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 - this happens after JustEnteredCombat.
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
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()
 
- 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 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 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
 

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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_renatakiAI()

boss_renataki::boss_renatakiAI::boss_renatakiAI ( Creature creature)
inline
47: BossAI(creature, DATA_EDGE_OF_MADNESS) { }
Definition ScriptedCreature.h:485
@ DATA_EDGE_OF_MADNESS
Definition zulgurub.h:40

Member Function Documentation

◆ CanAIAttack()

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

Reimplemented from UnitAI.

80 {
82 {
83 // Check if target is the lowest threat (last in sorted list)
84 ThreatReference const* lowestRef = nullptr;
85 for (ThreatReference const* ref : me->GetThreatMgr().GetSortedThreatList())
86 lowestRef = ref; // Last iteration will have the lowest threat target
87
88 if (lowestRef && lowestRef->GetVictim() != target)
89 {
90 return !target->HasAura(SPELL_GOUGE);
91 }
92 }
93
94 return true;
95 }
@ SPELL_GOUGE
Definition boss_renataki.cpp:26
size_t GetThreatListSize() const
Definition ThreatManager.cpp:294
Definition ThreatManager.h:267
Unit * GetVictim() const
Definition ThreatManager.h:273
ThreatManager & GetThreatMgr()
Definition UnitAI.cpp:380
ThreatManager & GetThreatMgr()
Definition Unit.h:951
Creature * me
Definition ScriptedCreature.h:281

References ThreatManager::GetSortedThreatList(), ThreatManager::GetThreatListSize(), Unit::GetThreatMgr(), ThreatReference::GetVictim(), Unit::HasAura(), ScriptedAI::me, and SPELL_GOUGE.

◆ CanAlwaysBeDetectable()

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

Reimplemented from CreatureAI.

113 {
115 {
116 return seer->ToCreature() && seer->ToCreature()->IsPet();
117 }
118
119 return false;
120 }
@ REACT_PASSIVE
Definition Unit.h:566
ReactStates GetReactState() const
Definition Creature.h:100

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.

98 {
100 }
@ REACT_AGGRESSIVE
Definition Unit.h:568

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

◆ CanSeeAlways()

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

Reimplemented from CreatureAI.

103 {
105 {
106 return obj->ToCreature() && obj->ToCreature()->IsPet();
107 }
108
109 return false;
110 }

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 UnitAI.

70 {
71 if (!_enraged && HealthBelowPct(30))
72 {
73 me->TextEmote("%s becomes enraged", me, false);
75 _enraged = true;
76 }
77 }
@ SPELL_ENRAGE
Definition boss_renataki.cpp:29
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:178
virtual void TextEmote(std::string_view text, WorldObject const *target=nullptr, bool isBossEmote=false)
Definition Unit.cpp:17150
bool HealthBelowPct(uint32 pct) const
Definition ScriptedCreature.h:368
bool _enraged
Definition boss_renataki.cpp:244

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 - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

60 {
62 events.ScheduleEvent(EVENT_VANISH, 23s, 25s);
63 events.ScheduleEvent(EVENT_GOUGE, 5s, 10s);
64 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 20s);
65
67 }
@ SPELL_THRASH
Definition boss_renataki.cpp:28
@ EVENT_THOUSAND_BLADES
Definition boss_renataki.cpp:37
@ EVENT_GOUGE
Definition boss_renataki.cpp:36
@ EVENT_VANISH
Definition boss_renataki.cpp:34
events
Definition boss_sartura.cpp:43
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394

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 UnitAI.

50 {
51 _Reset();
53 _enraged = false;
57 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
void _Reset()
Definition ScriptedCreature.cpp:644
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
uint32 GetDynamicFlags() const override
Definition Unit.h:768
uint8 _thousandBladesCount
Definition boss_renataki.cpp:246
uint32 _dynamicFlags
Definition boss_renataki.cpp:245
GuidVector _thousandBladesTargets
Definition boss_renataki.cpp:247

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()

Implements UnitAI.

