AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_selin_fireheart Struct Reference
Inheritance diagram for boss_selin_fireheart:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_selin_fireheart (Creature *creature)
 
bool CanAIAttack (Unit const *who) const override
 
void SpawnCrystals ()
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *) override
 
void SelectNearestCrystal ()
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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

InstanceScriptinstance
 
EventMap events
 
SummonList summons
 
ObjectGuid CrystalGUID
 
- 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 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 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_selin_fireheart()

boss_selin_fireheart::boss_selin_fireheart ( Creature creature)
inline
57 : ScriptedAI(creature), summons(me)
58 {
59 instance = creature->GetInstanceScript();
60 }
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * instance
Definition: boss_selin_fireheart.cpp:62
SummonList summons
Definition: boss_selin_fireheart.cpp:64

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ CanAIAttack()

bool boss_selin_fireheart::CanAIAttack ( Unit const *  who) const
inlineoverridevirtual

Reimplemented from UnitAI.

68 {
69 return who->GetPositionX() > 216.0f;
70 }

References Position::GetPositionX().

◆ JustDied()

void boss_selin_fireheart::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

124 {
126
127 instance->SetBossState(DATA_SELIN_FIREHEART, DONE); // Encounter complete!
129 }
@ DONE
Definition: InstanceScript.h:60
@ DATA_SELIN_FIREHEART
Definition: magisters_terrace.h:28
@ SAY_DEATH
Definition: boss_selin_fireheart.cpp:28
Talk
Definition: hyjal.cpp:82
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:351

References DATA_SELIN_FIREHEART, SummonList::DespawnAll(), DONE, instance, SAY_DEATH, InstanceScript::SetBossState(), and summons.

◆ JustEngagedWith()

void boss_selin_fireheart::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

105 {
108
109 events.ScheduleEvent(EVENT_SPELL_DRAIN_LIFE, 2500, 1);
110 events.ScheduleEvent(EVENT_SPELL_FEL_EXPLOSION, 2000);
111 events.ScheduleEvent(EVENT_DRAIN_CRYSTAL, 14000);
112
113 if (IsHeroic())
114 events.ScheduleEvent(EVENT_SPELL_DRAIN_MANA, 7500, 1);
115 }
@ IN_PROGRESS
Definition: InstanceScript.h:58
@ SAY_AGGRO
Definition: boss_selin_fireheart.cpp:24
@ EVENT_DRAIN_CRYSTAL
Definition: boss_selin_fireheart.cpp:50
@ EVENT_SPELL_DRAIN_LIFE
Definition: boss_selin_fireheart.cpp:47
@ EVENT_SPELL_FEL_EXPLOSION
Definition: boss_selin_fireheart.cpp:48
@ EVENT_SPELL_DRAIN_MANA
Definition: boss_selin_fireheart.cpp:49
events
Definition: boss_sartura.cpp:43
bool IsHeroic() const
Definition: ScriptedCreature.h:379

References DATA_SELIN_FIREHEART, EVENT_DRAIN_CRYSTAL, EVENT_SPELL_DRAIN_LIFE, EVENT_SPELL_DRAIN_MANA, EVENT_SPELL_FEL_EXPLOSION, IN_PROGRESS, instance, ScriptedAI::IsHeroic(), SAY_AGGRO, and InstanceScript::SetBossState().

◆ JustSummoned()

void boss_selin_fireheart::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

82 {
84 summons.Summon(summon);
85 }
@ REACT_PASSIVE
Definition: Unit.h:548
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97

References REACT_PASSIVE, Creature::SetReactState(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_selin_fireheart::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

118 {
119 if (victim->IsPlayer())
120 Talk(SAY_KILL);
121 }
@ SAY_KILL
Definition: boss_selin_fireheart.cpp:27
bool IsPlayer() const
Definition: Object.h:197

References Object::IsPlayer(), and SAY_KILL.

◆ MovementInform()

void boss_selin_fireheart::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

154 {
155 if (type == POINT_MOTION_TYPE && id == 2)
156 {
157 if (Unit* crystal = ObjectAccessor::GetUnit(*me, CrystalGUID))
158 {
160 crystal->ReplaceAllUnitFlags(UNIT_FLAG_NONE);
161 crystal->CastSpell(me, SPELL_MANA_RAGE, true);
162 me->CastSpell(crystal, SPELL_FEL_CRYSTAL_COSMETIC, true);
163 events.SetPhase(1);
164 events.ScheduleEvent(EVENT_EMPOWER, 0, 0, 1);
165 }
166 else
167 events.ScheduleEvent(EVENT_RESTORE_COMBAT, 0);
168 }
169 }
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ UNIT_FLAG_NONE
Definition: UnitDefines.h:228
@ EMOTE_CRYSTAL
Definition: boss_selin_fireheart.cpp:29
@ SPELL_MANA_RAGE
Definition: boss_selin_fireheart.cpp:35
@ SPELL_FEL_CRYSTAL_COSMETIC
Definition: boss_selin_fireheart.cpp:34
@ EVENT_RESTORE_COMBAT
Definition: boss_selin_fireheart.cpp:52
@ EVENT_EMPOWER
Definition: boss_selin_fireheart.cpp:51
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:202
Definition: Unit.h:630
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
ObjectGuid CrystalGUID
Definition: boss_selin_fireheart.cpp:65

