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

Public Member Functions

 boss_volazj (Creature *pCreature)
 
void InitializeAI () override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *victim) override
 
void SetData (uint32 type, uint32 value) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast. More...
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list. More...
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim. More...
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished. More...
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Member Functions

uint32 GetPlrInsanityAuraId (uint32 phaseMask) const
 
void ResetPlayersPhaseMask ()
 
bool CheckPhaseMinions ()
 

Private Attributes

uint8 insanityTimes
 
bool insanityPhase
 

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_volazj()

boss_volazj::boss_volazj ( Creature pCreature)
inline
92 : BossAI(pCreature, DATA_HERALD_VOLAZJ),
94 insanityPhase(false)
95 { }
@ DATA_HERALD_VOLAZJ
Definition: ahnkahet.h:30
Definition: ScriptedCreature.h:467
uint8 insanityTimes
Definition: boss_herald_volazj.cpp:276
bool insanityPhase
Definition: boss_herald_volazj.cpp:277

Member Function Documentation

◆ CheckPhaseMinions()

bool boss_volazj::CheckPhaseMinions ( )
inlineprivate
314 {
316 if (summons.empty())
317 {
319 return true;
320 }
321
322 uint32 phase = 1;
323 for (ObjectGuid const& summonGUID : summons)
324 {
325 if (Creature* summon = ObjectAccessor::GetCreature(*me, summonGUID))
326 {
327 phase |= summon->GetPhaseMask();
328 }
329 }
330
331 Map::PlayerList const& players = me->GetMap()->GetPlayers();
332 for (auto const& i : players)
333 {
334 Player* pPlayer = i.GetSource();
335 if (pPlayer && !(pPlayer->GetPhaseMask() & phase))
336 {
338 }
339 }
340
341 return false;
342 }
std::uint32_t uint32
Definition: Define.h:107
phase
Definition: boss_skadi.cpp:103
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:210
bool empty() const
Definition: ScriptedCreature.h:73
void RemoveNotExisting()
Definition: ScriptedCreature.cpp:82
Creature * me
Definition: ScriptedCreature.h:280
SummonList summons
Definition: ScriptedCreature.h:511
Definition: Creature.h:43
uint32 GetPhaseMask() const
Definition: Object.h:451
Map * GetMap() const
Definition: Object.h:536
Definition: ObjectGuid.h:118
Definition: Player.h:1081
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909
PlayerList const & GetPlayers() const
Definition: Map.h:484
Definition: MapRefMgr.h:26
uint32 GetPlrInsanityAuraId(uint32 phaseMask) const
Definition: boss_herald_volazj.cpp:279
void ResetPlayersPhaseMask()
Definition: boss_herald_volazj.cpp:298

References SummonList::empty(), ObjectAccessor::GetCreature(), WorldObject::GetMap(), WorldObject::GetPhaseMask(), Map::GetPlayers(), GetPlrInsanityAuraId(), ScriptedAI::me, Unit::RemoveAurasDueToSpell(), SummonList::RemoveNotExisting(), ResetPlayersPhaseMask(), and BossAI::summons.

Referenced by UpdateAI().

◆ DamageTaken()

void boss_volazj::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.

189 {
190 // Do not perform insanity recast if boss is casting Insanity already
192 {
193 return;
194 }
195
196 // First insanity
197 if (insanityTimes == 0 && me->HealthBelowPctDamaged(66, damage))
198 {
201 }
202 // Second insanity
203 else if (insanityTimes == 1 && me->HealthBelowPctDamaged(33, damage))
204 {
208 }
209 }
@ SPELL_INSANITY
Definition: boss_herald_volazj.cpp:34
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129
Spell * FindCurrentSpellBySpellId(uint32 spell_id) const
Definition: Unit.cpp:4144
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038

References UnitAI::DoCastSelf(), Unit::FindCurrentSpellBySpellId(), Unit::HealthBelowPctDamaged(), insanityTimes, Unit::InterruptNonMeleeSpells(), ScriptedAI::me, and SPELL_INSANITY.

