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

Public Member Functions

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

Public Attributes

InstanceScriptpInstance
 
uint8 timesInBalcony
 
EventMap events
 
SummonList summons
 
- 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_nothAI()

boss_noth::boss_nothAI::boss_nothAI ( Creature c)
inlineexplicit
92 {
94 }
@ BOSS_NOTH
Definition: naxxramas.h:32
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
SummonList summons
Definition: boss_noth.cpp:99
InstanceScript * pInstance
Definition: boss_noth.cpp:96

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

Member Function Documentation

◆ EnterEvadeMode()

void boss_noth::boss_nothAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from BossAI.

164 {
167 }
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:208
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034

References CreatureAI::EnterEvadeMode(), ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

Referenced by IsInRoom().

◆ IsInRoom()

bool boss_noth::boss_nothAI::IsInRoom ( )
inline
136 {
137 if (me->GetExactDist(2684.8f, -3502.5f, 261.3f) > 80.0f)
138 {
140 return false;
141 }
142 return true;
143 }
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:93
float GetExactDist(float x, float y, float z) const
Definition: Position.h:177
void EnterEvadeMode(EvadeReason why) override
Definition: boss_noth.cpp:163

References EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, Position::GetExactDist(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ JustDied()

void boss_noth::boss_nothAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

190 {
191 if (me->GetPositionZ() > 270.27f)
192 {
195 }
196 BossAI::JustDied(killer);
198 if (pInstance)
199 {
201 {
202 go->SetGoState(GO_STATE_ACTIVE);
203 }
204 }
205 }
Talk
Definition: hyjal.cpp:82
@ DATA_NOTH_ENTRY_GATE
Definition: naxxramas.h:49
@ SAY_DEATH
Definition: boss_noth.cpp:27
const Position nothPosition
Definition: boss_noth.cpp:77
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
@ UNIT_FLAG_DISABLE_MOVE
Definition: UnitDefines.h:231
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
Definition: GameObject.h:120
Map * GetMap() const
Definition: Object.h:536
float GetPositionZ() const
Definition: Position.h:118
float GetOrientation() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:19979
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3322

References DATA_NOTH_ENTRY_GATE, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GO_STATE_ACTIVE, BossAI::JustDied(), ScriptedAI::me, Unit::NearTeleportTo(), nothPosition, pInstance, Unit::RemoveUnitFlag(), SAY_DEATH, UNIT_FLAG_DISABLE_MOVE, and UNIT_FLAG_NOT_SELECTABLE.

◆ JustEngagedWith()

void boss_noth::boss_nothAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

170 {
174 if (pInstance)
175 {
177 {
178 go->SetGoState(GO_STATE_READY);
179 }
180 }
181 }
@ SAY_AGGRO
Definition: boss_noth.cpp:24
@ GO_STATE_READY
Definition: GameObjectData.h:690
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void StartGroundPhase()
Definition: boss_noth.cpp:101

References DATA_NOTH_ENTRY_GATE, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, pInstance, SAY_AGGRO, and StartGroundPhase().

◆ JustSummoned()

void boss_noth::boss_nothAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

184 {
185 summons.Summon(summon);
186 summon->SetInCombatWithZone();
187 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811

References Creature::SetInCombatWithZone(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_noth::boss_nothAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

208 {
209 if (!who->IsPlayer())
210 return;
211
212 Talk(SAY_SLAY);
213 if (pInstance)
214 {
216 }
217 }
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:73
@ SAY_SLAY
Definition: boss_noth.cpp:26
bool IsPlayer() const
Definition: Object.h:200
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References DATA_IMMORTAL_FAIL, Object::IsPlayer(), pInstance, SAY_SLAY, and ZoneScript::SetData().

◆ Reset()

void boss_noth::boss_nothAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

146 {
148 events.Reset();
153 timesInBalcony = 0;
154 if (pInstance)
155 {
157 {
158 go->SetGoState(GO_STATE_ACTIVE);
159 }
160 }
161 }
events
Definition: boss_sartura.cpp:43
@ SPELL_TELEPORT_BACK
Definition: boss_noth.cpp:43
@ REACT_AGGRESSIVE
Definition: Unit.h:550
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void Reset() override
Definition: ScriptedCreature.h:496
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
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:1167
uint8 timesInBalcony
Definition: boss_noth.cpp:97

References Unit::CastSpell(), DATA_NOTH_ENTRY_GATE, SummonList::DespawnAll(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, ScriptedAI::me, pInstance, REACT_AGGRESSIVE, BossAI::Reset(), Unit::SetControlled(), Creature::SetReactState(), SPELL_TELEPORT_BACK, summons, timesInBalcony, and UNIT_STATE_ROOT.

