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

Public Member Functions

 boss_gormokAI (Creature *pCreature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustReachedHome () override
 
void MoveInLineOfSight (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void SetGUID (ObjectGuid const &guid, int32 id) override
 
void JustDied (Unit *) override
 
void JustSummoned (Creature *summon) override
 
void DoAction (int32 param) override
 
void EnterEvadeMode (EvadeReason) 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 (Position const *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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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 >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (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)
 
WorldObject * GetSummoner () 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
 
virtual bool CanRespawn ()
 
virtual bool IsEscortNPC (bool=true) 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 SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (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 uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
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, int32 aura=0)
 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

InstanceScript * pInstance
 
EventMap events
 
SummonList summons
 
ObjectGuid PlayerGUID
 
- Public Attributes inherited from ScriptedAI
Creature * me
 

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 AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- 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_gormokAI()

boss_gormok::boss_gormokAI::boss_gormokAI ( Creature *  pCreature)
inline
358 : ScriptedAI(pCreature), summons(pCreature)
359 {
360 pInstance = pCreature->GetInstanceScript();
363 }
@ MOVEMENTFLAG_WALKING
Definition UnitDefines.h:380
@ REACT_PASSIVE
Definition Unit.h:574
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void AddUnitMovementFlag(uint32 f)
Definition Unit.h:778
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1247
Definition ScriptedCreature.h:202
Creature * me
Definition ScriptedCreature.h:292
InstanceScript * pInstance
Definition boss_northrend_beasts.cpp:365
SummonList summons
Definition boss_northrend_beasts.cpp:367

References Unit::AddUnitMovementFlag(), WorldObject::GetInstanceScript(), ScriptedAI::me, MOVEMENTFLAG_WALKING, pInstance, REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void boss_gormok::boss_gormokAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

517 {
518 switch (param)
519 {
522 break;
523 default:
524 break;
525 }
526 }
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
@ ACTION_DESPAWN_SUMMONS
Definition trial_of_the_crusader.h:383

References ACTION_DESPAWN_SUMMONS, SummonList::DespawnAll(), and summons.

◆ EnterEvadeMode()

void boss_gormok::boss_gormokAI::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

529 {
530 events.Reset();
533 if (pInstance)
535 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
events
Definition boss_sartura.cpp:43
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:754
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ TYPE_FAILED
Definition trial_of_the_crusader.h:44

References SummonList::DespawnAll(), ScriptedAI::me, pInstance, ZoneScript::SetData(), Unit::SetUnitFlag(), summons, TYPE_FAILED, and UNIT_FLAG_NON_ATTACKABLE.

◆ JustDied()

void boss_gormok::boss_gormokAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

504 {
506
507 if (pInstance)
509 }
@ DONE
Definition InstanceScript.h:61
@ ACTION_GORMOK_DIED
Definition boss_northrend_beasts.cpp:60
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:113
@ TYPE_GORMOK
Definition trial_of_the_crusader.h:46

References ACTION_GORMOK_DIED, SummonList::DoAction(), DONE, pInstance, ZoneScript::SetData(), summons, and TYPE_GORMOK.

◆ JustEngagedWith()

void boss_gormok::boss_gormokAI::JustEngagedWith ( Unit *  )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

378 {
379 me->setActive(true);
380 events.Reset();
381 events.RescheduleEvent(EVENT_SPELL_IMPALE, 9s, 10s);
382 events.RescheduleEvent(EVENT_SPELL_STAGGERING_STOMP, 15s);
383 events.RescheduleEvent(EVENT_PICK_SNOBOLD_TARGET, 16s, 24s);
384 }
@ EVENT_SPELL_IMPALE
Definition boss_northrend_beasts.cpp:47
@ EVENT_SPELL_STAGGERING_STOMP
Definition boss_northrend_beasts.cpp:48
@ EVENT_PICK_SNOBOLD_TARGET
Definition boss_northrend_beasts.cpp:49
void setActive(bool isActiveObject)
Definition Object.cpp:1091

References EVENT_PICK_SNOBOLD_TARGET, EVENT_SPELL_IMPALE, EVENT_SPELL_STAGGERING_STOMP, ScriptedAI::me, and WorldObject::setActive().

◆ JustReachedHome()

void boss_gormok::boss_gormokAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

387 {
388 me->setActive(false);
389 }

References ScriptedAI::me, and WorldObject::setActive().

◆ JustSummoned()

void boss_gormok::boss_gormokAI::JustSummoned ( Creature *  summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

512 {
513 summons.Summon(summon);
514 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References SummonList::Summon(), and summons.