◆ GetPlrInsanityAuraId()

uint32 boss_volazj::GetPlrInsanityAuraId ( uint32  phaseMask) const
inlineprivate
280 {
281 switch (phaseMask)
282 {
283 case 16:
285 case 32:
287 case 64:
289 case 128:
291 case 256:
293 }
294
295 return 0;
296 }
@ SPELL_INSANITY_PHASING_1
Definition: boss_herald_volazj.cpp:38
@ SPELL_INSANITY_PHASING_5
Definition: boss_herald_volazj.cpp:42
@ SPELL_INSANITY_PHASING_4
Definition: boss_herald_volazj.cpp:41
@ SPELL_INSANITY_PHASING_2
Definition: boss_herald_volazj.cpp:39
@ SPELL_INSANITY_PHASING_3
Definition: boss_herald_volazj.cpp:40

References SPELL_INSANITY_PHASING_1, SPELL_INSANITY_PHASING_2, SPELL_INSANITY_PHASING_3, SPELL_INSANITY_PHASING_4, and SPELL_INSANITY_PHASING_5.

Referenced by CheckPhaseMinions(), and ResetPlayersPhaseMask().

◆ InitializeAI()

void boss_volazj::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

98 {
100 // Visible for all players in insanity
101 me->SetPhaseMask((1 | 16 | 32 | 64 | 128 | 256), true);
102 }
virtual void InitializeAI()
Definition: UnitAI.h:204
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition: Unit.cpp:19049

References UnitAI::InitializeAI(), ScriptedAI::me, and Unit::SetPhaseMask().

◆ JustDied()

void boss_volazj::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

129 {
130 _JustDied();
134
135 switch (urand(0, 1))
136 {
137 case 0:
138 {
141 break;
142 }
143 case 1:
144 {
147 break;
148 }
149 }
150 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
Talk
Definition: hyjal.cpp:82
@ SPELL_WHISPER_DEATH_1
Definition: boss_herald_volazj.cpp:49
@ SPELL_WHISPER_DEATH_2
Definition: boss_herald_volazj.cpp:50
@ SAY_DEATH_2
Definition: boss_herald_volazj.cpp:61
@ SAY_DEATH_1
Definition: boss_herald_volazj.cpp:60
@ UNIT_STATE_STUNNED
Definition: UnitDefines.h:152
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void _JustDied()
Definition: ScriptedCreature.cpp:643
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

References BossAI::_JustDied(), UnitAI::DoCastSelf(), ScriptedAI::me, Unit::RemoveUnitFlag(), ResetPlayersPhaseMask(), SAY_DEATH_1, SAY_DEATH_2, Unit::SetControlled(), SPELL_WHISPER_DEATH_1, SPELL_WHISPER_DEATH_2, UNIT_FLAG_NOT_SELECTABLE, UNIT_STATE_STUNNED, and urand().

◆ JustEngagedWith()

void boss_volazj::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

117 {
119 events.ScheduleEvent(EVENT_HERALD_MIND_FLAY, 8s);
120 events.ScheduleEvent(EVENT_HERALD_SHADOW, 5s);
121 events.ScheduleEvent(EVENT_HERALD_SHIVER, 15s);
126 }
events
Definition: boss_sartura.cpp:43
@ ACHIEV_QUICK_DEMISE_START_EVENT
Definition: boss_herald_volazj.cpp:75
@ SPELL_WHISPER_AGGRO
Definition: boss_herald_volazj.cpp:44
@ SAY_AGGRO
Definition: boss_herald_volazj.cpp:55
@ EVENT_HERALD_MIND_FLAY
Definition: boss_herald_volazj.cpp:83
@ EVENT_HERALD_SHADOW
Definition: boss_herald_volazj.cpp:84
@ EVENT_HERALD_SHIVER
Definition: boss_herald_volazj.cpp:85
@ ACHIEVEMENT_TIMED_TYPE_EVENT
Definition: DBCEnums.h:110
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:656
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition: InstanceScript.cpp:647

References BossAI::_JustEngagedWith(), ACHIEV_QUICK_DEMISE_START_EVENT, ACHIEVEMENT_TIMED_TYPE_EVENT, UnitAI::DoCastSelf(), InstanceScript::DoStartTimedAchievement(), EVENT_HERALD_MIND_FLAY, EVENT_HERALD_SHADOW, EVENT_HERALD_SHIVER, BossAI::instance, ScriptedAI::me, SAY_AGGRO, Creature::SetInCombatWithZone(), and SPELL_WHISPER_AGGRO.

