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

Public Member Functions

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

Protected Member Functions

bool IsPlayerWithinMeleeRange () const
 
- 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

bool _enraged
 
uint8 _submergeMelee
 
bool _submerged
 
- 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
 

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
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_ouro()

boss_ouro::boss_ouro ( Creature creature)
inline
107 : BossAI(creature, DATA_OURO)
108 {
109 me->SetCombatMovement(false);
111 }
@ DATA_OURO
Definition: temple_of_ahnqiraj.h:35
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
void SetCombatMovement(bool allowMovement)
Definition: Creature.cpp:3846
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034

References ScriptedAI::me, Creature::SetCombatMovement(), Unit::SetControlled(), and UNIT_STATE_ROOT.

Member Function Documentation

◆ CanAIAttack()

bool boss_ouro::CanAIAttack ( Unit const *  victim) const
inlineoverridevirtual

Reimplemented from UnitAI.

114 {
115 return me->IsWithinMeleeRange(victim);
116 }
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:664

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

◆ CastGroundRupture()

void boss_ouro::CastGroundRupture ( )
inline
177 {
178 std::list<WorldObject*> targets;
179 Acore::AllWorldObjectsInRange checker(me, 10.0f);
181 Cell::VisitAllObjects(me, searcher, 10.0f);
182
183 for (WorldObject* target : targets)
184 {
185 if (Unit* unitTarget = target->ToUnit())
186 {
187 if (unitTarget->IsHostileTo(me))
188 DoCast(unitTarget, SPELL_GROUND_RUPTURE, true);
189 }
190 }
191 }
@ SPELL_GROUND_RUPTURE
Definition: boss_ouro.cpp:32
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Unit * ToUnit()
Definition: Object.h:209
Definition: Object.h:410
Definition: Unit.h:630
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
Definition: CellImpl.h:206
Definition: GridNotifiers.h:239
Definition: GridNotifiers.h:1586

References UnitAI::DoCast(), ScriptedAI::me, SPELL_GROUND_RUPTURE, Object::ToUnit(), and Cell::VisitAllObjects().

Referenced by Emerge().

◆ DamageTaken()

void boss_ouro::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.

119 {
120 if (me->HealthBelowPctDamaged(20, damage) && !_enraged)
121 {
123 _enraged = true;
125 scheduler.Schedule(1s, [this](TaskContext context)
126 {
129
130 context.Repeat();
131 })
132 .Schedule(20s, [this](TaskContext context)
133 {
135 context.Repeat();
136 });
137 }
138 }
@ GROUP_PHASE_TRANSITION
Definition: boss_ouro.cpp:52
@ SPELL_BOULDER
Definition: boss_ouro.cpp:34
@ SPELL_SUMMON_OURO_MOUNDS
Definition: boss_ouro.cpp:42
@ SPELL_BERSERK
Definition: boss_ouro.cpp:33
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void DoSpellAttackToRandomTargetIfReady(uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
Definition: UnitAI.cpp:92
TaskScheduler scheduler
Definition: CreatureAI.h:75
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038
bool _enraged
Definition: boss_ouro.cpp:298
bool IsPlayerWithinMeleeRange() const
Definition: boss_ouro.cpp:302

References _enraged, TaskScheduler::CancelGroup(), UnitAI::DoCastSelf(), UnitAI::DoSpellAttackToRandomTargetIfReady(), GROUP_PHASE_TRANSITION, Unit::HealthBelowPctDamaged(), IsPlayerWithinMeleeRange(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_BERSERK, SPELL_BOULDER, and SPELL_SUMMON_OURO_MOUNDS.

