AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_eye_of_cthun Struct Reference
Inheritance diagram for boss_eye_of_cthun:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_eye_of_cthun (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void MoveInLineOfSight (Unit *who) override
 
void DoAction (int32 action) override
 
void JustSummoned (Creature *summon) override
 
void ScheduleTask (bool onEngage=false)
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) 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
 

Private Attributes

uint32 DarkGlareTick
 
float DarkGlareAngle
 
bool ClockWise
 
uint32 _eyeTentacleCounter
 
ObjectGuid _beamTarget
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_eye_of_cthun()

boss_eye_of_cthun::boss_eye_of_cthun ( Creature creature)
inline
135 : BossAI(creature, DATA_CTHUN)
136 {
137 me->SetCombatMovement(false);
138 me->m_SightDistance = 90.f;
139 }
@ DATA_CTHUN
Definition: temple_of_ahnqiraj.h:36
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
float m_SightDistance
Definition: Creature.h:371
void SetCombatMovement(bool allowMovement)
Definition: Creature.cpp:3846

References Creature::m_SightDistance, ScriptedAI::me, and Creature::SetCombatMovement().

Member Function Documentation

◆ DamageTaken()

void boss_eye_of_cthun::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.

305 {
306 //Only if it will kill
307 if (damage < me->GetHealth() || !me->GetHealth())
308 return;
309
310 //Fake death in phase 0 or 1 (green beam or dark glare phase)
312
313 //Remove Red coloration from c'thun
315
316 //Reset to normal emote state and prevent select and attack
318
319 //Remove Target field
320 me->SetTarget();
321
322 me->SetHealth(0);
323 damage = 0;
324
328
330 {
332 cthun->AI()->DoAction(ACTION_START_PHASE_TWO);
333
334 }, 3s);
335 }
@ ACTION_START_PHASE_TWO
Definition: boss_cthun.cpp:80
@ SPELL_RED_COLORATION
Definition: boss_cthun.cpp:33
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:107
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler scheduler
Definition: CreatureAI.h:75
InstanceScript *const instance
Definition: ScriptedCreature.h:474
Definition: Creature.h:43
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3545
EventProcessor m_Events
Definition: Object.h:642
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129
void SetHealth(uint32 val)
Definition: Unit.cpp:15478
uint32 GetHealth() const
Definition: Unit.h:1029
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909
void RemoveAllAuras()
Definition: Unit.cpp:5319
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:103

References ACTION_START_PHASE_TWO, DATA_CTHUN, SPELL_RED_COLORATION, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ DoAction()

void boss_eye_of_cthun::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

185 {
186 if (action == ACTION_SPAWN_EYE_TENTACLES)
187 {
190
193 }
194 }
@ ACTION_SPAWN_EYE_TENTACLES
Definition: boss_cthun.cpp:79
@ MAX_TENTACLE_GROUPS
Definition: boss_cthun.cpp:95
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition: Object.cpp:2443
uint32 _eyeTentacleCounter
Definition: boss_cthun.cpp:343

References _eyeTentacleCounter, ACTION_SPAWN_EYE_TENTACLES, MAX_TENTACLE_GROUPS, ScriptedAI::me, and WorldObject::SummonCreatureGroup().

◆ JustDied()

void boss_eye_of_cthun::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

162 {
164 cthun->AI()->DoAction(ACTION_START_PHASE_TWO);
165 }

References ACTION_START_PHASE_TWO, DATA_CTHUN, InstanceScript::GetCreature(), and BossAI::instance.

◆ JustEngagedWith()

void boss_eye_of_cthun::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

168 {
169 ScheduleTask(true);
171 _beamTarget = who->GetGUID();
172 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void ScheduleTask(bool onEngage=false)
Definition: boss_cthun.cpp:204
ObjectGuid _beamTarget
Definition: boss_cthun.cpp:344

References _beamTarget, Object::GetGUID(), BossAI::JustEngagedWith(), and ScheduleTask().

◆ JustSummoned()

void boss_eye_of_cthun::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

197 {
198 summons.Summon(summon);
199
201 cthun->AI()->JustSummoned(summon);
202 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
SummonList summons
Definition: ScriptedCreature.h:511

References DATA_CTHUN, InstanceScript::GetCreature(), BossAI::instance, SummonList::Summon(), and BossAI::summons.

◆ MoveInLineOfSight()

void boss_eye_of_cthun::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

175 {
176 if (who->IsPlayer() && !me->IsInCombat())
177 {
178 // Z checks are necessary here because AQ maps do funky stuff.
179 if (me->IsWithinLOSInMap(who) && me->IsWithinDist2d(who, 90.0f) && who->GetPositionZ() > 100.0f)
180 AttackStart(who);
181 }
182 }
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
bool IsPlayer() const
Definition: Object.h:200
bool IsWithinDist2d(float x, float y, float dist) const
Definition: Object.cpp:1316
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition: Object.cpp:1358
float GetPositionZ() const
Definition: Position.h:118
bool IsInCombat() const
Definition: Unit.h:884

References ScriptedAI::AttackStart(), Position::GetPositionZ(), Unit::IsInCombat(), Object::IsPlayer(), WorldObject::IsWithinDist2d(), WorldObject::IsWithinLOSInMap(), and ScriptedAI::me.