◆ MoveInLineOfSight()

void boss_gormok::boss_gormokAI::MoveInLineOfSight ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

391{}

◆ Reset()

void boss_gormok::boss_gormokAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

371 {
372 events.Reset();
375 }
void Clear()
Definition ObjectGuid.h:141
ObjectGuid PlayerGUID
Definition boss_northrend_beasts.cpp:368

References ObjectGuid::Clear(), SummonList::DespawnAll(), PlayerGUID, and summons.

◆ SetGUID()

void boss_gormok::boss_gormokAI::SetGUID ( ObjectGuid const &  guid,
int32  id 
)
inlineoverridevirtual

Reimplemented from UnitAI.

456 {
457 if (id != DATA_RELEASED_SNOBOLD)
458 return;
459
460 Creature* snobold = ObjectAccessor::GetCreature(*me, guid);
461 if (!snobold)
462 return;
463
464 // Retail drops the Snobold 23 yards ahead of Gormok at hand height, even when he dies. The server
465 // places a hand passenger at Gormok's own position, so measure from him.
466 Position hand = me->GetPosition();
467 hand.m_positionZ += 6.5f;
468 Position dest = hand;
469 dest.m_positionX += 23.0f * std::cos(me->GetOrientation());
470 dest.m_positionY += 23.0f * std::sin(me->GetOrientation());
473
474 snobold->DisableSpline();
475 snobold->UpdatePosition(dest, true);
476
479
480 if (!me->IsAlive())
481 {
482 snobold->GetMotionMaster()->MoveFall();
483 return;
484 }
485
486 // A Fire Bomb started from the hand would block Rising Anger
487 snobold->InterruptNonMeleeSpells(false);
488 snobold->CastSpell(snobold, SPELL_RISING_ANGER, false);
489
490 Vehicle* kit = p ? p->GetVehicleKit() : nullptr;
491 if (kit && p->IsAlive() && !kit->GetPassenger(0) && !p->IsMounted() && !p->GetVehicle())
492 {
493 snobold->EnterVehicle(p, 0);
494 snobold->AI()->SetGUID(p->GetGUID(), DATA_SNOBOLD_CARRIER);
495 }
496 else
497 {
498 snobold->GetMotionMaster()->MoveFall();
499 snobold->AI()->DoAction(ACTION_SNOBOLD_MISSED);
500 }
501 }
#define CONTACT_DISTANCE
Definition ObjectDefines.h:23
@ ACTION_SNOBOLD_MISSED
Definition boss_northrend_beasts.cpp:61
@ DATA_RELEASED_SNOBOLD
Definition boss_northrend_beasts.cpp:66
@ DATA_SNOBOLD_CARRIER
Definition boss_northrend_beasts.cpp:67
@ SPELL_RISING_ANGER
Definition boss_northrend_beasts.cpp:35
Definition Creature.h:47
CreatureAI * AI() const
Definition Creature.h:143
StaticVMapCollisionData & GetStaticTree()
Definition MapCollisionData.h:84
MapCollisionData & GetMapCollisionData()
Definition Map.h:575
void MoveFall(uint32 id=0, bool addFlagForNPC=false)
The unit will fall. Used when in the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:782
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:120
Definition Player.h:1086
bool GetObjectHitPos(float x1, float y1, float z1, float x2, float y2, float z2, float &rx, float &ry, float &rz, float modifyDist) const
Definition MapCollisionData.cpp:89
virtual void DoAction(int32)
Definition UnitAI.h:217
virtual void SetGUID(ObjectGuid const &, int32=0)
Definition UnitAI.h:220
void EnterVehicle(Unit *base, int8 seatId=-1)
Definition Unit.cpp:15297
Vehicle * GetVehicle() const
Definition Unit.h:1948
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4079
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
bool IsAlive() const
Definition Unit.h:1812
void DisableSpline()
Definition Unit.cpp:763
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:15696
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:1378
bool IsMounted() const
Definition Unit.h:1908
Vehicle * GetVehicleKit() const
Definition Unit.h:1947
Definition Vehicle.h:28
Unit * GetPassenger(int8 seatId) const
Definition Vehicle.cpp:266
Map * GetMap() const
Definition Object.h:637
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:244
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234
Definition Position.h:27
float m_positionZ
Definition Position.h:57
float m_positionX
Definition Position.h:55
float GetPositionZ() const
Definition Position.h:123
float m_positionY
Definition Position.h:56
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
void GetPosition(float &x, float &y) const
Definition Position.h:126
float GetPositionY() const
Definition Position.h:122

