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

Public Member Functions

 boss_nothAI (Creature *c)
 
void StartGroundPhase ()
 
void StartBalconyPhase ()
 
void SummonHelper (uint32 entry, uint32 count)
 
bool IsInRoom ()
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void JustDied (Unit *killer) override
 
void KilledUnit (Unit *who) 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 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)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
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.
 
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.
 
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.
 
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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (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 *)
 
virtual void OwnerAttacked (Unit *)
 
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 ()
 
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 InitializeAI ()
 
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:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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
 

Public Attributes

uint8 timesInBalcony
 
EventMap events
 
SummonList summons
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- 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 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_nothAI()

boss_noth::boss_nothAI::boss_nothAI ( Creature c)
inlineexplicit
92 {}
Definition ScriptedCreature.h:467
@ BOSS_NOTH
Definition naxxramas.h:30
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition boss_noth.cpp:96

Member Function Documentation

◆ EnterEvadeMode()

void boss_noth::boss_nothAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

154 {
157 }
@ UNIT_STATE_ROOT
Definition UnitDefines.h:180
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:208
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition Unit.cpp:18072

References CreatureAI::EnterEvadeMode(), ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

Referenced by IsInRoom().

◆ IsInRoom()

bool boss_noth::boss_nothAI::IsInRoom ( )
inline
133 {
134 if (me->GetExactDist(2684.8f, -3502.5f, 261.3f) > 80.0f)
135 {
137 return false;
138 }
139 return true;
140 }
@ EVADE_REASON_OTHER
Definition CreatureAI.h:93
float GetExactDist(float x, float y, float z) const
Definition Position.h:182
void EnterEvadeMode(EvadeReason why) override
Definition boss_noth.cpp:153

References EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, Position::GetExactDist(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ JustDied()

void boss_noth::boss_nothAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

173 {
174 if (me->GetPositionZ() > 270.27f)
175 {
178 }
179 BossAI::JustDied(killer);
181 }
@ UNIT_FLAG_DISABLE_MOVE
Definition UnitDefines.h:252
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ SAY_DEATH
Definition boss_noth.cpp:27
const Position nothPosition
Definition boss_noth.cpp:77
void JustDied(Unit *) override
Definition ScriptedCreature.h:505
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition Unit.cpp:20017
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
Talk
Definition hyjal.cpp:82
float GetPositionZ() const
Definition Position.h:123
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), BossAI::JustDied(), ScriptedAI::me, Unit::NearTeleportTo(), nothPosition, Unit::RemoveUnitFlag(), SAY_DEATH, UNIT_FLAG_DISABLE_MOVE, and UNIT_FLAG_NOT_SELECTABLE.

◆ JustEngagedWith()

void boss_noth::boss_nothAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

160 {
164 }
@ SAY_AGGRO
Definition boss_noth.cpp:24
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
void StartGroundPhase()
Definition boss_noth.cpp:98

References BossAI::JustEngagedWith(), SAY_AGGRO, and StartGroundPhase().

◆ JustSummoned()

void boss_noth::boss_nothAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

167 {
168 summons.Summon(summon);
169 summon->SetInCombatWithZone();
170 }
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2825
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References Creature::SetInCombatWithZone(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_noth::boss_nothAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

184 {
185 if (!who->IsPlayer())
186 return;
187
188 Talk(SAY_SLAY);
190 }
@ SAY_SLAY
Definition boss_noth.cpp:26
InstanceScript *const instance
Definition ScriptedCreature.h:474
void StorePersistentData(uint32 index, uint32 data)
Definition InstanceScript.cpp:422
bool IsPlayer() const
Definition Object.h:200
@ PERSISTENT_DATA_IMMORTAL_FAIL
Definition naxxramas.h:88

References BossAI::instance, Object::IsPlayer(), PERSISTENT_DATA_IMMORTAL_FAIL, SAY_SLAY, and InstanceScript::StorePersistentData().