◆ StartBalconyPhase()

void boss_noth::boss_nothAI::StartBalconyPhase ( )
inline
117 {
119 me->AttackStop();
122 events.Reset();
123 events.ScheduleEvent(EVENT_BALCONY_SUMMON_ANNOUNCE, 4s);
124 events.ScheduleEvent(EVENT_MOVE_TO_GROUND, 70s);
125 }
@ EVENT_BALCONY_SUMMON_ANNOUNCE
Definition: boss_noth.cpp:57
@ EVENT_MOVE_TO_GROUND
Definition: boss_noth.cpp:55
@ REACT_PASSIVE
Definition: Unit.h:548
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10403

References Unit::AttackStop(), EVENT_BALCONY_SUMMON_ANNOUNCE, EVENT_MOVE_TO_GROUND, ScriptedAI::me, REACT_PASSIVE, Unit::SetControlled(), Creature::SetReactState(), Unit::SetUnitFlag(), UNIT_FLAG_DISABLE_MOVE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

Referenced by UpdateAI().

◆ StartGroundPhase()

void boss_noth::boss_nothAI::StartGroundPhase ( )
inline
102 {
106 events.Reset();
107 events.ScheduleEvent(EVENT_MOVE_TO_BALCONY, 110s);
108 events.ScheduleEvent(EVENT_CURSE, 15s);
110 if (Is25ManRaid())
111 {
112 events.ScheduleEvent(EVENT_BLINK, 26s);
113 }
114 }
@ EVENT_CURSE
Definition: boss_noth.cpp:50
@ EVENT_BLINK
Definition: boss_noth.cpp:54
@ EVENT_MOVE_TO_BALCONY
Definition: boss_noth.cpp:53
@ EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE
Definition: boss_noth.cpp:52
bool Is25ManRaid() const
Definition: ScriptedCreature.h:385

References EVENT_BLINK, EVENT_CURSE, EVENT_MOVE_TO_BALCONY, EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE, ScriptedAI::Is25ManRaid(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::SetControlled(), Creature::SetReactState(), UNIT_FLAG_DISABLE_MOVE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

Referenced by JustEngagedWith(), and UpdateAI().

◆ SummonHelper()

void boss_noth::boss_nothAI::SummonHelper ( uint32  entry,
uint32  count 
)
inline
128 {
129 for (uint8 i = 0; i < count; ++i)
130 {
132 }
133 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
std::uint8_t uint8
Definition: Define.h:109
const Position summoningPosition[5]
Definition: boss_noth.cpp:68
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2366

References ScriptedAI::me, WorldObject::SummonCreature(), summoningPosition, and urand().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_noth::boss_nothAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

