AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_volkhan::boss_volkhanAI Struct Reference
Inheritance diagram for boss_volkhan::boss_volkhanAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_volkhanAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void GetNextPos ()
 
void KilledUnit (Unit *victim) override
 
void ScheduleEvents (bool anvil)
 
void JustSummoned (Creature *summon) override
 
void DoAction (int32 param) override
 
void MovementInform (uint32 type, uint32 id) override
 
void SpellHitTarget (Unit *, SpellInfo const *spellInfo) override
 
void GoToAnvil ()
 
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
 
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

InstanceScriptm_pInstance
 
EventMap events
 
SummonList summons
 
uint8 HealthCheck
 
float x
 
float y
 
float z
 
uint8 PointID
 
uint8 ShatteredCount
 
- 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_volkhanAI()

boss_volkhan::boss_volkhanAI::boss_volkhanAI ( Creature creature)
inline
93 : ScriptedAI(creature), summons(creature)
94 {
95 m_pInstance = creature->GetInstanceScript();
96 }
Definition: ScriptedCreature.h:190
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
SummonList summons
Definition: boss_volkhan.cpp:100
InstanceScript * m_pInstance
Definition: boss_volkhan.cpp:98

References WorldObject::GetInstanceScript(), and m_pInstance.

Member Function Documentation

◆ DoAction()

void boss_volkhan::boss_volkhanAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

214 {
215 if (param == ACTION_DESTROYED)
216 {
218 if (ShatteredCount > 4)
220 }
221 }
@ ACTION_DESTROYED
Definition: boss_volkhan.cpp:50
@ DATA_VOLKHAN_ACHIEVEMENT
Definition: halls_of_lightning.h:37
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
uint8 ShatteredCount
Definition: boss_volkhan.cpp:104

References ACTION_DESTROYED, DATA_VOLKHAN_ACHIEVEMENT, m_pInstance, ZoneScript::SetData(), and ShatteredCount.

◆ GetNextPos()

void boss_volkhan::boss_volkhanAI::GetNextPos ( )
inline
144 {
145 if (me->GetPositionY() < -180)
146 {
147 if (me->GetPositionX() > 1330)
148 x = 1355;
149 else
150 x = 1308;
151
152 y = -178;
153 z = 52.5f;
154 }
155 else if (me->GetPositionY() < -145)
156 {
157 if (me->GetPositionX() > 1330)
158 x = 1355;
159 else
160 x = 1308;
161
162 y = -137;
163 z = 52.5f;
164 }
165 else if (me->GetPositionY() < -130)
166 {
167 if (me->GetPositionX() > 1330)
168 x = 1343;
169 else
170 x = 1320;
171
172 y = -123;
173 z = 56.7f;
174 }
175 else
176 {
178 x = 1327;
179 y = -96;
180 z = 56.7f;
181 }
182 }
@ POINT_ANVIL
Definition: boss_volkhan.cpp:53
Creature * me
Definition: ScriptedCreature.h:280
float GetPositionX() const
Definition: Position.h:116
float GetPositionY() const
Definition: Position.h:117
float z
Definition: boss_volkhan.cpp:102
float x
Definition: boss_volkhan.cpp:102
float y
Definition: boss_volkhan.cpp:102
uint8 PointID
Definition: boss_volkhan.cpp:103

References Position::GetPositionX(), Position::GetPositionY(), ScriptedAI::me, POINT_ANVIL, PointID, x, y, and z.

Referenced by UpdateAI().

◆ GoToAnvil()

void boss_volkhan::boss_volkhanAI::GoToAnvil ( )
inline
261 {
262 events.SetPhase(2);
263 HealthCheck -= 20;
264 me->SetSpeed(MOVE_RUN, 4.0f, true);
266
268
271
272 events.ScheduleEvent(EVENT_MOVE_TO_ANVIL, 0ms, 0, 2);
273 }
events
Definition: boss_sartura.cpp:43
Talk
Definition: hyjal.cpp:82
@ SAY_FORGE
Definition: boss_volkhan.cpp:73
@ EVENT_MOVE_TO_ANVIL
Definition: boss_volkhan.cpp:63
@ REACT_PASSIVE
Definition: Unit.h:548
@ MOVE_RUN
Definition: UnitDefines.h:329
@ CHASE_MOTION_TYPE
Definition: MotionMaster.h:45
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void SetSpeed(UnitMoveType mtype, float rate, bool forced=false)
Definition: Unit.cpp:14429
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition: MotionMaster.cpp:913
void MovementExpired(bool reset=true)
Definition: MotionMaster.h:180
uint8 HealthCheck
Definition: boss_volkhan.cpp:101

References CHASE_MOTION_TYPE, EVENT_MOVE_TO_ANVIL, MotionMaster::GetCurrentMovementGeneratorType(), Unit::GetMotionMaster(), HealthCheck, ScriptedAI::me, MOVE_RUN, MotionMaster::MovementExpired(), REACT_PASSIVE, SAY_FORGE, Creature::SetReactState(), and Unit::SetSpeed().

