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

Public Member Functions

 boss_drakkari_colossusAI (Creature *creature)
 
void MoveInLineOfSight (Unit *) override
 
void DoAction (int32 param) override
 
void Reset () override
 
void InitializeAI () override
 
void JustReachedHome () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void SummonedCreatureDespawn (Creature *summon) 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
 
- 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
 

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_drakkari_colossusAI()

boss_drakkari_colossus::boss_drakkari_colossusAI::boss_drakkari_colossusAI ( Creature creature)
inline
105 : BossAI(creature, DATA_DRAKKARI_COLOSSUS)
106 {
107 }
@ DATA_DRAKKARI_COLOSSUS
Definition: gundrak.h:31
Definition: ScriptedCreature.h:457

Member Function Documentation

◆ DamageTaken()

void boss_drakkari_colossus::boss_drakkari_colossusAI::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.

191 {
192 if (damage >= me->GetHealth())
193 damage = 0;
194 }
Creature * me
Definition: ScriptedCreature.h:280
uint32 GetHealth() const
Definition: Unit.h:869

References Unit::GetHealth(), and ScriptedAI::me.

◆ DoAction()

void boss_drakkari_colossus::boss_drakkari_colossusAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

114 {
115 if (param == ACTION_INFORM)
116 {
119 events.ScheduleEvent(EVENT_COLOSSUS_START_FIGHT, 3500ms);
120 }
121 }
@ ACTION_INFORM
Definition: boss_drakkari_colossus.cpp:50
@ ACTION_MERGE
Definition: boss_drakkari_colossus.cpp:49
@ EVENT_COLOSSUS_START_FIGHT
Definition: boss_drakkari_colossus.cpp:59
events
Definition: boss_sartura.cpp:43
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:102
SummonList summons
Definition: ScriptedCreature.h:501
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806

References ACTION_INFORM, ACTION_MERGE, SummonList::DoAction(), EVENT_COLOSSUS_START_FIGHT, ScriptedAI::me, Creature::SetInCombatWithZone(), and BossAI::summons.

◆ InitializeAI()

void boss_drakkari_colossus::boss_drakkari_colossusAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

134 {
137 }
@ SPELL_FREEZE_ANIM
Definition: boss_drakkari_colossus.cpp:28
virtual void InitializeAI()
Definition: UnitAI.h:204
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

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

◆ JustEngagedWith()

void boss_drakkari_colossus::boss_drakkari_colossusAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

146 {
148 events.ScheduleEvent(EVENT_COLOSSUS_MIGHTY_BLOW, 10s);
149 events.ScheduleEvent(EVENT_COLOSSUS_HEALTH_1, 1s);
150 events.ScheduleEvent(EVENT_COLOSSUS_HEALTH_2, 1s);
151 }
@ EVENT_COLOSSUS_HEALTH_2
Definition: boss_drakkari_colossus.cpp:58
@ EVENT_COLOSSUS_HEALTH_1
Definition: boss_drakkari_colossus.cpp:57
@ EVENT_COLOSSUS_MIGHTY_BLOW
Definition: boss_drakkari_colossus.cpp:56
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487

References EVENT_COLOSSUS_HEALTH_1, EVENT_COLOSSUS_HEALTH_2, EVENT_COLOSSUS_MIGHTY_BLOW, and BossAI::JustEngagedWith().

◆ JustReachedHome()

void boss_drakkari_colossus::boss_drakkari_colossusAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from BossAI.

140 {
143 }
void JustReachedHome() override
Definition: ScriptedCreature.h:490

References Unit::CastSpell(), BossAI::JustReachedHome(), ScriptedAI::me, and SPELL_FREEZE_ANIM.

◆ JustSummoned()

void boss_drakkari_colossus::boss_drakkari_colossusAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

154 {
155 if (summon->GetEntry() == NPC_DRAKKARI_ELEMENTAL)
156 {
157 summon->SetRegeneratingHealth(false);
159 summon->m_Events.AddEvent(new RestoreFight(summon), summon->m_Events.CalculateTime(3000));
160 if (events.GetNextEventTime(EVENT_COLOSSUS_HEALTH_2) == 0)
161 {
162 summon->SetHealth(summon->GetMaxHealth() / 2);
163 summon->LowerPlayerDamageReq(summon->GetMaxHealth() / 2);
164 summon->AI()->DoAction(ACTION_INFORM);
165 }
166 }
167
168 summons.Summon(summon);
169 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ NPC_DRAKKARI_ELEMENTAL
Definition: boss_drakkari_colossus.cpp:47
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.h:103
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:159
virtual void DoAction(int32)
Definition: UnitAI.h:212
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetRegeneratingHealth(bool enable)
Definition: Creature.h:319
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition: Creature.cpp:3793
CreatureAI * AI() const
Definition: Creature.h:143
uint32 GetEntry() const
Definition: Object.h:112
uint32 GetMaxHealth() const
Definition: Unit.h:870
void SetHealth(uint32 val)
Definition: Unit.cpp:15433
EventProcessor m_Events
Definition: Unit.h:1792
Definition: boss_baltharus_the_warborn.cpp:106