◆ Reset()

void boss_noth::boss_nothAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

143 {
145 events.Reset();
150 timesInBalcony = 0;
151 }
@ REACT_AGGRESSIVE
Definition Unit.h:550
@ SPELL_TELEPORT_BACK
Definition boss_noth.cpp:43
events
Definition boss_sartura.cpp:43
void Reset() override
Definition ScriptedCreature.h:502
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
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:1178
uint8 timesInBalcony
Definition boss_noth.cpp:94

References Unit::CastSpell(), SummonList::DespawnAll(), ScriptedAI::me, REACT_AGGRESSIVE, BossAI::Reset(), Unit::SetControlled(), Creature::SetReactState(), SPELL_TELEPORT_BACK, summons, timesInBalcony, and UNIT_STATE_ROOT.

◆ StartBalconyPhase()

void boss_noth::boss_nothAI::StartBalconyPhase ( )
inline
114 {
116 me->AttackStop();
119 events.Reset();
120 events.ScheduleEvent(EVENT_BALCONY_SUMMON_ANNOUNCE, 4s);
121 events.ScheduleEvent(EVENT_MOVE_TO_GROUND, 70s);
122 }
@ REACT_PASSIVE
Definition Unit.h:548
@ EVENT_BALCONY_SUMMON_ANNOUNCE
Definition boss_noth.cpp:57
@ EVENT_MOVE_TO_GROUND
Definition boss_noth.cpp:55
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10448

References Unit::AttackStop(), EVENT_BALCONY_SUMMON_ANNOUNCE, EVENT_MOVE_TO_GROUND, ScriptedAI::me, REACT_PASSIVE, Unit::SetControlled(), Creature::SetReactState(), Unit::SetUnitFlag(), UNIT_FLAG_DISABLE_MOVE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

Referenced by UpdateAI().

◆ StartGroundPhase()

void boss_noth::boss_nothAI::StartGroundPhase ( )
inline
99 {
103 events.Reset();
104 events.ScheduleEvent(EVENT_MOVE_TO_BALCONY, 110s);
105 events.ScheduleEvent(EVENT_CURSE, 15s);
107 if (Is25ManRaid())
108 {
109 events.ScheduleEvent(EVENT_BLINK, 26s);
110 }
111 }
@ EVENT_CURSE
Definition boss_noth.cpp:50
@ EVENT_BLINK
Definition boss_noth.cpp:54
@ EVENT_MOVE_TO_BALCONY
Definition boss_noth.cpp:53
@ EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE
Definition boss_noth.cpp:52
bool Is25ManRaid() const
Definition ScriptedCreature.h:385

References EVENT_BLINK, EVENT_CURSE, EVENT_MOVE_TO_BALCONY, EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE, ScriptedAI::Is25ManRaid(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::SetControlled(), Creature::SetReactState(), UNIT_FLAG_DISABLE_MOVE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

Referenced by JustEngagedWith(), and UpdateAI().

◆ SummonHelper()

void boss_noth::boss_nothAI::SummonHelper ( uint32  entry,
uint32  count 
)
inline
125 {
126 for (uint8 i = 0; i < count; ++i)
127 {
129 }
130 }
std::uint8_t uint8
Definition Define.h:109
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
const Position summoningPosition[5]
Definition boss_noth.cpp:68
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:2368

References ScriptedAI::me, WorldObject::SummonCreature(), summoningPosition, and urand().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_noth::boss_nothAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