Referenced by UpdateAI().

◆ JustDied()

void boss_volkhan::boss_volkhanAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

134 {
136
138
139 if (m_pInstance)
141 }
@ SAY_DEATH
Definition: boss_volkhan.cpp:76
@ TYPE_VOLKHAN
Definition: halls_of_lightning.h:32
@ DONE
Definition: InstanceScript.h:60
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71

References SummonList::DespawnAll(), DONE, m_pInstance, SAY_DEATH, ZoneScript::SetData(), summons, and TYPE_VOLKHAN.

◆ JustEngagedWith()

void boss_volkhan::boss_volkhanAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

123 {
126
127 if (m_pInstance)
129
130 ScheduleEvents(false);
131 }
@ SAY_AGGRO
Definition: boss_volkhan.cpp:72
@ IN_PROGRESS
Definition: InstanceScript.h:58
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2811
void ScheduleEvents(bool anvil)
Definition: boss_volkhan.cpp:192

References IN_PROGRESS, m_pInstance, ScriptedAI::me, SAY_AGGRO, ScheduleEvents(), ZoneScript::SetData(), Creature::SetInCombatWithZone(), and TYPE_VOLKHAN.

◆ JustSummoned()

void boss_volkhan::boss_volkhanAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

202 {
203 summons.Summon(summon);
204 if (summon->GetEntry() == NPC_MOLTEN_GOLEM)
205 {
206 summon->SetFaction(me->GetFaction());
207
208 if (Unit* target = SelectTarget(SelectTargetMethod::Random))
209 summon->AI()->AttackStart(target);
210 }
211 }
@ NPC_MOLTEN_GOLEM
Definition: boss_volkhan.cpp:45
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
CreatureAI * AI() const
Definition: Creature.h:140
uint32 GetEntry() const
Definition: Object.h:115
Definition: Unit.h:630
void SetFaction(uint32 faction)
Definition: Unit.cpp:10056
uint32 GetFaction() const
Definition: Unit.h:808

References Creature::AI(), UnitAI::AttackStart(), Object::GetEntry(), Unit::GetFaction(), ScriptedAI::me, NPC_MOLTEN_GOLEM, UnitAI::SelectTarget(), Unit::SetFaction(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_volkhan::boss_volkhanAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

185 {
186 if (!victim->IsPlayer())
187 return;
188
189 Talk(SAY_SLAY);
190 }
@ SAY_SLAY
Definition: boss_volkhan.cpp:75
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_SLAY.

◆ MovementInform()

void boss_volkhan::boss_volkhanAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

224 {
225 if (type != POINT_MOTION_TYPE)
226 return;
227
228 if (id == POINT_ANVIL)
229 {
230 me->SetSpeed(MOVE_RUN, 1.2f, true);
232 me->CastSpell(me, SPELL_TEMPER, false);
233 PointID = 0;
234 ScheduleEvents(true);
235
236 // update orientation at server
237 me->SetOrientation(2.19f);
238
239 // and client
240 WorldPacket data;
241 me->BuildHeartBeatMsg(&data);
242 me->SendMessageToSet(&data, false);
244 }
245 else
246 events.ScheduleEvent(EVENT_MOVE_TO_ANVIL, 0ms, 0, 2);
247 }
@ SPELL_TEMPER
Definition: boss_volkhan.cpp:30
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STATE_ROOT
Definition: UnitDefines.h:159
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
virtual void SendMessageToSet(WorldPacket const *data, bool self) const
Definition: Object.cpp:2091
void SetOrientation(float orientation)
Definition: Position.h:111
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18034
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
void BuildHeartBeatMsg(WorldPacket *data) const
Definition: Object.cpp:2084
Definition: WorldPacket.h:26

References Unit::BuildHeartBeatMsg(), Unit::CastSpell(), EVENT_MOVE_TO_ANVIL, ScriptedAI::me, MOVE_RUN, POINT_ANVIL, POINT_MOTION_TYPE, PointID, REACT_AGGRESSIVE, ScheduleEvents(), WorldObject::SendMessageToSet(), Unit::SetControlled(), Position::SetOrientation(), Creature::SetReactState(), Unit::SetSpeed(), SPELL_TEMPER, and UNIT_STATE_ROOT.

