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boss_four_horsemen::boss_four_horsemenAI Struct Reference
Inheritance diagram for boss_four_horsemen::boss_four_horsemenAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_four_horsemenAI (Creature *c)
 
void MoveToCorner ()
 
bool IsInRoom ()
 
void Reset () override
 
void MovementInform (uint32 type, uint32 id) override
 
void AttackStart (Unit *who) override
 
void KilledUnit (Unit *who) override
 
void JustDied (Unit *killer) 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
 

Public Attributes

EventMap events
 
InstanceScriptpInstance
 
uint8 currentWaypoint {}
 
uint8 movementPhase {}
 
uint8 horsemanId
 
- 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_four_horsemenAI()

boss_four_horsemen::boss_four_horsemenAI::boss_four_horsemenAI ( Creature c)
inlineexplicit
133 {
135 switch (me->GetEntry())
136 {
137 case NPC_SIR_ZELIEK:
139 break;
142 break;
145 break;
148 break;
149 }
150 }
@ HORSEMAN_BLAUMEUX
Definition: boss_four_horsemen.cpp:71
@ HORSEMAN_KORTHAZZ
Definition: boss_four_horsemen.cpp:73
@ HORSEMAN_ZELIEK
Definition: boss_four_horsemen.cpp:70
@ HORSEMAN_RIVENDARE
Definition: boss_four_horsemen.cpp:72
@ BOSS_HORSEMAN
Definition: naxxramas.h:41
@ NPC_LADY_BLAUMEUX
Definition: naxxramas.h:145
@ NPC_THANE_KORTHAZZ
Definition: naxxramas.h:146
@ NPC_SIR_ZELIEK
Definition: naxxramas.h:144
@ NPC_BARON_RIVENDARE
Definition: stratholme.h:43
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:467
uint32 GetEntry() const
Definition: Object.h:115
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
uint8 horsemanId
Definition: boss_four_horsemen.cpp:156
InstanceScript * pInstance
Definition: boss_four_horsemen.cpp:153

References Object::GetEntry(), WorldObject::GetInstanceScript(), HORSEMAN_BLAUMEUX, HORSEMAN_KORTHAZZ, HORSEMAN_RIVENDARE, HORSEMAN_ZELIEK, horsemanId, ScriptedAI::me, NPC_BARON_RIVENDARE, NPC_LADY_BLAUMEUX, NPC_SIR_ZELIEK, NPC_THANE_KORTHAZZ, and pInstance.

Member Function Documentation

◆ AttackStart()

void boss_four_horsemen::boss_four_horsemenAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

245 {
247 {
249 {
250 me->Attack(who, false);
251 }
252 else
253 {
255 }
256 }
257 }
@ MOVE_PHASE_FINISHED
Definition: boss_four_horsemen.cpp:68
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10272
uint8 movementPhase
Definition: boss_four_horsemen.cpp:155

References Unit::Attack(), ScriptedAI::AttackStart(), Object::GetEntry(), ScriptedAI::me, MOVE_PHASE_FINISHED, movementPhase, NPC_LADY_BLAUMEUX, and NPC_SIR_ZELIEK.

Referenced by UpdateAI().

◆ IsInRoom()

bool boss_four_horsemen::boss_four_horsemenAI::IsInRoom ( )
inline
179 {
180 if (me->GetExactDist(2535.1f, -2968.7f, 241.3f) > 100.0f)
181 {
183 return false;
184 }
185 return true;
186 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498
float GetExactDist(float x, float y, float z) const
Definition: Position.h:177

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

Referenced by UpdateAI().