References Unit::CastSpell(), CrystalGUID, EMOTE_CRYSTAL, EVENT_EMPOWER, EVENT_RESTORE_COMBAT, ObjectAccessor::GetUnit(), ScriptedAI::me, POINT_MOTION_TYPE, SPELL_FEL_CRYSTAL_COSMETIC, SPELL_MANA_RAGE, and UNIT_FLAG_NONE.

◆ Reset()

void boss_selin_fireheart::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

95 {
96 events.Reset();
102 }
@ NOT_STARTED
Definition: InstanceScript.h:57
@ POWER_MANA
Definition: SharedDefines.h:269
void Clear()
Definition: ObjectGuid.h:138
void SetPower(Powers power, uint32 val, bool withPowerUpdate=true, bool fromRegenerate=false)
Definition: Unit.cpp:15521
void SpawnCrystals()
Definition: boss_selin_fireheart.cpp:72

References ObjectGuid::Clear(), CrystalGUID, DATA_SELIN_FIREHEART, SummonList::DespawnAll(), instance, ScriptedAI::me, NOT_STARTED, POWER_MANA, InstanceScript::SetBossState(), Unit::SetPower(), SpawnCrystals(), and summons.

◆ SelectNearestCrystal()

void boss_selin_fireheart::SelectNearestCrystal ( )
inline
132 {
133 if (summons.empty())
134 return;
135
137 Unit* crystal = nullptr;
139 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i++))
140 if (!crystal || me->GetDistanceOrder(summon, crystal, false))
141 crystal = summon;
142
143 if (crystal)
144 {
146 float x, y, z;
147 crystal->GetClosePoint(x, y, z, me->GetObjectSize(), CONTACT_DISTANCE);
148 CrystalGUID = crystal->GetGUID();
149 me->GetMotionMaster()->MovePoint(2, x, y, z);
150 }
151 }
#define CONTACT_DISTANCE
Definition: ObjectDefines.h:23
@ SAY_ENERGY
Definition: boss_selin_fireheart.cpp:25
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
bool empty() const
Definition: ScriptedCreature.h:73
iterator begin()
Definition: ScriptedCreature.h:48
StorageType::const_iterator const_iterator
Definition: ScriptedCreature.h:37
iterator end()
Definition: ScriptedCreature.h:58
Definition: Creature.h:46
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
bool GetDistanceOrder(WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const
Definition: Object.cpp:1381
bool GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
Definition: Object.cpp:2699
float GetObjectSize() const
Definition: Object.cpp:2771
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211

References SummonList::begin(), ObjectGuid::Clear(), CONTACT_DISTANCE, CrystalGUID, SummonList::empty(), SummonList::end(), WorldObject::GetClosePoint(), ObjectAccessor::GetCreature(), WorldObject::GetDistanceOrder(), Object::GetGUID(), Unit::GetMotionMaster(), WorldObject::GetObjectSize(), ScriptedAI::me, MotionMaster::MovePoint(), SAY_ENERGY, and summons.

Referenced by UpdateAI().

◆ SpawnCrystals()

void boss_selin_fireheart::SpawnCrystals ( )
inline
73 {
74 me->SummonCreature(NPC_FEL_CRYSTAL, 248.053f, 14.592f, 3.74882f, 3.94444f, TEMPSUMMON_CORPSE_DESPAWN);
75 me->SummonCreature(NPC_FEL_CRYSTAL, 225.969f, -20.0775f, -2.9731f, 0.942478f, TEMPSUMMON_CORPSE_DESPAWN);
76 me->SummonCreature(NPC_FEL_CRYSTAL, 226.314f, 20.2183f, -2.98127f, 5.32325f, TEMPSUMMON_CORPSE_DESPAWN);
77 me->SummonCreature(NPC_FEL_CRYSTAL, 247.888f, -14.6252f, 3.80777f, 2.33874f, TEMPSUMMON_CORPSE_DESPAWN);
78 me->SummonCreature(NPC_FEL_CRYSTAL, 263.149f, 0.309245f, 1.32057f, 3.15905f, TEMPSUMMON_CORPSE_DESPAWN);
79 }
@ TEMPSUMMON_CORPSE_DESPAWN
Definition: Object.h:49
@ NPC_FEL_CRYSTAL
Definition: magisters_terrace.h:41
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

References ScriptedAI::me, NPC_FEL_CRYSTAL, WorldObject::SummonCreature(), and TEMPSUMMON_CORPSE_DESPAWN.