◆ Reset()

void boss_volkhan::boss_volkhanAI::Reset ( )
inlineoverridevirtual

◆ ScheduleEvents()

void boss_volkhan::boss_volkhanAI::ScheduleEvents ( bool  anvil)
inline
193 {
194 events.SetPhase(1);
195 events.RescheduleEvent(EVENT_HEAT, 8s, 0, 1);
196 events.RescheduleEvent(EVENT_SHATTER, 10s, 0, 1);
197 events.RescheduleEvent(EVENT_CHECK_HEALTH, anvil ? 1s : 6s, 0, 1);
198 events.RescheduleEvent(EVENT_POSITION, 4s, 0, 1);
199 }
@ EVENT_CHECK_HEALTH
Definition: boss_volkhan.cpp:60
@ EVENT_SHATTER
Definition: boss_volkhan.cpp:61
@ EVENT_HEAT
Definition: boss_volkhan.cpp:59
@ EVENT_POSITION
Definition: boss_volkhan.cpp:62

References EVENT_CHECK_HEALTH, EVENT_HEAT, EVENT_POSITION, and EVENT_SHATTER.

Referenced by JustEngagedWith(), and MovementInform().

◆ SpellHitTarget()

void boss_volkhan::boss_volkhanAI::SpellHitTarget ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

250 {
251 if (spellInfo->Id == SPELL_TEMPER)
252 {
257 }
258 }
@ SPELL_SUMMON_MOLTEN_GOLEM
Definition: boss_volkhan.cpp:31
Unit * GetVictim() const
Definition: Unit.h:853
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

References Unit::CastSpell(), Unit::GetMotionMaster(), Unit::GetVictim(), SpellInfo::Id, ScriptedAI::me, MotionMaster::MoveChase(), Unit::SetControlled(), SPELL_SUMMON_MOLTEN_GOLEM, SPELL_TEMPER, and UNIT_STATE_ROOT.

◆ UpdateAI()

void boss_volkhan::boss_volkhanAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

276 {
277 //Return since we have no target
278 if (!UpdateVictim())
279 return;
280
281 events.Update(diff);
282
284 return;
285
286 switch (events.ExecuteEvent())
287 {
288 case EVENT_HEAT:
290 events.Repeat(8s);
291 break;
294 GoToAnvil();
295
296 events.Repeat(1s);
297 return;
298 case EVENT_SHATTER:
299 {
300 events.Repeat(10s);
302 break;
303 }
305 GetNextPos();
307 return;
308 case EVENT_POSITION:
309 if (me->GetDistance(1331.9f, -106, 56) > 95)
311 else
312 events.Repeat(4s);
313
314 return;
315 }
316
318 }
@ SPELL_HEAT_H
Definition: boss_volkhan.cpp:27
@ SPELL_HEAT_N
Definition: boss_volkhan.cpp:26
@ ACTION_SHATTER
Definition: boss_volkhan.cpp:49
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:280
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:208
void DoAction(int32 info, uint16 max=0)
Definition: ScriptedCreature.h:102
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:364
Map * GetMap() const
Definition: Object.h:536
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1256
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool IsHeroic() const
Definition: Map.h:450
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213
void GetNextPos()
Definition: boss_volkhan.cpp:143
void GoToAnvil()
Definition: boss_volkhan.cpp:260

References ACTION_SHATTER, Unit::CastSpell(), SummonList::DoAction(), UnitAI::DoMeleeAttackIfReady(), CreatureAI::EnterEvadeMode(), EVENT_CHECK_HEALTH, EVENT_HEAT, EVENT_MOVE_TO_ANVIL, EVENT_POSITION, EVENT_SHATTER, WorldObject::GetDistance(), WorldObject::GetMap(), Unit::GetMotionMaster(), GetNextPos(), GoToAnvil(), Unit::HasUnitState(), ScriptedAI::HealthBelowPct(), HealthCheck, Map::IsHeroic(), ScriptedAI::me, MotionMaster::MovePoint(), PointID, SPELL_HEAT_H, SPELL_HEAT_N, summons, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), x, y, and z.

Member Data Documentation

◆ events

EventMap boss_volkhan::boss_volkhanAI::events

◆ HealthCheck

uint8 boss_volkhan::boss_volkhanAI::HealthCheck

Referenced by GoToAnvil(), Reset(), and UpdateAI().

◆ m_pInstance

InstanceScript* boss_volkhan::boss_volkhanAI::m_pInstance

◆ PointID

uint8 boss_volkhan::boss_volkhanAI::PointID

◆ ShatteredCount

uint8 boss_volkhan::boss_volkhanAI::ShatteredCount

Referenced by DoAction(), and Reset().

◆ summons

SummonList boss_volkhan::boss_volkhanAI::summons

◆ x

float boss_volkhan::boss_volkhanAI::x

Referenced by GetNextPos(), Reset(), and UpdateAI().

◆ y

float boss_volkhan::boss_volkhanAI::y

Referenced by GetNextPos(), Reset(), and UpdateAI().

◆ z

float boss_volkhan::boss_volkhanAI::z

Referenced by GetNextPos(), Reset(), and UpdateAI().