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

Public Member Functions

 boss_high_astromancer_solarian (Creature *creature)
 
void Reset () override
 
void AttackStart (Unit *who) override
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustSummoned (Creature *summon) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
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()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
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)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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.
 
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.
 
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.
 
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.
 
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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_high_astromancer_solarian()

boss_high_astromancer_solarian::boss_high_astromancer_solarian ( Creature creature)
inline
67 : BossAI(creature, DATA_ASTROMANCER)
68 {
69 callForHelpRange = 105.0f;
70 }
Definition ScriptedCreature.h:485
float callForHelpRange
Definition ScriptedCreature.h:490
@ DATA_ASTROMANCER
Definition the_eye.h:30

References BossAI::callForHelpRange.

Member Function Documentation

◆ AttackStart()

void boss_high_astromancer_solarian::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

98 {
99 if (who && me->Attack(who, true))
100 {
101 me->GetMotionMaster()->MoveChase(who, 0.0f);
102 }
103 }
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:315
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:7272
Creature * me
Definition ScriptedCreature.h:281

References Unit::Attack(), Unit::GetMotionMaster(), ScriptedAI::me, and MotionMaster::MoveChase().

◆ JustDied()

void boss_high_astromancer_solarian::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

114 {
115 me->SetModelVisible(true);
117 BossAI::JustDied(killer);
118 }
@ SAY_DEATH
Definition boss_astromancer.cpp:30
void JustDied(Unit *) override
Definition ScriptedCreature.h:527
void SetModelVisible(bool on)
Definition Unit.cpp:11082
Talk
Definition hyjal.cpp:82

References BossAI::JustDied(), ScriptedAI::me, SAY_DEATH, and Unit::SetModelVisible().

◆ JustEngagedWith()

void boss_high_astromancer_solarian::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

121 {
125
126 scheduler.Schedule(3650ms, [this](TaskContext context)
127 {
128 me->GetMotionMaster()->Clear();
129 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, false, true, -SPELL_WRATH_OF_THE_ASTROMANCER))
130 {
132 }
133 else
134 {
135 //no targets in required range
136 me->GetMotionMaster()->MoveChase(me->GetVictim(), 30.0f);
137 me->CastStop();
138 }
139 context.Repeat(800ms, 7300ms);
140 }).Schedule(21800ms, [this](TaskContext context)
141 {
143 context.Repeat(21800ms, 23350ms);
144 }).Schedule(33900ms, [this](TaskContext context)
145 {
147 context.Repeat(33900ms, 48100ms);
148 }).Schedule(52100ms, [this](TaskContext context)
149 {
151 scheduler.DelayAll(22s);
153 scheduler.Schedule(1s, [this](TaskContext)
154 {
155 for (uint8 i = 0; i < 3; ++i)
156 {
157 float o = rand_norm() * 2 * M_PI;
158 if (i == 0)
159 {
161 }
162 else
163 {
165 }
166 }
167 }).Schedule(2s, [this](TaskContext)
168 {
170 }).Schedule(3s, [this](TaskContext)
171 {
173 me->SetModelVisible(false);
174 }).Schedule(7s, [this](TaskContext)
175 {
177 {
178 if (Creature* light = summon->ToCreature())
179 {
180 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
181 {
182 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
183 {
184 DoCast(light, SPELL_TRUE_BEAM);
185 me->SetPosition(*light);
186 me->StopMovingOnCurrentPos();
187 }
188 for (uint8 j = 0; j < 4; ++j)
189 {
190 me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
191 }
192 }
193 }
194 });
195 }).Schedule(23s, [this](TaskContext)
196 {
200 {
201 if (Creature* light = summon->ToCreature())
202 {
203 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
204 {
205 light->RemoveAllAuras();
206 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
207 {
208 me->RemoveAllAuras();
209 me->SetModelVisible(true);
210 }
211 else
212 {
213 me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
214 }
215 }
216 }
217 });
218 });
219 context.Repeat(87500ms, 91200ms);
220 });
221 }
std::uint8_t uint8
Definition Define.h:109
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:51
double rand_norm()
Definition Random.cpp:85
@ REACT_PASSIVE
Definition Unit.h:566
@ REACT_AGGRESSIVE
Definition Unit.h:568
#define PORTAL_Z
Definition boss_astromancer.cpp:60
@ NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT
Definition boss_astromancer.cpp:49
@ SAY_AGGRO
Definition boss_astromancer.cpp:27
@ SAY_SUMMON
Definition boss_astromancer.cpp:28
#define OUTER_PORTAL_RADIUS
Definition boss_astromancer.cpp:55
@ SPELL_BLINDING_LIGHT
Definition boss_astromancer.cpp:39
@ SPELL_TELEPORT_START_POSITION
Definition boss_astromancer.cpp:43
@ SPELL_WRATH_OF_THE_ASTROMANCER
Definition boss_astromancer.cpp:38
@ SPELL_ARCANE_MISSILES
Definition boss_astromancer.cpp:37
#define CENTER_Y
Definition boss_astromancer.cpp:57
#define INNER_PORTAL_RADIUS
Definition boss_astromancer.cpp:54
#define CENTER_Z
Definition boss_astromancer.cpp:58
#define CENTER_X
Definition boss_astromancer.cpp:56
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged - this happens after JustEnteredCombat.
Definition ScriptedCreature.h:525
SummonList summons
Definition ScriptedCreature.h:539
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition Creature.h:47
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void Clear(bool reset=true)
Definition MotionMaster.h:193
Creature * ToCreature()
Definition Object.h:206
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition ScriptedCreature.h:140
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition TaskScheduler.h:283
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
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:296
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:178
Definition Unit.h:664
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition Unit.cpp:1343
Unit * GetVictim() const
Definition Unit.h:903
void RemoveAllAuras()
Definition Unit.cpp:5580
Definition Object.h:475
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:2394
void DoResetThreatList()
Definition ScriptedCreature.cpp:473

