectTarget(SelectTargetMethod::MaxThreat, 1, 200.0f)) // search in whole room
311 {
312 me->AddThreat(newTarget, 1000000);
313 }
314 }
315 }
316 }
@ CLOSED
Definition: boss_darkmaster_gandling.cpp:98
const uint32 GandlingPortalSpells[]
Definition: boss_darkmaster_gandling.cpp:64
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
Definition: Unit.h:630
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14653
Unit * GetVictim() const
Definition: Unit.h:853
void SpawnMobsInRoom(uint32 room)
Definition: boss_darkmaster_gandling.cpp:284

References Unit::AddThreat(), CLOSED, UnitAI::DoCast(), GANDLING_ROOM_TO_USE, GandlingPortalSpells, GetData(), Object::GetGUID(), Unit::GetVictim(), SpellInfo::Id, ScriptedAI::me, UnitAI::SelectTarget(), SetGate(), SpawnMobsInRoom(), and SPELL_SHADOW_PORTAL.

◆ SummonedCreatureDespawn()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::SummonedCreatureDespawn ( Creature cr)
inlineoverridevirtual

Reimplemented from BossAI.

138 {
139 int room = -1;
140 // remove the mob from the list and keep track of which room he is in.
141 for (uint8 i = 0; i < 6; i++)
142 {
143 for (uint8 j = 0; j < 3; j++)
144 {
145 if (Guardians[i][j] && Guardians[i][j]->GetGUID() == cr->GetGUID())
146 {
147 room = i;
148 Guardians[i][j] = nullptr;
149 }
150 }
151 }
152
153 // check if the room is now empty
154 if (room >= 0)
155 {
156 for (uint8 i = 0; i < 3; i++)
157 {
158 if (Guardians[room][i])
159 {
160 return;
161 }
162 }
163 // everybody is dead in there, we can open the gate.
164 SetGate(room, OPEN);
165 }
166 }
virtual ObjectGuid GetGUID(int32=0) const
Definition: UnitAI.h:216

References UnitAI::GetGUID(), Object::GetGUID(), Guardians, OPEN, and SetGate().

◆ UpdateAI()

void boss_darkmaster_gandling::boss_darkmaster_gandlingAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

319 {
320 uint32 room = 0;
321 if (!UpdateVictim())
322 {
323 return;
324 }
325
326 events.Update(diff);
328 {
329 return;
330 }
331
332 while (uint32 eventId = events.ExecuteEvent())
333 {
334 switch (eventId)
335 {
339 break;
341 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
342 {
344 }
346 break;
350 break;
351
353 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 15.0, true))
354 {
355 room = FindRoom();
356 if (room < 6)
357 {
359 DoCast(target, SPELL_SHADOW_PORTAL); // don't use triggered here
360 }
361 }
363 break;
364 default:
365 break;
366 }
367 }
369 }
@ TIMER_ARCANE_MAX
Definition: boss_darkmaster_gandling.cpp:42
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
bool UpdateVictim()
Definition: CreatureAI.cpp:280
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
void SetData(uint32 type, uint32 data) override
Definition: boss_darkmaster_gandling.cpp:203
uint32 FindRoom()
Definition: boss_darkmaster_gandling.cpp:265

References UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), FindRoom(), GANDLING_ROOM_TO_USE, Unit::HasUnitState(), ScriptedAI::me, UnitAI::SelectTarget(), SetData(), SPELL_ARCANE_MISSILES, SPELL_CURSE_DARKMASTER, SPELL_SHADOW_PORTAL, SPELL_SHADOW_SHIELD, TIMER_ARCANE_MAX, TIMER_ARCANE_MIN, TIMER_PORTAL, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ current_room

uint32 boss_darkmaster_gandling::boss_darkmaster_gandlingAI::current_room

Referenced by GetData(), and SetData().

◆ Guardians

Creature* boss_darkmaster_gandling::boss_darkmaster_gandlingAI::Guardians[6][3]

◆ summons

SummonList boss_darkmaster_gandling::boss_darkmaster_gandlingAI::summons

Referenced by JustSummoned(), and Reset().