123 {
124 if (!UpdateVictim())
125 return;
126
127 events.Update(diff);
128
130 return;
131
132 while (uint32 eventId = events.ExecuteEvent())
133 {
134 switch (eventId)
135 {
136 case EVENT_VANISH:
141 events.DelayEvents(5s);
142 events.ScheduleEvent(EVENT_AMBUSH, 5s);
143 events.ScheduleEvent(EVENT_VANISH, 38s, 45s);
144 return;
145 case EVENT_AMBUSH:
146 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, false, false))
147 {
148 me->NearTeleportTo(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), me->GetOrientation());
149 DoCast(target, SPELL_AMBUSH, true);
150 }
154 break;
155 case EVENT_GOUGE:
157 events.ScheduleEvent(EVENT_GOUGE, 10s, 15s);
158 return;
160 {
161 if (_thousandBladesTargets.empty())
162 {
163 std::vector<Unit*> targetList;
164 for (ThreatReference const* ref : me->GetThreatMgr().GetUnsortedThreatList())
165 {
166 if (Unit* target = ref->GetVictim())
167 {
168 if (target->IsAlive() && target->IsWithinDist2d(me, 100.f))
169 {
170 targetList.push_back(target);
171 }
172 }
173 }
174
175 if (!targetList.empty())
176 {
178
179 // First get ranged targets
180 for (Unit* target : targetList)
181 {
182 if (!target->IsWithinMeleeRange(me))
183 {
184 _thousandBladesTargets.push_back(target->GetGUID());
185 }
186 }
187
189 {
190 // if still not enough, get melee targets
191 for (Unit* target : targetList)
192 {
193 if (target->IsWithinMeleeRange(me))
194 {
195 _thousandBladesTargets.push_back(target->GetGUID());
196 }
197 }
198 }
199
200 if (!_thousandBladesTargets.empty())
201 {
203 }
204 }
205 }
206
207 if (!_thousandBladesTargets.empty())
208 {
209 GuidVector::iterator itr = _thousandBladesTargets.begin();
210 std::advance(itr, urand(0, _thousandBladesTargets.size() - 1));
211
212 if (Unit* target = ObjectAccessor::GetUnit(*me, *itr))
213 {
215 }
216
217 if (_thousandBladesTargets.erase(itr) != _thousandBladesTargets.end())
218 {
219 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 500ms);
220 }
221 else
222 {
224 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 22s);
225 }
226 }
227 else
228 {
230 events.ScheduleEvent(EVENT_THOUSAND_BLADES, 15s, 22s);
231 }
232 break;
233 }
234 default:
235 break;
236 }
237 }
238
241 }
std::uint32_t uint32
Definition Define.h:107
@ UNIT_DYNFLAG_TRACK_UNIT
Definition SharedDefines.h:3357
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_VANISH
Definition boss_renataki.cpp:24
@ SPELL_AMBUSH
Definition boss_renataki.cpp:25
@ SPELL_THOUSAND_BLADES
Definition boss_renataki.cpp:27
@ EVENT_AMBUSH
Definition boss_renataki.cpp:35
bool UpdateVictim()
Definition CreatureAI.cpp:353
virtual void RemoveDynamicFlag(uint32 flag)
Definition Object.h:126
virtual void SetDynamicFlag(uint32 flag)
Definition Object.h:125
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:285
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
Definition Unit.h:664
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5157
Unit * GetVictim() const
Definition Unit.h:903
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition Unit.cpp:15921
void RandomShuffle(C &container)
Definition Containers.h:230
void RandomResize(C &container, std::size_t requestedSize)
Definition Containers.h:79
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:199
float GetOrientation() const
Definition Position.h:124

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(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), ThreatManager::GetUnsortedThreatList(), Unit::GetVictim(), Unit::HasUnitState(), ScriptedAI::me, Unit::NearTeleportTo(), Random, 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().


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