◆ Emerge()

void boss_ouro::Emerge ( )
inline
202 {
207 scheduler.Schedule(20s, GROUP_EMERGED, [this](TaskContext context)
208 {
209 if (Unit* target = SelectTarget(SelectTargetMethod::MaxThreat, 0, 0.0f, true))
210 {
211 me->SetTarget(target->GetGUID());
212 }
213
215
217 {
218 if (Unit* victim = me->GetVictim())
219 {
220 me->SetTarget(victim->GetGUID());
221 }
222 }, 3s);
223
224 context.Repeat();
225 })
226 .Schedule(22s, GROUP_EMERGED, [this](TaskContext context)
227 {
229 context.Repeat();
230 })
231 .Schedule(90s, GROUP_PHASE_TRANSITION, [this](TaskContext /*context*/)
232 {
233 Submerge();
234 })
235 .Schedule(3s, GROUP_PHASE_TRANSITION, [this](TaskContext context)
236 {
237 if (_enraged)
238 return;
239
241 {
242 if (_submergeMelee < 10)
243 {
245 }
246 else
247 {
248 Submerge();
249 _submergeMelee = 0;
250 }
251 }
252 else
253 {
254 _submergeMelee = 0;
255 }
256
257 if (!_submerged)
258 context.Repeat(1s);
259 });
260 }
@ GROUP_EMERGED
Definition: boss_ouro.cpp:51
@ SPELL_BIRTH
Definition: boss_ouro.cpp:39
@ SPELL_SWEEP
Definition: boss_ouro.cpp:30
@ SPELL_SAND_BLAST
Definition: boss_ouro.cpp:31
@ SPELL_SUMMON_SANDWORM_BASE
Definition: boss_ouro.cpp:36
@ REACT_AGGRESSIVE
Definition: Unit.h:550
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:107
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3545
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
EventProcessor m_Events
Definition: Object.h:642
Unit * GetVictim() const
Definition: Unit.h:853
uint8 _submergeMelee
Definition: boss_ouro.cpp:299
void CastGroundRupture()
Definition: boss_ouro.cpp:176
void Submerge()
Definition: boss_ouro.cpp:140
bool _submerged
Definition: boss_ouro.cpp:300

References _enraged, _submerged, _submergeMelee, EventProcessor::AddEventAtOffset(), CastGroundRupture(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::GetVictim(), GROUP_EMERGED, GROUP_PHASE_TRANSITION, IsPlayerWithinMeleeRange(), WorldObject::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), Creature::SetReactState(), Creature::SetTarget(), SPELL_BIRTH, SPELL_SAND_BLAST, SPELL_SUMMON_SANDWORM_BASE, SPELL_SWEEP, and Submerge().

Referenced by JustEngagedWith().

◆ EnterEvadeMode()

void boss_ouro::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from BossAI.

272 {
273 if (me->GetThreatMgr().GetThreatList().empty())
274 {
276 me->DespawnOrUnsummon(1000);
279 base->DespawnOrUnsummon();
280 }
281 }
@ GO_SANDWORM_BASE
Definition: boss_ouro.cpp:55
@ SPELL_OURO_SUBMERGE_VISUAL
Definition: boss_ouro.cpp:35
@ FAIL
Definition: InstanceScript.h:59
InstanceScript *const instance
Definition: ScriptedCreature.h:474
ThreatContainer::StorageType const & GetThreatList() const
Definition: ThreatMgr.h:273
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178
Definition: GameObject.h:120
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2466
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:373

References DATA_OURO, Creature::DespawnOrUnsummon(), UnitAI::DoCastSelf(), FAIL, WorldObject::FindNearestGameObject(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), GO_SANDWORM_BASE, BossAI::instance, ScriptedAI::me, InstanceScript::SetBossState(), and SPELL_OURO_SUBMERGE_VISUAL.

◆ IsPlayerWithinMeleeRange()

bool boss_ouro::IsPlayerWithinMeleeRange ( ) const
inlineprotected
303 {
304 return me->IsWithinMeleeRange(me->GetVictim());
305 }

References Unit::GetVictim(), Unit::IsWithinMeleeRange(), and ScriptedAI::me.

Referenced by DamageTaken(), and Emerge().

