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

Public Member Functions

 boss_selin_fireheart (Creature *creature)
 
bool CanAIAttack (Unit const *who) const override
 
void Reset () override
 
void SpawnCrystals ()
 
void SummonedCreatureDies (Creature *summon, Unit *killer) override
 
void OnPowerUpdate (Powers, int32, int32, uint32 currentPower) override
 Called when the creature power updates. More...
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *killer) override
 
CreatureSelectNearestCrystal (bool performMovement)
 
void MovementInform (uint32 type, uint32 id) override
 
- 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
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_selin_fireheart()

boss_selin_fireheart::boss_selin_fireheart ( Creature creature)
inline
55: BossAI(creature, DATA_SELIN_FIREHEART) { }
@ DATA_SELIN_FIREHEART
Definition: magisters_terrace.h:28
Definition: ScriptedCreature.h:467

Member Function Documentation

◆ CanAIAttack()

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

Reimplemented from UnitAI.

58 {
59 return who->GetPositionX() > 216.0f;
60 }

References Position::GetPositionX().

◆ JustDied()

void boss_selin_fireheart::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

123 {
124 BossAI::JustDied(killer);
126 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_selin_fireheart.cpp:28
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_selin_fireheart::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

94 {
96 ScheduleTimedEvent(2500ms, [&]{
98 }, 10000ms);
99 ScheduleTimedEvent(2s, [&]{
102 }, 2s);
103 ScheduleTimedEvent(14s, [&]{
104 scheduler.DelayAll(10s);
106 }, 30s);
107 if (IsHeroic())
108 {
109 ScheduleTimedEvent(7500ms, [&]{
110 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, PowerUsersSelector(me, POWER_MANA, 40.0f, false)))
111 DoCast(target, SPELL_DRAIN_MANA);
112 }, 10s);
113 }
114 }
@ SPELL_FEL_EXPLOSION
Definition: boss_selin_fireheart.cpp:40
@ SPELL_DRAIN_MANA
Definition: boss_selin_fireheart.cpp:41
@ SPELL_MANA_RAGE_TRIGGER
Definition: boss_selin_fireheart.cpp:36
@ SPELL_DRAIN_LIFE
Definition: boss_selin_fireheart.cpp:39
@ POWER_MANA
Definition: SharedDefines.h:269
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:283
Definition: UnitAI.h:135
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.
Definition: UnitAI.cpp:259
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
TaskScheduler scheduler
Definition: CreatureAI.h:75
bool IsHeroic() const
Definition: ScriptedCreature.h:379
Creature * me
Definition: ScriptedCreature.h:280
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition: ScriptedCreature.cpp:321
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
Definition: Unit.h:630
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4925
Creature * SelectNearestCrystal(bool performMovement)
Definition: boss_selin_fireheart.cpp:128

References TaskScheduler::DelayAll(), UnitAI::DoCast(), UnitAI::DoCastAOE(), UnitAI::DoCastRandomTarget(), ScriptedAI::IsHeroic(), BossAI::JustEngagedWith(), ScriptedAI::me, POWER_MANA, Unit::RemoveAuraFromStack(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), SelectNearestCrystal(), UnitAI::SelectTarget(), SPELL_DRAIN_LIFE, SPELL_DRAIN_MANA, SPELL_FEL_EXPLOSION, and SPELL_MANA_RAGE_TRIGGER.

◆ KilledUnit()

void boss_selin_fireheart::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

117 {
118 if (victim->IsPlayer())
119 Talk(SAY_KILL);
120 }
@ SAY_KILL
Definition: boss_selin_fireheart.cpp:27
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_KILL.

◆ MovementInform()

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

Reimplemented from ScriptedAI.

158 {
159 if (type == POINT_MOTION_TYPE && id == 2)
160 {
161 if (Creature* crystal = SelectNearestCrystal(false))
162 {
164 crystal->ReplaceAllUnitFlags(UNIT_FLAG_NONE);
165 crystal->SetInCombatWithZone();
166 crystal->AI()->DoCast(me, SPELL_MANA_RAGE, true);
167 DoCast(crystal, SPELL_FEL_CRYSTAL_COSMETIC, true);
168 }
169 else
171 }
172 }
@ 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
@ UNIT_FLAG_NONE
Definition: UnitDefines.h:228
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
Definition: Creature.h:43
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition: Creature.h:408

References EMOTE_CRYSTAL, POINT_MOTION_TYPE, SPELL_FEL_CRYSTAL_COSMETIC, SPELL_MANA_RAGE, and UNIT_FLAG_NONE.