References ACTION_SNOBOLD_MISSED, Creature::AI(), Unit::CastSpell(), ObjectGuid::Clear(), CONTACT_DISTANCE, DATA_RELEASED_SNOBOLD, DATA_SNOBOLD_CARRIER, Unit::DisableSpline(), UnitAI::DoAction(), Unit::EnterVehicle(), ObjectAccessor::GetCreature(), Object::GetGUID(), WorldObject::GetMap(), Map::GetMapCollisionData(), Unit::GetMotionMaster(), StaticVMapCollisionData::GetObjectHitPos(), Position::GetOrientation(), Vehicle::GetPassenger(), ObjectAccessor::GetPlayer(), Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), MapCollisionData::GetStaticTree(), Unit::GetVehicle(), Unit::GetVehicleKit(), Unit::InterruptNonMeleeSpells(), Unit::IsAlive(), Unit::IsMounted(), Position::m_positionX, Position::m_positionY, Position::m_positionZ, ScriptedAI::me, MotionMaster::MoveFall(), PlayerGUID, UnitAI::SetGUID(), SPELL_RISING_ANGER, and Unit::UpdatePosition().

◆ UpdateAI()

void boss_gormok::boss_gormokAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

394 {
395 if (!UpdateVictim())
396 return;
397
398 events.Update(diff);
399
401 return;
402
403 switch (events.ExecuteEvent())
404 {
405 case 0:
406 break;
409 {
410 if (Unit* victim = me->GetVictim())
411 me->CastSpell(victim, SPELL_IMPALE, false);
412 events.Repeat(9s, 10s);
413 }
414 else
415 events.Repeat(2500ms);
416 break;
418 me->CastSpell((Unit*)nullptr, SPELL_STAGGERING_STOMP, false);
419 events.Repeat(20s, 25s);
420 break;
422 if (Vehicle* vk = me->GetVehicleKit())
423 for( uint8 i = 0; i < 4; ++i )
424 if (Unit* snobold = vk->GetPassenger(i); snobold && !snobold->HasUnitState(UNIT_STATE_CASTING))
425 {
426 GuidVector validPlayers;
427 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
428 for( Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr )
429 {
430 // Players who can't carry a Snobold are still picked; the throw then falls short
431 if (Player* p = itr->GetSource())
432 if (p->IsAlive() && !p->IsGameMaster())
433 validPlayers.push_back(p->GetGUID());
434 }
435
436 if (!validPlayers.empty())
437 if (Player* p = ObjectAccessor::GetPlayer(*me, validPlayers.at(urand(0, validPlayers.size() - 1))))
438 {
439 // Untriggered so clients see the cast, as on retail. Its aura holds the Snobold in the
440 // hand and its expiry releases it, see SetGUID
441 snobold->CastSpell(me, SPELL_JUMP_TO_HAND, false);
443 PlayerGUID = p->GetGUID();
444 }
445
446 break;
447 }
448 events.Repeat(16s, 24s);
449 break;
450 }
451
453 }
std::uint8_t uint8
Definition Define.h:109
std::vector< ObjectGuid > GuidVector
Definition ObjectGuid.h:260
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ UNIT_FLAG_DISARMED
Definition UnitDefines.h:278
@ BASE_ATTACK
Definition Unit.h:223
@ SPELL_JUMP_TO_HAND
Definition boss_northrend_beasts.cpp:36
@ SPELL_STAGGERING_STOMP
Definition boss_northrend_beasts.cpp:34
@ SPELL_IMPALE
Definition boss_northrend_beasts.cpp:33
bool UpdateVictim()
Definition CreatureAI.cpp:350
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:335
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
Definition Unit.h:670
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:753
void setAttackTimer(WeaponAttackType type, int32 time)
Definition Unit.h:892
Unit * GetVictim() const
Definition Unit.h:910
bool HasUnitState(const uint32 f) const
Definition Unit.h:742

References BASE_ATTACK, MapRefMgr::begin(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), MapRefMgr::end(), EVENT_PICK_SNOBOLD_TARGET, EVENT_SPELL_IMPALE, EVENT_SPELL_STAGGERING_STOMP, WorldObject::GetMap(), ObjectAccessor::GetPlayer(), Map::GetPlayers(), Unit::GetVehicleKit(), Unit::GetVictim(), Unit::HasUnitFlag(), Unit::HasUnitState(), ScriptedAI::me, PlayerGUID, Unit::setAttackTimer(), SPELL_IMPALE, SPELL_JUMP_TO_HAND, SPELL_STAGGERING_STOMP, UNIT_FLAG_DISARMED, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ events

EventMap boss_gormok::boss_gormokAI::events

◆ pInstance

InstanceScript* boss_gormok::boss_gormokAI::pInstance

◆ PlayerGUID

ObjectGuid boss_gormok::boss_gormokAI::PlayerGUID

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

◆ summons

SummonList boss_gormok::boss_gormokAI::summons

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