220 {
221 if (!IsInRoom())
222 return;
223
224 if (!UpdateVictim())
225 return;
226
227 events.Update(diff);
229 return;
230
231 switch (events.ExecuteEvent())
232 {
233 // GROUND
234 case EVENT_CURSE:
235 if (events.GetPhaseMask() == 0)
236 {
238 }
239 events.Repeat(25s);
240 break;
244 events.Repeat(30s);
245 events.ScheduleEvent(EVENT_SUMMON_PLAGUED_WARRIOR_REAL, 4s);
246 break;
250 break;
253 me->CastSpell(me, SPELL_TELEPORT, true);
255 break;
256 case EVENT_BLINK:
259 me->CastSpell(me, SPELL_BLINK, true);
261 events.Repeat(30s);
262 break;
263 // BALCONY
266 events.Repeat(30s);
267 events.ScheduleEvent(EVENT_BALCONY_SUMMON_REAL, 4s);
268 break;
270 me->CastSpell(me, SPELL_SUMMON_PLAGUED_WARRIORS, true); // visual
271 switch (timesInBalcony)
272 {
273 case 0:
275 break;
276 case 1:
279 break;
280 default:
282 break;
283 }
284 break;
289 if (timesInBalcony == 3)
290 {
292 }
294 break;
295 }
298 }
@ EMOTE_TELEPORT_BALCONY
Definition: boss_noth.cpp:30
@ EMOTE_SUMMON
Definition: boss_noth.cpp:28
@ EMOTE_TELEPORT_BACK
Definition: boss_noth.cpp:31
@ SAY_SUMMON
Definition: boss_noth.cpp:25
@ EMOTE_SUMMON_WAVE
Definition: boss_noth.cpp:29
@ EMOTE_BLINK
Definition: boss_noth.cpp:32
@ NPC_PLAGUED_CHAMPION
Definition: boss_noth.cpp:64
@ NPC_PLAGUED_WARRIOR
Definition: boss_noth.cpp:63
@ NPC_PLAGUED_GUARDIAN
Definition: boss_noth.cpp:65
@ SPELL_BLINK
Definition: boss_noth.cpp:45
@ SPELL_SUMMON_PLAGUED_WARRIORS
Definition: boss_noth.cpp:41
@ SPELL_TELEPORT
Definition: boss_noth.cpp:42
@ SPELL_CURSE_OF_THE_PLAGUEBRINGER_25
Definition: boss_noth.cpp:38
@ SPELL_CURSE_OF_THE_PLAGUEBRINGER_10
Definition: boss_noth.cpp:37
@ SPELL_CRIPPLE_10
Definition: boss_noth.cpp:39
@ SPELL_BERSERK
Definition: boss_noth.cpp:44
@ SPELL_CRIPPLE_25
Definition: boss_noth.cpp:40
@ EVENT_SUMMON_PLAGUED_WARRIOR_REAL
Definition: boss_noth.cpp:56
@ EVENT_BALCONY_SUMMON_REAL
Definition: boss_noth.cpp:58
@ SPELLVALUE_MAX_TARGETS
Definition: SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void DoResetThreatList()
Definition: ScriptedCreature.cpp:445
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
bool HasReactState(ReactStates state) const
Definition: Creature.h:96
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:1224
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool IsInRoom()
Definition: boss_noth.cpp:135
void SummonHelper(uint32 entry, uint32 count)
Definition: boss_noth.cpp:127
void StartBalconyPhase()
Definition: boss_noth.cpp:116

References Unit::CastCustomSpell(), Unit::CastSpell(), UnitAI::DoCastSelf(), UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DoResetThreatList(), EMOTE_BLINK, EMOTE_SUMMON, EMOTE_SUMMON_WAVE, EMOTE_TELEPORT_BACK, EMOTE_TELEPORT_BALCONY, EVENT_BALCONY_SUMMON_ANNOUNCE, EVENT_BALCONY_SUMMON_REAL, EVENT_BLINK, EVENT_CURSE, EVENT_MOVE_TO_BALCONY, EVENT_MOVE_TO_GROUND, EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE, EVENT_SUMMON_PLAGUED_WARRIOR_REAL, Creature::HasReactState(), Unit::HasUnitState(), IsInRoom(), ScriptedAI::me, NPC_PLAGUED_CHAMPION, NPC_PLAGUED_GUARDIAN, NPC_PLAGUED_WARRIOR, ScriptedAI::RAID_MODE(), REACT_AGGRESSIVE, SAY_SUMMON, SPELL_BERSERK, SPELL_BLINK, SPELL_CRIPPLE_10, SPELL_CRIPPLE_25, SPELL_CURSE_OF_THE_PLAGUEBRINGER_10, SPELL_CURSE_OF_THE_PLAGUEBRINGER_25, SPELL_SUMMON_PLAGUED_WARRIORS, SPELL_TELEPORT, SPELL_TELEPORT_BACK, SPELLVALUE_MAX_TARGETS, StartBalconyPhase(), StartGroundPhase(), SummonHelper(), timesInBalcony, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_noth::boss_nothAI::events

◆ pInstance

InstanceScript* boss_noth::boss_nothAI::pInstance

◆ summons

SummonList boss_noth::boss_nothAI::summons

Referenced by JustSummoned(), and Reset().

◆ timesInBalcony

uint8 boss_noth::boss_nothAI::timesInBalcony

Referenced by Reset(), and UpdateAI().