Referenced by Reset().

◆ SummonedCreatureDies()

void boss_selin_fireheart::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

88 {
89 summons.Despawn(summon);
90 if (events.GetPhaseMask() & 0x01)
91 events.ScheduleEvent(EVENT_RESTORE_COMBAT, 0);
92 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:89

References SummonList::Despawn(), EVENT_RESTORE_COMBAT, and summons.

◆ UpdateAI()

void boss_selin_fireheart::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

172 {
173 if (!UpdateVictim())
174 return;
175
176 events.Update(diff);
178 return;
179
180 switch (events.ExecuteEvent())
181 {
183 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
185 events.ScheduleEvent(EVENT_SPELL_DRAIN_LIFE, 10000, 1);
186 return;
188 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, PowerUsersSelector(me, POWER_MANA, 40.0f, false)))
189 me->CastSpell(target, SPELL_DRAIN_MANA, false);
190 events.ScheduleEvent(EVENT_SPELL_DRAIN_MANA, 10000, 1);
191 return;
195 events.ScheduleEvent(EVENT_SPELL_FEL_EXPLOSION, 2000);
196 break;
198 events.DelayEvents(10001);
199 events.ScheduleEvent(EVENT_EMPOWER, 10000);
200 events.ScheduleEvent(EVENT_DRAIN_CRYSTAL, 30000);
202 break;
203 case EVENT_EMPOWER:
205 {
207 if (Unit* crystal = ObjectAccessor::GetUnit(*me, CrystalGUID))
208 Unit::Kill(crystal, crystal);
209 events.DelayEvents(10000, 1);
210 events.ScheduleEvent(EVENT_RESTORE_COMBAT, 0);
211 }
212 else
213 events.ScheduleEvent(EVENT_EMPOWER, 0, 0, 1);
214 break;
216 events.SetPhase(0);
218 break;
219 }
220
222 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ SAY_EMPOWERED
Definition: boss_selin_fireheart.cpp:26
@ SPELL_FEL_EXPLOSION
Definition: boss_selin_fireheart.cpp:41
@ SPELL_DRAIN_LIFE_H
Definition: boss_selin_fireheart.cpp:40
@ SPELL_DRAIN_MANA
Definition: boss_selin_fireheart.cpp:42
@ SPELL_DRAIN_LIFE_N
Definition: boss_selin_fireheart.cpp:39
@ SPELL_MANA_RAGE_TRIGGER
Definition: boss_selin_fireheart.cpp:36
Definition: UnitAI.h:135
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:269
const T & DUNGEON_MODE(const T &normal5, const T &heroic10) const
Definition: ScriptedCreature.h:388
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17658
uint32 GetMaxPower(Powers power) const
Definition: Unit.h:892
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4907
Unit * GetVictim() const
Definition: Unit.h:789
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
uint32 GetPower(Powers power) const
Definition: Unit.h:891
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
void SelectNearestCrystal()
Definition: boss_selin_fireheart.cpp:131

References Unit::CastSpell(), CrystalGUID, UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DUNGEON_MODE(), EVENT_DRAIN_CRYSTAL, EVENT_EMPOWER, EVENT_RESTORE_COMBAT, EVENT_SPELL_DRAIN_LIFE, EVENT_SPELL_DRAIN_MANA, EVENT_SPELL_FEL_EXPLOSION, Unit::GetMaxPower(), Unit::GetMotionMaster(), Unit::GetPower(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::HasUnitState(), Unit::Kill(), ScriptedAI::me, MotionMaster::MoveChase(), POWER_MANA, Unit::RemoveAuraFromStack(), SAY_EMPOWERED, SelectNearestCrystal(), UnitAI::SelectTarget(), SPELL_DRAIN_LIFE_H, SPELL_DRAIN_LIFE_N, SPELL_DRAIN_MANA, SPELL_FEL_EXPLOSION, SPELL_MANA_RAGE_TRIGGER, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ CrystalGUID

ObjectGuid boss_selin_fireheart::CrystalGUID

◆ events

EventMap boss_selin_fireheart::events

◆ instance

InstanceScript* boss_selin_fireheart::instance

◆ summons

SummonList boss_selin_fireheart::summons