◆ JustEngagedWith()

void boss_ouro::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

284 {
285 Emerge();
287 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void Emerge()
Definition: boss_ouro.cpp:201

References Emerge(), and BossAI::JustEngagedWith().

◆ Reset()

void boss_ouro::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

263 {
266 _submergeMelee = 0;
267 _submerged = false;
268 _enraged = false;
269 }
@ NOT_STARTED
Definition: InstanceScript.h:57
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45

References _enraged, _submerged, _submergeMelee, TaskScheduler::CancelAll(), DATA_OURO, BossAI::instance, NOT_STARTED, CreatureAI::scheduler, and InstanceScript::SetBossState().

◆ SpellHitTarget()

void boss_ouro::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

194 {
195 if (spellInfo->Id == SPELL_SAND_BLAST && target)
196 {
197 me->GetThreatMgr().ModifyThreatByPercent(target, -100);
198 }
199 }
void ModifyThreatByPercent(Unit *victim, int32 percent)
Definition: ThreatMgr.cpp:508

References Unit::GetThreatMgr(), SpellInfo::Id, ScriptedAI::me, ThreatMgr::ModifyThreatByPercent(), and SPELL_SAND_BLAST.

◆ Submerge()

void boss_ouro::Submerge ( )
inline
141 {
142 if (_enraged || _submerged)
143 return;
144
145 me->AttackStop();
148 _submergeMelee = 0;
149 _submerged = true;
153
155 {
156 base->Use(me);
157 base->DespawnOrUnsummon(6s);
158 }
159
161 // According to sniffs, Ouro uses his mounds to respawn. The health management could be a little scuffed.
162 std::list<Creature*> ouroMounds;
164 if (!ouroMounds.empty()) // This can't be possible, but just to be sure.
165 {
167 {
168 mound->AddAura(SPELL_SUMMON_OURO_AURA, mound);
169 mound->AI()->SetData(DATA_OURO_HEALTH, me->GetHealth());
170 }
171 }
172
173 me->DespawnOrUnsummon(1000);
174 }
@ DATA_OURO_HEALTH
Definition: boss_ouro.cpp:57
@ NPC_DIRT_MOUND
Definition: boss_ouro.cpp:54
@ SPELL_SUMMON_OURO_AURA
Definition: boss_ouro.cpp:45
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition: Containers.h:133
Definition: Creature.h:43
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2511
uint32 GetHealth() const
Definition: Unit.h:1029
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 _enraged, _submerged, _submergeMelee, Unit::AttackStop(), TaskScheduler::CancelGroup(), DATA_OURO_HEALTH, Creature::DespawnOrUnsummon(), UnitAI::DoCastSelf(), WorldObject::FindNearestGameObject(), WorldObject::GetCreatureListWithEntryInGrid(), Unit::GetHealth(), GO_SANDWORM_BASE, GROUP_EMERGED, GROUP_PHASE_TRANSITION, ScriptedAI::me, NPC_DIRT_MOUND, REACT_PASSIVE, CreatureAI::scheduler, Acore::Containers::SelectRandomContainerElement(), Creature::SetReactState(), Unit::SetUnitFlag(), SPELL_OURO_SUBMERGE_VISUAL, SPELL_SUMMON_OURO_AURA, SPELL_SUMMON_OURO_MOUNDS, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by Emerge().

◆ UpdateAI()

void boss_ouro::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

290 {
291 UpdateVictim();
292
293 scheduler.Update(diff,
294 std::bind(&ScriptedAI::DoMeleeAttackIfReady, this));
295 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280

References UnitAI::DoMeleeAttackIfReady(), CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _enraged

bool boss_ouro::_enraged
protected

Referenced by DamageTaken(), Emerge(), Reset(), and Submerge().

◆ _submerged

bool boss_ouro::_submerged
protected

Referenced by Emerge(), Reset(), and Submerge().

◆ _submergeMelee

uint8 boss_ouro::_submergeMelee
protected

Referenced by Emerge(), Reset(), and Submerge().