References ACTION_INFORM, EventProcessor::AddEvent(), Creature::AI(), EventProcessor::CalculateTime(), UnitAI::DoAction(), EVENT_COLOSSUS_HEALTH_2, Object::GetEntry(), Unit::GetMaxHealth(), Creature::LowerPlayerDamageReq(), Unit::m_Events, NPC_DRAKKARI_ELEMENTAL, REACT_PASSIVE, Unit::SetHealth(), Creature::SetReactState(), Creature::SetRegeneratingHealth(), SummonList::Summon(), and BossAI::summons.

◆ MoveInLineOfSight()

void boss_drakkari_colossus::boss_drakkari_colossusAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

110 {
111 }

◆ Reset()

void boss_drakkari_colossus::boss_drakkari_colossusAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

124 {
126 for (uint8 i = 0; i < 5; i++)
128
131 }
std::uint8_t uint8
Definition: Define.h:109
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ TEMPSUMMON_MANUAL_DESPAWN
Definition: Object.h:52
@ NPC_LIVING_MOJO
Definition: boss_drakkari_colossus.cpp:46
static Position mojoPosition[]
Definition: boss_drakkari_colossus.cpp:69
void Reset() override
Definition: ScriptedCreature.h:486
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
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684

References Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), ScriptedAI::me, mojoPosition, NPC_LIVING_MOJO, Unit::RemoveUnitFlag(), BossAI::Reset(), Unit::SetUnitFlag(), WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ SummonedCreatureDespawn()

void boss_drakkari_colossus::boss_drakkari_colossusAI::SummonedCreatureDespawn ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

179 {
180 summons.Despawn(summon);
181 if (summon->GetEntry() == NPC_DRAKKARI_ELEMENTAL)
182 {
185 if (me->GetVictim())
187 }
188 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:89
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
Unit * GetVictim() const
Definition: Unit.h:789
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:313

References SummonList::Despawn(), Object::GetEntry(), Unit::GetMotionMaster(), Unit::GetVictim(), ScriptedAI::me, MotionMaster::MoveChase(), NPC_DRAKKARI_ELEMENTAL, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), SPELL_FREEZE_ANIM, BossAI::summons, and UNIT_FLAG_NOT_SELECTABLE.

◆ SummonedCreatureDies()

void boss_drakkari_colossus::boss_drakkari_colossusAI::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

172 {
173 summons.Despawn(summon);
174 if (summon->GetEntry() == NPC_DRAKKARI_ELEMENTAL)
175 me->KillSelf();
176 }
void KillSelf(bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.h:999

References SummonList::Despawn(), Object::GetEntry(), Unit::KillSelf(), ScriptedAI::me, NPC_DRAKKARI_ELEMENTAL, and BossAI::summons.

◆ UpdateAI()

void boss_drakkari_colossus::boss_drakkari_colossusAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

197 {
198 if (!UpdateVictim())
199 return;
200
202 return;
203
204 events.Update(diff);
205 switch (events.ExecuteEvent())
206 {
210 break;
213 events.ScheduleEvent(EVENT_COLOSSUS_MIGHTY_BLOW, 10s);
214 break;
216 if (me->HealthBelowPct(51))
217 {
218 me->CastSpell(me, SPELL_EMERGE, false);
222 break;
223 }
224 events.ScheduleEvent(EVENT_COLOSSUS_HEALTH_1, 1s);
225 break;
227 if (me->HealthBelowPct(21))
228 {
229 me->CastSpell(me, SPELL_EMERGE, false);
233 break;
234 }
235 events.ScheduleEvent(EVENT_COLOSSUS_HEALTH_2, 1s);
236 break;
237 }
238
240 }
@ SPELL_EMERGE
Definition: boss_drakkari_colossus.cpp:32
@ SPELL_MIGHTY_BLOW
Definition: boss_drakkari_colossus.cpp:29
@ SPELL_EMERGE_SUMMON
Definition: boss_drakkari_colossus.cpp:33
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:269
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:682
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:873
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References Unit::CastSpell(), MotionMaster::Clear(), UnitAI::DoMeleeAttackIfReady(), EVENT_COLOSSUS_HEALTH_1, EVENT_COLOSSUS_HEALTH_2, EVENT_COLOSSUS_MIGHTY_BLOW, EVENT_COLOSSUS_START_FIGHT, Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasUnitFlag(), Unit::HealthBelowPct(), ScriptedAI::me, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), Unit::SetUnitFlag(), SPELL_EMERGE, SPELL_EMERGE_SUMMON, SPELL_FREEZE_ANIM, SPELL_MIGHTY_BLOW, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, and CreatureAI::UpdateVictim().