193 {
194 if (!IsInRoom())
195 return;
196
197 if (!UpdateVictim())
198 return;
199
200 events.Update(diff);
202 return;
203
204 switch (events.ExecuteEvent())
205 {
206 // GROUND
207 case EVENT_CURSE:
208 if (events.GetPhaseMask() == 0)
209 {
211 }
212 events.Repeat(25s);
213 break;
217 events.Repeat(30s);
218 events.ScheduleEvent(EVENT_SUMMON_PLAGUED_WARRIOR_REAL, 4s);
219 break;
223 break;
226 me->CastSpell(me, SPELL_TELEPORT, true);
228 break;
229 case EVENT_BLINK:
232 me->CastSpell(me, SPELL_BLINK, true);
234 events.Repeat(30s);
235 break;
236 // BALCONY
239 events.Repeat(30s);
240 events.ScheduleEvent(EVENT_BALCONY_SUMMON_REAL, 4s);
241 break;
243 me->CastSpell(me, SPELL_SUMMON_PLAGUED_WARRIORS, true); // visual
244 switch (timesInBalcony)
245 {
246 case 0:
248 break;
249 case 1:
252 break;
253 default:
255 break;
256 }
257 break;
262 if (timesInBalcony == 3)
263 {
265 }
267 break;
268 }
271 }
@ SPELLVALUE_MAX_TARGETS
Definition SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ EMOTE_TELEPORT_BALCONY
Definition boss_noth.cpp:30
@ EMOTE_SUMMON
Definition boss_noth.cpp:28
@ EMOTE_TELEPORT_BACK
Definition boss_noth.cpp:31
@ SAY_SUMMON
Definition boss_noth.cpp:25
@ EMOTE_SUMMON_WAVE
Definition boss_noth.cpp:29
@ EMOTE_BLINK
Definition boss_noth.cpp:32
@ NPC_PLAGUED_CHAMPION
Definition boss_noth.cpp:64
@ NPC_PLAGUED_WARRIOR
Definition boss_noth.cpp:63
@ NPC_PLAGUED_GUARDIAN
Definition boss_noth.cpp:65
@ SPELL_BLINK
Definition boss_noth.cpp:45
@ SPELL_SUMMON_PLAGUED_WARRIORS
Definition boss_noth.cpp:41
@ SPELL_TELEPORT
Definition boss_noth.cpp:42
@ SPELL_CURSE_OF_THE_PLAGUEBRINGER_25
Definition boss_noth.cpp:38
@ SPELL_CURSE_OF_THE_PLAGUEBRINGER_10
Definition boss_noth.cpp:37
@ SPELL_CRIPPLE_10
Definition boss_noth.cpp:39
@ SPELL_BERSERK
Definition boss_noth.cpp:44
@ SPELL_CRIPPLE_25
Definition boss_noth.cpp:40
@ EVENT_SUMMON_PLAGUED_WARRIOR_REAL
Definition boss_noth.cpp:56
@ EVENT_BALCONY_SUMMON_REAL
Definition boss_noth.cpp:58
bool UpdateVictim()
Definition CreatureAI.cpp:280
bool HasReactState(ReactStates state) const
Definition Creature.h:97
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:390
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1235
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
void DoResetThreatList()
Definition ScriptedCreature.cpp:445
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition ScriptedCreature.h:404
bool IsInRoom()
Definition boss_noth.cpp:132
void SummonHelper(uint32 entry, uint32 count)
Definition boss_noth.cpp:124
void StartBalconyPhase()
Definition boss_noth.cpp:113

References Unit::CastCustomSpell(), Unit::CastSpell(), UnitAI::DoCastSelf(), UnitAI::DoMeleeAttackIfReady(), ScriptedAI::DoResetThreatList(), EMOTE_BLINK, EMOTE_SUMMON, EMOTE_SUMMON_WAVE, EMOTE_TELEPORT_BACK, EMOTE_TELEPORT_BALCONY, EVENT_BALCONY_SUMMON_ANNOUNCE, EVENT_BALCONY_SUMMON_REAL, EVENT_BLINK, EVENT_CURSE, EVENT_MOVE_TO_BALCONY, EVENT_MOVE_TO_GROUND, EVENT_SUMMON_PLAGUED_WARRIOR_ANNOUNCE, EVENT_SUMMON_PLAGUED_WARRIOR_REAL, Creature::HasReactState(), Unit::HasUnitState(), IsInRoom(), ScriptedAI::me, NPC_PLAGUED_CHAMPION, NPC_PLAGUED_GUARDIAN, NPC_PLAGUED_WARRIOR, ScriptedAI::RAID_MODE(), REACT_AGGRESSIVE, SAY_SUMMON, SPELL_BERSERK, SPELL_BLINK, SPELL_CRIPPLE_10, SPELL_CRIPPLE_25, SPELL_CURSE_OF_THE_PLAGUEBRINGER_10, SPELL_CURSE_OF_THE_PLAGUEBRINGER_25, SPELL_SUMMON_PLAGUED_WARRIORS, SPELL_TELEPORT, SPELL_TELEPORT_BACK, SPELLVALUE_MAX_TARGETS, StartBalconyPhase(), StartGroundPhase(), SummonHelper(), timesInBalcony, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_noth::boss_nothAI::events

◆ summons

SummonList boss_noth::boss_nothAI::summons

Referenced by JustSummoned(), and Reset().

◆ timesInBalcony

uint8 boss_noth::boss_nothAI::timesInBalcony

Referenced by Reset(), and UpdateAI().


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