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boss_gluth::boss_gluthAI Struct Reference
Inheritance diagram for boss_gluth::boss_gluthAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

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

Public Attributes

EventMap events
 
SummonList summons
 
InstanceScriptpInstance
 
- 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_gluthAI()

boss_gluth::boss_gluthAI::boss_gluthAI ( Creature c)
inlineexplicit
82 {
84 }
@ BOSS_GLUTH
Definition: naxxramas.h:31
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
SummonList summons
Definition: boss_gluth.cpp:87
InstanceScript * pInstance
Definition: boss_gluth.cpp:88

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

Member Function Documentation

◆ JustDied()

void boss_gluth::boss_gluthAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

151 {
152 BossAI::JustDied(killer);
154 }
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References SummonList::DespawnAll(), BossAI::JustDied(), and summons.

◆ JustEngagedWith()

void boss_gluth::boss_gluthAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

116 {
119 events.ScheduleEvent(EVENT_MORTAL_WOUND, 10s);
120 events.ScheduleEvent(EVENT_ENRAGE, 22s);
121 events.ScheduleEvent(EVENT_DECIMATE, RAID_MODE(110000, 90000));
122 events.ScheduleEvent(EVENT_BERSERK, 6min);
123 events.ScheduleEvent(EVENT_SUMMON_ZOMBIE, 10s);
124 events.ScheduleEvent(EVENT_CAN_EAT_ZOMBIE, 1s);
125 }
@ EVENT_SUMMON_ZOMBIE
Definition: boss_gluth.cpp:44
@ EVENT_ENRAGE
Definition: boss_gluth.cpp:41
@ EVENT_MORTAL_WOUND
Definition: boss_gluth.cpp:40
@ EVENT_CAN_EAT_ZOMBIE
Definition: boss_gluth.cpp:45
@ EVENT_BERSERK
Definition: boss_gluth.cpp:43
@ EVENT_DECIMATE
Definition: boss_gluth.cpp:42
events
Definition: boss_sartura.cpp:43
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806

References EVENT_BERSERK, EVENT_CAN_EAT_ZOMBIE, EVENT_DECIMATE, EVENT_ENRAGE, EVENT_MORTAL_WOUND, EVENT_SUMMON_ZOMBIE, BossAI::JustEngagedWith(), ScriptedAI::me, ScriptedAI::RAID_MODE(), and Creature::SetInCombatWithZone().

◆ JustSummoned()

void boss_gluth::boss_gluthAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

128 {
129 if (summon->GetEntry() == NPC_ZOMBIE_CHOW)
130 {
131 summon->AI()->AttackStart(me);
132 }
133 summons.Summon(summon);
134 }
@ NPC_ZOMBIE_CHOW
Definition: boss_gluth.cpp:50
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
CreatureAI * AI() const
Definition: Creature.h:143
uint32 GetEntry() const
Definition: Object.h:112

References Creature::AI(), UnitAI::AttackStart(), Object::GetEntry(), ScriptedAI::me, NPC_ZOMBIE_CHOW, SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_gluth::boss_gluthAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

139 {
140 if (me->IsAlive() && who->GetEntry() == NPC_ZOMBIE_CHOW)
141 {
142 me->ModifyHealth(int32(me->GetMaxHealth() * 0.05f));
143 }
144 if (who->IsPlayer() && pInstance)
145 {
147 }
148 }
std::int32_t int32
Definition: Define.h:103
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:74
bool IsPlayer() const
Definition: Object.h:197
int32 ModifyHealth(int32 val)
Definition: Unit.cpp:14048
uint32 GetMaxHealth() const
Definition: Unit.h:870
bool IsAlive() const
Definition: Unit.h:1204
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DATA_IMMORTAL_FAIL, Object::GetEntry(), Unit::GetMaxHealth(), Unit::IsAlive(), Object::IsPlayer(), ScriptedAI::me, Unit::ModifyHealth(), NPC_ZOMBIE_CHOW, pInstance, and ZoneScript::SetData().

◆ MoveInLineOfSight()

void boss_gluth::boss_gluthAI::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

100 {
101 if (!me->GetVictim() || me->GetVictim()->GetEntry() != NPC_ZOMBIE_CHOW)
102 {
103 if (who->GetEntry() == NPC_ZOMBIE_CHOW && me->IsWithinDistInMap(who, 6.5f))
104 {
105 SetGazeOn(who);
107 }
108 else
109 {
111 }
112 }
113 }
@ EMOTE_SPOTS_ONE
Definition: boss_gluth.cpp:55
Talk
Definition: hyjal.cpp:82
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:158
void SetGazeOn(Unit *target)
Definition: CreatureAI.cpp:242
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1321
Unit * GetVictim() const
Definition: Unit.h:789

References EMOTE_SPOTS_ONE, Object::GetEntry(), Unit::GetVictim(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, CreatureAI::MoveInLineOfSight(), NPC_ZOMBIE_CHOW, and CreatureAI::SetGazeOn().

◆ Reset()

void boss_gluth::boss_gluthAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

91 {
94 events.Reset();
97 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ SPELL_INFECTED_WOUND
Definition: boss_gluth.cpp:34
@ IMMUNITY_ID
Definition: SharedDefines.h:1400
void Reset() override
Definition: ScriptedCreature.h:486
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType=SPELL_BLOCK_TYPE_ALL)
Definition: Unit.cpp:13346

References Unit::ApplySpellImmune(), SummonList::DespawnAll(), IMMUNITY_ID, ScriptedAI::me, REACT_AGGRESSIVE, BossAI::Reset(), Creature::SetReactState(), SPELL_INFECTED_WOUND, and summons.