◆ KilledUnit()

void boss_volazj::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

153 {
154 if (victim->IsPlayer())
155 {
156 switch (urand(0, 2))
157 {
158 case 0:
159 {
162 break;
163 }
164 case 1:
165 {
168 break;
169 }
170 case 2:
171 {
174 break;
175 }
176 }
177 }
178 }
@ SPELL_WHISPER_SLAY_3
Definition: boss_herald_volazj.cpp:48
@ SPELL_WHISPER_SLAY_1
Definition: boss_herald_volazj.cpp:46
@ SPELL_WHISPER_SLAY_2
Definition: boss_herald_volazj.cpp:47
@ SAY_SLAY_2
Definition: boss_herald_volazj.cpp:58
@ SAY_SLAY_3
Definition: boss_herald_volazj.cpp:59
@ SAY_SLAY_1
Definition: boss_herald_volazj.cpp:57
bool IsPlayer() const
Definition: Object.h:200

References UnitAI::DoCastSelf(), Object::IsPlayer(), SAY_SLAY_1, SAY_SLAY_2, SAY_SLAY_3, SPELL_WHISPER_SLAY_1, SPELL_WHISPER_SLAY_2, SPELL_WHISPER_SLAY_3, and urand().

◆ Reset()

void boss_volazj::Reset ( )
inlineoverridevirtual

◆ ResetPlayersPhaseMask()

void boss_volazj::ResetPlayersPhaseMask ( )
inlineprivate
299 {
300 Map::PlayerList const& players = me->GetMap()->GetPlayers();
301 for (auto const& i : players)
302 {
303 if (Player* pPlayer = i.GetSource())
304 {
305 if (uint32 const insanityAura = GetPlrInsanityAuraId(pPlayer->GetPhaseMask()))
306 {
307 pPlayer->RemoveAurasDueToSpell(insanityAura);
308 }
309 }
310 }
311 }

References WorldObject::GetMap(), Map::GetPlayers(), GetPlrInsanityAuraId(), and ScriptedAI::me.

Referenced by CheckPhaseMinions(), JustDied(), and Reset().

◆ SetData()

void boss_volazj::SetData ( uint32  type,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

181 {
182 if (type == DATA_SET_INSANITY_PHASE)
183 {
184 insanityPhase = (value != 0);
185 }
186 }
@ DATA_SET_INSANITY_PHASE
Definition: boss_herald_volazj.cpp:78

References DATA_SET_INSANITY_PHASE, and insanityPhase.

◆ UpdateAI()

void boss_volazj::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

212 {
213 //Return since we have no target
214 if (!UpdateVictim())
215 {
216 return;
217 }
218
219 if (insanityPhase)
220 {
221 if (!CheckPhaseMinions())
222 {
223 return;
224 }
225
226 insanityPhase = false;
230 }
231
232 events.Update(diff);
234 {
235 return;
236 }
237
238 while (uint32 const eventId = events.ExecuteEvent())
239 {
240 switch (eventId)
241 {
243 {
245 events.Repeat(20s);
246 break;
247 }
249 {
251 events.Repeat(5s);
252 break;
253 }
255 {
256 if (Unit* pTarget = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
257 {
258 DoCast(pTarget, SPELL_SHIVER, false);
259 }
260
261 events.Repeat(15s);
262 break;
263 }
264 }
265
267 {
268 return;
269 }
270 }
271
273 }
@ SPELL_SHADOW_BOLT_VOLLEY
Definition: boss_herald_volazj.cpp:30
@ INSANITY_VISUAL
Definition: boss_herald_volazj.cpp:35
@ SPELL_MIND_FLAY
Definition: boss_herald_volazj.cpp:29
@ SPELL_SHIVER
Definition: boss_herald_volazj.cpp:31
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
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
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Definition: Unit.h:630
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool CheckPhaseMinions()
Definition: boss_herald_volazj.cpp:313

References CheckPhaseMinions(), UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_HERALD_MIND_FLAY, EVENT_HERALD_SHADOW, EVENT_HERALD_SHIVER, Unit::HasUnitState(), INSANITY_VISUAL, insanityPhase, ScriptedAI::me, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), UnitAI::SelectTarget(), Unit::SetControlled(), SPELL_MIND_FLAY, SPELL_SHADOW_BOLT_VOLLEY, SPELL_SHIVER, UNIT_FLAG_NOT_SELECTABLE, UNIT_STATE_CASTING, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ insanityPhase

bool boss_volazj::insanityPhase
private

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

◆ insanityTimes

uint8 boss_volazj::insanityTimes
private

Referenced by DamageTaken(), and Reset().