◆ Reset()

void boss_eye_of_cthun::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

142 {
143 //Dark Beam phase 35 seconds (each tick = 1 second, 35 ticks)
144 DarkGlareTick = 0;
145 DarkGlareAngle = 0;
146 ClockWise = false;
147
149
150 //Reset flags
152 me->SetVisible(true);
153
154 //to avoid having a following void zone
155 if (Creature* portal = me->FindNearestCreature(NPC_CTHUN_PORTAL, 10.0f))
156 portal->SetReactState(REACT_PASSIVE);
157
159 }
@ NPC_CTHUN_PORTAL
Definition: temple_of_ahnqiraj.h:56
@ REACT_PASSIVE
Definition: Unit.h:548
void Reset() override
Definition: ScriptedCreature.h:496
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2457
void SetVisible(bool x)
Definition: Unit.cpp:14232
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714
bool ClockWise
Definition: boss_cthun.cpp:341
float DarkGlareAngle
Definition: boss_cthun.cpp:340
uint32 DarkGlareTick
Definition: boss_cthun.cpp:339

References _eyeTentacleCounter, ClockWise, DarkGlareAngle, DarkGlareTick, WorldObject::FindNearestCreature(), ScriptedAI::me, NPC_CTHUN_PORTAL, REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), Unit::SetVisible(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ ScheduleTask()

void boss_eye_of_cthun::ScheduleTask ( bool  onEngage = false)
inline
205 {
206 scheduler.
207 Schedule(3s, [this, onEngage](TaskContext task)
208 {
209 if (task.GetRepeatCounter() < 3 && onEngage)
210 {
211 if (Unit* target = ObjectAccessor::GetUnit(*me, _beamTarget))
212 DoCast(target, SPELL_GREEN_BEAM);
213
214 task.Repeat();
215 }
216 else
217 {
218 scheduler.Schedule(5s, [this](TaskContext task)
219 {
220 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
221 {
222 DoCast(target, SPELL_GREEN_BEAM);
223 DarkGlareAngle = me->GetAngle(target); //keep as the location dark glare will be at
224 }
225
226 task.SetGroup(GROUP_BEAM_PHASE);
227 task.Repeat(3s);
228 });
229 }
230
232 })
233 .Schedule(8s, [this](TaskContext task)
234 {
235 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
237 tentacle->AI()->AttackStart(target);
238
240 task.Repeat();
241 })
242 .Schedule(45s, [this](TaskContext task)
243 {
246 task.Repeat();
247 })
248 .Schedule(46s, [this](TaskContext /*task*/)
249 {
251
252 me->StopMoving();
256
257 //Freeze animation
259
260 scheduler.Schedule(1s, [this](TaskContext /*task*/)
261 {
262 //Select last target that had a beam cast on it
263 //Face our target
264
265 DarkGlareTick = 0;
266 ClockWise = RAND(true, false);
267
268 //Add red coloration to C'thun
270
271 me->StopMoving();
274
275 scheduler.Schedule(3s, [this](TaskContext tasker)
276 {
278 me->StopMoving();
279
280 float angle = ClockWise ? DarkGlareAngle + DarkGlareTick * float(M_PI) / 35 : DarkGlareAngle - DarkGlareTick * float(M_PI) / 35;
281 me->SetFacingTo(angle);
282 me->SetOrientation(angle);
283
285
287
288 if (tasker.GetRepeatCounter() >= 35)
289 {
295 ScheduleTask();
296 }
297 else
298 tasker.Repeat(1s);
299 });
300 });
301 });
302 }
@ SPELL_FREEZE_ANIM
Definition: boss_cthun.cpp:30
@ SPELL_DARK_GLARE
Definition: boss_cthun.cpp:32
@ GROUP_BEAM_PHASE
Definition: boss_cthun.cpp:85
@ NPC_CLAW_TENTACLE
Definition: temple_of_ahnqiraj.h:57
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:25
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:51
@ REACT_AGGRESSIVE
Definition: Unit.h:550
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
TaskContext & SetGroup(TaskScheduler::group_t const group)
Sets the event in the given group.
Definition: TaskScheduler.cpp:234
TaskScheduler::repeated_t GetRepeatCounter() const
Returns the repeat counter which increases every time the task is repeated.
Definition: TaskScheduler.cpp:246
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
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
static ObjectGuid const Empty
Definition: ObjectGuid.h:120
void SetOrientation(float orientation)
Definition: Position.h:111
Definition: Unit.h:630
void SetFacingTo(float ori)
Definition: Unit.cpp:20527
void StopMoving()
Definition: Unit.cpp:16650
void DoAction(int32 action) override
Definition: boss_cthun.cpp:184

References TaskContext::GetRepeatCounter(), GROUP_BEAM_PHASE, CreatureAI::scheduler, and TaskContext::SetGroup().

Referenced by JustEngagedWith().

Member Data Documentation

◆ _beamTarget

ObjectGuid boss_eye_of_cthun::_beamTarget
private

Referenced by JustEngagedWith().

◆ _eyeTentacleCounter

uint32 boss_eye_of_cthun::_eyeTentacleCounter
private

Referenced by DoAction(), and Reset().

◆ ClockWise

bool boss_eye_of_cthun::ClockWise
private

Referenced by Reset().

◆ DarkGlareAngle

float boss_eye_of_cthun::DarkGlareAngle
private

Referenced by Reset().

◆ DarkGlareTick

uint32 boss_eye_of_cthun::DarkGlareTick
private

Referenced by Reset().