◆ SelectPlayerInRoom()

bool boss_gluth::boss_gluthAI::SelectPlayerInRoom ( )
inline
157 {
158 if (me->IsInCombat())
159 return false;
160
161 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
162 for (auto const& itr : pList)
163 {
164 Player* player = itr.GetSource();
165 if (!player || !player->IsAlive())
166 continue;
167
168 if (player->GetPositionZ() > 300.0f || me->GetExactDist(player) > 50.0f)
169 continue;
170
171 AttackStart(player);
172 return true;
173 }
174 return false;
175 }
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:208
Map * GetMap() const
Definition: Object.h:531
float GetExactDist(float x, float y, float z) const
Definition: Position.h:178
float GetPositionZ() const
Definition: Position.h:119
Definition: Player.h:1064
bool IsInCombat() const
Definition: Unit.h:820
PlayerList const & GetPlayers() const
Definition: Map.h:486
Definition: MapRefMgr.h:26

References ScriptedAI::AttackStart(), Position::GetExactDist(), WorldObject::GetMap(), Map::GetPlayers(), Position::GetPositionZ(), Unit::IsAlive(), Unit::IsInCombat(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ SummonedCreatureDies()

void boss_gluth::boss_gluthAI::SummonedCreatureDies ( Creature cr,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

136{ summons.Despawn(cr); }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void boss_gluth::boss_gluthAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

178 {
180 return;
181
182 events.Update(diff);
184 return;
185
186 switch (events.ExecuteEvent())
187 {
188 case EVENT_BERSERK:
189 me->CastSpell(me, SPELL_BERSERK, true);
190 break;
191 case EVENT_ENRAGE:
194 events.Repeat(22s);
195 break;
198 events.Repeat(10s);
199 break;
200 case EVENT_DECIMATE:
203 events.RepeatEvent(RAID_MODE(110000, 90000));
204 break;
206 {
207 uint8 rand = urand(0, 2);
208 for (int32 i = 0; i < RAID_MODE(1, 2); ++i)
209 {
210 // In 10 man raid, normal mode - should spawn only from mid gate
211 // \1 |0 /2 pos
212 // In 25 man raid - should spawn from all 3 gates
214 {
216 }
217 else
218 {
220 }
221 (rand == 2 ? rand = 0 : rand++);
222 }
223 events.Repeat(10s);
224 break;
225 }
227 events.RepeatEvent(1000);
229 {
232 return; // leave it to skip DoMeleeAttackIfReady
233 }
234 break;
235 }
237 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
std::uint8_t uint8
Definition: Define.h:109
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ SPELLVALUE_RADIUS_MOD
Definition: SpellDefines.h:117
@ EMOTE_ENRAGE
Definition: boss_gluth.cpp:57
@ EMOTE_DECIMATE
Definition: boss_gluth.cpp:56
@ EMOTE_DEVOURS_ALL
Definition: boss_gluth.cpp:58
const Position zombiePos[3]
Definition: boss_gluth.cpp:62
@ SPELL_ENRAGE_10
Definition: boss_gluth.cpp:28
@ SPELL_DECIMATE_25
Definition: boss_gluth.cpp:31
@ SPELL_CHOW_SEARCHER
Definition: boss_gluth.cpp:35
@ SPELL_ENRAGE_25
Definition: boss_gluth.cpp:29
@ SPELL_DECIMATE_10
Definition: boss_gluth.cpp:30
@ SPELL_BERSERK
Definition: boss_gluth.cpp:33
@ SPELL_MORTAL_WOUND
Definition: boss_gluth.cpp:27
@ RAID_DIFFICULTY_10MAN_NORMAL
Definition: DBCEnums.h:273
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictimWithGaze()
Definition: CreatureAI.cpp:251
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
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1225
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:665
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
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
Difficulty GetDifficulty() const
Definition: Map.h:443
bool SelectPlayerInRoom()
Definition: boss_gluth.cpp:156

References Unit::CastCustomSpell(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EMOTE_DECIMATE, EMOTE_DEVOURS_ALL, EMOTE_ENRAGE, EVENT_BERSERK, EVENT_CAN_EAT_ZOMBIE, EVENT_DECIMATE, EVENT_ENRAGE, EVENT_MORTAL_WOUND, EVENT_SUMMON_ZOMBIE, Map::GetDifficulty(), Object::GetEntry(), WorldObject::GetMap(), Unit::GetVictim(), Unit::HasUnitState(), Unit::IsWithinMeleeRange(), ScriptedAI::me, NPC_ZOMBIE_CHOW, RAID_DIFFICULTY_10MAN_NORMAL, ScriptedAI::RAID_MODE(), SelectPlayerInRoom(), SPELL_BERSERK, SPELL_CHOW_SEARCHER, SPELL_DECIMATE_10, SPELL_DECIMATE_25, SPELL_ENRAGE_10, SPELL_ENRAGE_25, SPELL_MORTAL_WOUND, SPELLVALUE_RADIUS_MOD, WorldObject::SummonCreature(), UNIT_STATE_CASTING, CreatureAI::UpdateVictimWithGaze(), urand(), and zombiePos.

Member Data Documentation

◆ events

EventMap boss_gluth::boss_gluthAI::events

◆ pInstance

InstanceScript* boss_gluth::boss_gluthAI::pInstance

Referenced by boss_gluthAI(), and KilledUnit().

◆ summons

SummonList boss_gluth::boss_gluthAI::summons