◆ JustDied()

void boss_four_horsemen::boss_four_horsemenAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

272 {
273 BossAI::JustDied(killer);
274 if (pInstance)
275 {
277 {
278 if (!me->GetMap()->GetPlayers().IsEmpty())
279 {
280 if (Player* player = me->GetMap()->GetPlayers().getFirst()->GetSource())
281 {
282 if (GameObject* chest = player->SummonGameObject(RAID_MODE(GO_HORSEMEN_CHEST_10, GO_HORSEMEN_CHEST_25), 2514.8f, -2944.9f, 245.55f, 5.51f, 0, 0, 0, 0, 0))
283 {
284 chest->SetLootRecipient(me);
285 }
286 }
287 }
289 {
290 go->SetGoState(GO_STATE_ACTIVE);
291 }
292 }
293 }
295 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_four_horsemen.cpp:82
@ GO_HORSEMEN_CHEST_25
Definition: naxxramas.h:104
@ GO_HORSEMEN_CHEST_10
Definition: naxxramas.h:103
@ DATA_HORSEMEN_GATE
Definition: naxxramas.h:64
@ DONE
Definition: InstanceScript.h:60
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
bool IsEmpty() const
Definition: LinkedList.h:97
FROM * GetSource() const
Definition: Reference.h:97
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
Definition: GameObject.h:120
Map * GetMap() const
Definition: Object.h:536
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition: Object.cpp:2380
Definition: Player.h:1081
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:98
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:235
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3322
PlayerList const & GetPlayers() const
Definition: Map.h:484
MapReference * getFirst()
Definition: MapRefMgr.h:31

References BOSS_HORSEMAN, DATA_HORSEMEN_GATE, DONE, InstanceScript::GetBossState(), MapRefMgr::getFirst(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Map::GetPlayers(), Reference< TO, FROM >::GetSource(), GO_HORSEMEN_CHEST_10, GO_HORSEMEN_CHEST_25, GO_STATE_ACTIVE, LinkedListHead::IsEmpty(), BossAI::JustDied(), ScriptedAI::me, pInstance, ScriptedAI::RAID_MODE(), SAY_DEATH, and WorldObject::SummonGameObject().

◆ JustEngagedWith()

void boss_four_horsemen::boss_four_horsemenAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

298 {
301 {
306 MoveToCorner();
307 }
308 if (pInstance)
309 {
311 {
312 go->SetGoState(GO_STATE_READY);
313 }
314 }
315 }
@ MOVE_PHASE_NONE
Definition: boss_four_horsemen.cpp:66
@ MOVE_PHASE_STARTED
Definition: boss_four_horsemen.cpp:67
@ SAY_AGGRO
Definition: boss_four_horsemen.cpp:78
@ GO_STATE_READY
Definition: GameObjectData.h:690
@ REACT_PASSIVE
Definition: Unit.h:548
@ MOVE_RUN
Definition: UnitDefines.h:329
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
float GetSpeedRate(UnitMoveType mtype) const
Definition: Unit.h:1601
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:14429
void MoveToCorner()
Definition: boss_four_horsemen.cpp:158

References DATA_HORSEMEN_GATE, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Unit::GetSpeedRate(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, MOVE_PHASE_NONE, MOVE_PHASE_STARTED, MOVE_RUN, movementPhase, MoveToCorner(), pInstance, REACT_PASSIVE, SAY_AGGRO, Creature::SetReactState(), and Unit::SetSpeed().

◆ KilledUnit()

void boss_four_horsemen::boss_four_horsemenAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

260 {
261 if (!who->IsPlayer())
262 return;
263
264 Talk(SAY_SLAY);
265 if (pInstance)
266 {
268 }
269 }
@ SAY_SLAY
Definition: boss_four_horsemen.cpp:81
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:73
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().

