AzerothCore 3.3.5a
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boss_renataki::boss_renatakiAI Struct Reference
Inheritance diagram for boss_renataki::boss_renatakiAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_renatakiAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
bool CanAIAttack (Unit const *target) const override
 
bool CanBeSeen (Player const *) override
 
bool CanSeeAlways (WorldObject const *obj) override
 
bool CanAlwaysBeDetectable (WorldObject const *seer) override
 
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
 

Private Attributes

bool _enraged
 
uint32 _dynamicFlags
 
uint8 _thousandBladesCount
 
GuidVector _thousandBladesTargets
 

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_renatakiAI()

boss_renataki::boss_renatakiAI::boss_renatakiAI ( Creature creature)
inline
54: BossAI(creature, DATA_EDGE_OF_MADNESS) { }
@ DATA_EDGE_OF_MADNESS
Definition: zulgurub.h:40
Definition: ScriptedCreature.h:467

Member Function Documentation

◆ CanAIAttack()

bool boss_renataki::boss_renatakiAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

87 {
89 {
90 ThreatContainer::StorageType::const_iterator lastRef = me->GetThreatMgr().GetOnlineContainer().GetThreatList().end();
91 --lastRef;
92 if (Unit* lastTarget = (*lastRef)->getTarget())
93 {
94 if (lastTarget != target)
95 {
96 return !target->HasAura(SPELL_GOUGE);
97 }
98 }
99 }
100
101 return true;
102 }
@ SPELL_GOUGE
Definition: boss_renataki.cpp:33
Creature * me
Definition: ScriptedCreature.h:280
StorageType const & GetThreatList() const
Definition: ThreatMgr.h:176
float GetThreatListSize() const
Definition: ThreatMgr.h:221
ThreatContainer & GetOnlineContainer()
Definition: ThreatMgr.h:275
Definition: Unit.h:630
ThreatMgr & GetThreatMgr()
Definition: Unit.h:903

References ThreatMgr::GetOnlineContainer(), ThreatContainer::GetThreatList(), ThreatMgr::GetThreatListSize(), Unit::GetThreatMgr(), Unit::HasAura(), ScriptedAI::me, and SPELL_GOUGE.

◆ CanAlwaysBeDetectable()

bool boss_renataki::boss_renatakiAI::CanAlwaysBeDetectable ( WorldObject const *  seer)
inlineoverridevirtual

Reimplemented from CreatureAI.

120 {
122 {
123 return seer->ToCreature() && seer->ToCreature()->IsPet();
124 }
125
126 return false;
127 }
@ REACT_PASSIVE
Definition: Unit.h:548
ReactStates GetReactState() const
Definition: Creature.h:95

References Creature::GetReactState(), Unit::IsPet(), ScriptedAI::me, REACT_PASSIVE, and Object::ToCreature().

◆ CanBeSeen()

bool boss_renataki::boss_renatakiAI::CanBeSeen ( Player const *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

105 {
106 return me->GetReactState() == REACT_AGGRESSIVE;
107 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550

References Creature::GetReactState(), ScriptedAI::me, and REACT_AGGRESSIVE.

◆ CanSeeAlways()

bool boss_renataki::boss_renatakiAI::CanSeeAlways ( WorldObject const *  obj)
inlineoverridevirtual

Reimplemented from CreatureAI.

110 {
112 {
113 return obj->ToCreature() && obj->ToCreature()->IsPet();
114 }
115
116 return false;
117 }

References Creature::GetReactState(), Unit::IsPet(), ScriptedAI::me, REACT_PASSIVE, and Object::ToCreature().

◆ DamageTaken()

void boss_renataki::boss_renatakiAI::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.

77 {
78 if (!_enraged && HealthBelowPct(30))
79 {
80 me->TextEmote("%s becomes enraged", me, false);
82 _enraged = true;
83 }
84 }
@ SPELL_ENRAGE
Definition: boss_renataki.cpp:36
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:364
virtual void TextEmote(std::string_view text, WorldObject const *target=nullptr, bool isBossEmote=false)
Definition: Unit.cpp:21149
bool _enraged
Definition: boss_renataki.cpp:252

References _enraged, UnitAI::DoCast(), ScriptedAI::HealthBelowPct(), ScriptedAI::me, SPELL_ENRAGE, and Unit::TextEmote().

◆ JustEngagedWith()

void boss_renataki::boss_renatakiAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

67 {
69 events.ScheduleEvent(EVENT_VANISH, 23s, 25s);
70 events.ScheduleEvent(EVENT_GOUGE, 5s, 10s);
71 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 20s);
72
74 }
events
Definition: boss_sartura.cpp:43
@ SPELL_THRASH
Definition: boss_renataki.cpp:35
@ EVENT_THOUSAND_BLADES
Definition: boss_renataki.cpp:44
@ EVENT_GOUGE
Definition: boss_renataki.cpp:43
@ EVENT_VANISH
Definition: boss_renataki.cpp:41
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:656

References BossAI::_JustEngagedWith(), UnitAI::DoCastSelf(), EVENT_GOUGE, EVENT_THOUSAND_BLADES, EVENT_VANISH, and SPELL_THRASH.