◆ OnPowerUpdate()

void boss_selin_fireheart::OnPowerUpdate ( Powers  ,
int32  ,
int32  ,
uint32   
)
inlineoverridevirtual

Called when the creature power updates.

Reimplemented from UnitAI.

82 {
83 if (currentPower == me->GetMaxPower(POWER_MANA))
84 {
86 if (Creature* crystal = SelectNearestCrystal(false))
87 crystal->KillSelf();
90 }
91 }
@ SAY_EMPOWERED
Definition: boss_selin_fireheart.cpp:26
uint32 GetMaxPower(Powers power) const
Definition: Unit.h:1057

References TaskScheduler::DelayAll(), Unit::GetMaxPower(), ScriptedAI::me, POWER_MANA, Creature::ResumeChasingVictim(), SAY_EMPOWERED, CreatureAI::scheduler, and SelectNearestCrystal().

◆ Reset()

void boss_selin_fireheart::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

63 {
67 }
void Reset() override
Definition: ScriptedCreature.h:496
void SetPower(Powers power, uint32 val, bool withPowerUpdate=true, bool fromRegenerate=false)
Definition: Unit.cpp:15566
void SpawnCrystals()
Definition: boss_selin_fireheart.cpp:69

References ScriptedAI::me, POWER_MANA, BossAI::Reset(), Unit::SetPower(), and SpawnCrystals().

◆ SelectNearestCrystal()

Creature * boss_selin_fireheart::SelectNearestCrystal ( bool  performMovement)
inline
129 {
130 if (summons.empty())
131 return nullptr;
132
133 float closestDistance = 1000.0f;
134 Creature* chosenCrystal = nullptr;
136 {
137 if (Creature* summonedCreature = summon->ToCreature())
138 {
139 float checkDistance = me->GetDistance2d(summonedCreature);
140 if (checkDistance < closestDistance)
141 {
142 closestDistance = checkDistance;
143 chosenCrystal = summonedCreature;
144 }
145 }
146 });
147 if (chosenCrystal && performMovement)
148 {
150 float x, y, z;
151 chosenCrystal->GetClosePoint(x, y, z, me->GetObjectSize(), CONTACT_DISTANCE);
152 me->GetMotionMaster()->MovePoint(2, x, y, z);
153 }
154 return chosenCrystal;
155 }
@ SAY_ENERGY
Definition: boss_selin_fireheart.cpp:25
#define CONTACT_DISTANCE
Definition: ObjectDefines.h:23
bool empty() const
Definition: ScriptedCreature.h:73
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition: ScriptedCreature.h:140
SummonList summons
Definition: ScriptedCreature.h:511
Creature * ToCreature()
Definition: Object.h:205
Definition: Object.h:410
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:2710
float GetObjectSize() const
Definition: Object.cpp:2782
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213

References SummonList::DoForAllSummons(), SummonList::empty(), BossAI::summons, and Object::ToCreature().

Referenced by JustEngagedWith(), and OnPowerUpdate().

◆ SpawnCrystals()

void boss_selin_fireheart::SpawnCrystals ( )
inline
70 {
71 for (Position pos : crystalSummons)
73 }
const Position crystalSummons[5]
Definition: boss_selin_fireheart.cpp:44
@ NPC_FEL_CRYSTAL
Definition: magisters_terrace.h:41
@ TEMPSUMMON_CORPSE_DESPAWN
Definition: Object.h:50
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
Definition: Position.h:27

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

Referenced by Reset().

◆ SummonedCreatureDies()

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

Reimplemented from CreatureAI.

76 {
77 BossAI::SummonedCreatureDies(summon, killer);
79 }
virtual void SummonedCreatureDies(Creature *, Unit *)
Definition: CreatureAI.h:138

References ScriptedAI::me, Creature::ResumeChasingVictim(), and CreatureAI::SummonedCreatureDies().