◆ MovementInform()

void boss_four_horsemen::boss_four_horsemenAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

219 {
220 if (type != POINT_MOTION_TYPE)
221 return;
222
223 // final waypoint
224 if (id % 3 == 2)
225 {
229 if (!UpdateVictim())
230 {
232 return;
233 }
235 {
236 me->GetMotionMaster()->Clear(false);
238 }
239 return;
240 }
241 currentWaypoint = id + 1;
242 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
bool UpdateVictim()
Definition: CreatureAI.cpp:280
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void MoveIdle()
Definition: MotionMaster.cpp:232
void Clear(bool reset=true)
Definition: MotionMaster.h:167
uint8 currentWaypoint
Definition: boss_four_horsemen.cpp:154

References MotionMaster::Clear(), currentWaypoint, BossAI::EnterEvadeMode(), Object::GetEntry(), Unit::GetMotionMaster(), ScriptedAI::me, MOVE_PHASE_FINISHED, MotionMaster::MoveIdle(), movementPhase, NPC_LADY_BLAUMEUX, NPC_SIR_ZELIEK, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Creature::SetInCombatWithZone(), Creature::SetReactState(), and CreatureAI::UpdateVictim().

◆ MoveToCorner()

void boss_four_horsemen::boss_four_horsemenAI::MoveToCorner ( )
inline
159 {
160 switch (me->GetEntry())
161 {
163 currentWaypoint = 0;
164 break;
166 currentWaypoint = 3;
167 break;
169 currentWaypoint = 6;
170 break;
171 case NPC_SIR_ZELIEK:
172 currentWaypoint = 9;
173 break;
174 }
176 }
const Position WaypointPositions[12]
Definition: boss_four_horsemen.cpp:100
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213

References currentWaypoint, Object::GetEntry(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MovePoint(), NPC_BARON_RIVENDARE, NPC_LADY_BLAUMEUX, NPC_SIR_ZELIEK, NPC_THANE_KORTHAZZ, and WaypointPositions.

Referenced by JustEngagedWith().

◆ Reset()

void boss_four_horsemen::boss_four_horsemenAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

189 {
193 currentWaypoint = 0;
195 events.Reset();
196 events.RescheduleEvent(EVENT_MARK_CAST, 24s);
197 events.RescheduleEvent(EVENT_BERSERK, 10min);
199 {
200 events.RescheduleEvent(EVENT_PRIMARY_SPELL, 10s, 15s);
201 }
202 else
203 {
204 events.RescheduleEvent(EVENT_SECONDARY_SPELL, 15s);
205 }
206 if (pInstance)
207 {
209 {
211 {
212 go->SetGoState(GO_STATE_ACTIVE);
213 }
214 }
215 }
216 }
events
Definition: boss_sartura.cpp:43
@ EVENT_PRIMARY_SPELL
Definition: boss_four_horsemen.cpp:58
@ EVENT_MARK_CAST
Definition: boss_four_horsemen.cpp:57
@ EVENT_BERSERK
Definition: boss_four_horsemen.cpp:60
@ EVENT_SECONDARY_SPELL
Definition: boss_four_horsemen.cpp:59
@ BOSS_GOTHIK
Definition: naxxramas.h:40
void Reset() override
Definition: ScriptedCreature.h:496
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:338
void SetPosition(float x, float y, float z, float o)
Definition: Creature.cpp:3154

References BOSS_GOTHIK, currentWaypoint, DATA_HORSEMEN_GATE, DONE, EVENT_BERSERK, EVENT_MARK_CAST, EVENT_PRIMARY_SPELL, EVENT_SECONDARY_SPELL, InstanceScript::GetBossState(), Object::GetEntry(), Map::GetGameObject(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), WorldObject::GetMap(), GO_STATE_ACTIVE, ScriptedAI::me, MOVE_PHASE_NONE, movementPhase, NPC_LADY_BLAUMEUX, NPC_SIR_ZELIEK, pInstance, REACT_AGGRESSIVE, BossAI::Reset(), Creature::SetPosition(), and Creature::SetReactState().

◆ UpdateAI()

void boss_four_horsemen::boss_four_horsemenAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

318 {
320 {
322 currentWaypoint = 0;
323 }
324
325 if (!IsInRoom())
326 return;
327
329 return;
330
331 events.Update(diff);
333 return;
334
335 switch (events.ExecuteEvent())
336 {
337 case EVENT_MARK_CAST:
339 events.Repeat((me->GetEntry() == NPC_LADY_BLAUMEUX || me->GetEntry() == NPC_SIR_ZELIEK) ? 15s : 12s);
340 return;
341 case EVENT_BERSERK:
343 me->CastSpell(me, SPELL_BERSERK, true);
344 return;
348 events.Repeat(15s);
349 return;
352 events.Repeat(15s);
353 return;
354 }
355
357 {
358 if (Unit* pTarget = me->SelectNearestPlayer(300.0f))
359 {
360 if (pTarget && me->IsValidAttackTarget(pTarget))
361 {
362 AttackStart(pTarget);
363 }
364 }
366 {
368 }
369 else if (!me->IsWithinDistInMap(me->GetVictim(), 45.0f) || !me->IsValidAttackTarget(me->GetVictim()))
370 {
373 }
374 }
375 else
376 {
378 }
379 }
const uint32 TABLE_SPELL_PRIMARY_10[4]
Definition: boss_four_horsemen.cpp:90
@ SPELL_BERSERK
Definition: boss_four_horsemen.cpp:28
const uint32 TABLE_SPELL_MARK[4]
Definition: boss_four_horsemen.cpp:87
const uint32 TABLE_SPELL_PRIMARY_25[4]
Definition: boss_four_horsemen.cpp:91
const uint32 TABLE_SPELL_SECONDARY_10[4]
Definition: boss_four_horsemen.cpp:97
@ EMOTE_RAGECAST
Definition: boss_four_horsemen.cpp:83
@ SAY_SPECIAL
Definition: boss_four_horsemen.cpp:80
@ SAY_TAUNT
Definition: boss_four_horsemen.cpp:79
const uint32 TABLE_SPELL_SECONDARY_25[4]
Definition: boss_four_horsemen.cpp:98
const uint32 TABLE_SPELL_PUNISH[4]
Definition: boss_four_horsemen.cpp:94
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
Player * SelectNearestPlayer(float distance=0) const
Definition: Object.cpp:2484
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1332
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:1167
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition: Unit.cpp:13871
void AttackStart(Unit *who) override
Definition: boss_four_horsemen.cpp:244
bool IsInRoom()
Definition: boss_four_horsemen.cpp:178

References AttackStart(), Unit::CastSpell(), currentWaypoint, UnitAI::DoCastAOE(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EMOTE_RAGECAST, EVENT_BERSERK, EVENT_MARK_CAST, EVENT_PRIMARY_SPELL, EVENT_SECONDARY_SPELL, Object::GetEntry(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasUnitState(), horsemanId, IsInRoom(), Unit::IsValidAttackTarget(), WorldObject::IsWithinDistInMap(), ScriptedAI::me, MOVE_PHASE_FINISHED, MOVE_PHASE_STARTED, movementPhase, MotionMaster::MovePoint(), NPC_LADY_BLAUMEUX, NPC_SIR_ZELIEK, ScriptedAI::RAID_MODE(), SAY_SPECIAL, SAY_TAUNT, WorldObject::SelectNearestPlayer(), SPELL_BERSERK, TABLE_SPELL_MARK, TABLE_SPELL_PRIMARY_10, TABLE_SPELL_PRIMARY_25, TABLE_SPELL_PUNISH, TABLE_SPELL_SECONDARY_10, TABLE_SPELL_SECONDARY_25, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and WaypointPositions.

Member Data Documentation

◆ currentWaypoint

uint8 boss_four_horsemen::boss_four_horsemenAI::currentWaypoint {}

◆ events

EventMap boss_four_horsemen::boss_four_horsemenAI::events

◆ horsemanId

uint8 boss_four_horsemen::boss_four_horsemenAI::horsemanId

Referenced by boss_four_horsemenAI(), and UpdateAI().

◆ movementPhase

uint8 boss_four_horsemen::boss_four_horsemenAI::movementPhase {}

◆ pInstance

InstanceScript* boss_four_horsemen::boss_four_horsemenAI::pInstance