◆ Reset()

void boss_renataki::boss_renatakiAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

57 {
58 _Reset();
60 _enraged = false;
64 }
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
void _Reset()
Definition: ScriptedCreature.cpp:624
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
uint32 GetDynamicFlags() const override
Definition: Unit.h:730
uint8 _thousandBladesCount
Definition: boss_renataki.cpp:254
uint32 _dynamicFlags
Definition: boss_renataki.cpp:253
GuidVector _thousandBladesTargets
Definition: boss_renataki.cpp:255

References _dynamicFlags, _enraged, BossAI::_Reset(), _thousandBladesCount, _thousandBladesTargets, Unit::GetDynamicFlags(), ScriptedAI::me, REACT_AGGRESSIVE, Creature::SetReactState(), and urand().

◆ UpdateAI()

void boss_renataki::boss_renatakiAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

130 {
131 if (!UpdateVictim())
132 return;
133
134 events.Update(diff);
135
137 return;
138
139 while (uint32 eventId = events.ExecuteEvent())
140 {
141 switch (eventId)
142 {
143 case EVENT_VANISH:
148 events.DelayEvents(5s);
149 events.ScheduleEvent(EVENT_AMBUSH, 5s);
150 events.ScheduleEvent(EVENT_VANISH, 38s, 45s);
151 return;
152 case EVENT_AMBUSH:
153 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1))
154 {
155 me->NearTeleportTo(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), me->GetOrientation());
156 DoCast(target, SPELL_AMBUSH, true);
157 }
161 break;
162 case EVENT_GOUGE:
164 events.ScheduleEvent(EVENT_GOUGE, 10s, 15s);
165 return;
167 {
168 if (_thousandBladesTargets.empty())
169 {
170 std::vector<Unit*> targetList;
172 for (ThreatContainer::StorageType::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
173 {
174 if (Unit* target = (*itr)->getTarget())
175 {
176 if (target->IsAlive() && target->IsWithinDist2d(me, 100.f))
177 {
178 targetList.push_back(target);
179 }
180 }
181 }
182
183 if (!targetList.empty())
184 {
186
187 // First get ranged targets
188 for (Unit* target : targetList)
189 {
190 if (!target->IsWithinMeleeRange(me))
191 {
192 _thousandBladesTargets.push_back(target->GetGUID());
193 }
194 }
195
197 {
198 // if still not enough, get melee targets
199 for (Unit* target : targetList)
200 {
201 if (target->IsWithinMeleeRange(me))
202 {
203 _thousandBladesTargets.push_back(target->GetGUID());
204 }
205 }
206 }
207
208 if (!_thousandBladesTargets.empty())
209 {
211 }
212 }
213 }
214
215 if (!_thousandBladesTargets.empty())
216 {
217 GuidVector::iterator itr = _thousandBladesTargets.begin();
218 std::advance(itr, urand(0, _thousandBladesTargets.size() - 1));
219
220 if (Unit* target = ObjectAccessor::GetUnit(*me, *itr))
221 {
223 }
224
225 if (_thousandBladesTargets.erase(itr) != _thousandBladesTargets.end())
226 {
227 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 500ms);
228 }
229 else
230 {
232 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 22s);
233 }
234 }
235 else
236 {
238 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 22s);
239 }
240 break;
241 }
242 default:
243 break;
244 }
245 }
246
249 }
std::uint32_t uint32
Definition: Define.h:107
@ SPELL_VANISH
Definition: boss_renataki.cpp:31
@ SPELL_AMBUSH
Definition: boss_renataki.cpp:32
@ SPELL_THOUSAND_BLADES
Definition: boss_renataki.cpp:34
@ EVENT_AMBUSH
Definition: boss_renataki.cpp:42
@ UNIT_DYNFLAG_TRACK_UNIT
Definition: SharedDefines.h:3122
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void RandomShuffle(C &container)
Definition: Containers.h:220
void RandomResize(C &container, std::size_t requestedSize)
Definition: Containers.h:79
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:199
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:248
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:280
std::list< HostileReference * > StorageType
Definition: ThreatMgr.h:147
ThreatContainer::StorageType const & GetThreatList() const
Definition: ThreatMgr.h:273
virtual void RemoveDynamicFlag(uint32 flag)
Definition: Object.h:124
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:123
float GetOrientation() const
Definition: Position.h:119
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:19979

References _dynamicFlags, _thousandBladesCount, _thousandBladesTargets, UnitAI::DoCast(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), UnitAI::DoMeleeAttackIfReady(), EVENT_AMBUSH, EVENT_GOUGE, EVENT_THOUSAND_BLADES, EVENT_VANISH, Unit::GetDynamicFlags(), Position::GetOrientation(), Creature::GetReactState(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), Unit::HasUnitState(), ScriptedAI::me, Unit::NearTeleportTo(), Acore::Containers::RandomResize(), Acore::Containers::RandomShuffle(), REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), UnitAI::SelectTarget(), Object::SetDynamicFlag(), Creature::SetReactState(), SPELL_AMBUSH, SPELL_GOUGE, SPELL_THOUSAND_BLADES, SPELL_VANISH, UNIT_DYNFLAG_TRACK_UNIT, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ _dynamicFlags

uint32 boss_renataki::boss_renatakiAI::_dynamicFlags
private

Referenced by Reset(), and UpdateAI().

◆ _enraged

bool boss_renataki::boss_renatakiAI::_enraged
private

Referenced by DamageTaken(), and Reset().

◆ _thousandBladesCount

uint8 boss_renataki::boss_renatakiAI::_thousandBladesCount
private

Referenced by Reset(), and UpdateAI().

◆ _thousandBladesTargets

GuidVector boss_renataki::boss_renatakiAI::_thousandBladesTargets
private

Referenced by Reset(), and UpdateAI().