References Unit::CastStop(), CENTER_X, CENTER_Y, CENTER_Z, MotionMaster::Clear(), TaskScheduler::DelayAll(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), SummonList::DoForAllSummons(), ScriptedAI::DoResetThreatList(), Unit::GetMotionMaster(), Unit::GetVictim(), INNER_PORTAL_RADIUS, BossAI::JustEngagedWith(), ScriptedAI::me, MotionMaster::MoveChase(), NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, OUTER_PORTAL_RADIUS, PORTAL_Z, rand_norm(), Random, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAllAuras(), TaskContext::Repeat(), SAY_AGGRO, SAY_SUMMON, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), Unit::SetModelVisible(), Creature::SetReactState(), SPELL_ARCANE_MISSILES, SPELL_BLINDING_LIGHT, SPELL_TELEPORT_START_POSITION, SPELL_WRATH_OF_THE_ASTROMANCER, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and Object::ToCreature().

◆ JustSummoned()

void boss_high_astromancer_solarian::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

237 {
238 summons.Summon(summon);
239 if (!summon->IsTrigger())
240 {
241 summon->SetInCombatWithZone();
242 }
243 }
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2789
bool IsTrigger() const
Definition Creature.h:80
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References Creature::IsTrigger(), Creature::SetInCombatWithZone(), and summons.

◆ KilledUnit()

void boss_high_astromancer_solarian::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

106 {
107 if (victim->IsPlayer() && roll_chance_i(50))
108 {
109 Talk(SAY_KILL);
110 }
111 }
bool roll_chance_i(int chance)
Definition Random.h:63
@ SAY_KILL
Definition boss_astromancer.cpp:29
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), roll_chance_i(), and SAY_KILL.

◆ Reset()

void boss_high_astromancer_solarian::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

73 {
75 me->SetModelVisible(true);
77
82 me->SetModelVisible(true);
84 scheduler.Schedule(3s, [this](TaskContext context)
85 {
87 context.Repeat(7s);
88 }).Schedule(7s, [this](TaskContext context)
89 {
91 context.Repeat(12s);
92 });
94 });
95 }
@ SAY_VOID
Definition boss_astromancer.cpp:31
@ SPELL_SOLARIAN_TRANSFORM
Definition boss_astromancer.cpp:36
@ SPELL_VOID_BOLT
Definition boss_astromancer.cpp:41
@ SPELL_PSYCHIC_SCREAM
Definition boss_astromancer.cpp:40
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:831
void Reset() override
Definition ScriptedCreature.h:524
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition Creature.h:432
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:277
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4302

References TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, REACT_AGGRESSIVE, TaskContext::Repeat(), BossAI::Reset(), Creature::ResumeChasingVictim(), SAY_VOID, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Unit::SetModelVisible(), Creature::SetReactState(), SPELL_PSYCHIC_SCREAM, SPELL_SOLARIAN_TRANSFORM, and SPELL_VOID_BOLT.

◆ UpdateAI()

void boss_high_astromancer_solarian::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

224 {
225 if (!UpdateVictim())
226 return;
227
228 scheduler.Update(diff);
229
231 {
233 }
234 }
bool UpdateVictim()
Definition CreatureAI.cpp:353
ReactStates GetReactState() const
Definition Creature.h:100
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40

References REACT_AGGRESSIVE.


The documentation for this struct was generated from the following file: