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boss_victor_nefarius::boss_victor_nefariusAI Struct Reference
Inheritance diagram for boss_victor_nefarius::boss_victor_nefariusAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_victor_nefariusAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustReachedHome () override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void DoAction (int32 action) override
 
void JustDied (Unit *) override
 
void BeginEvent ()
 
void SetData (uint32 type, uint32 data) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void sGossipSelect (Player *player, uint32 sender, uint32 action) override
 
- 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 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 ()
 
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)
 
- 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 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 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

uint32 KilledAdds
 
uint32 _nefarianRightTunnel
 
uint32 _nefarianLeftTunnel
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_victor_nefariusAI()

boss_victor_nefarius::boss_victor_nefariusAI::boss_victor_nefariusAI ( Creature creature)
inline
241 : BossAI(creature, DATA_NEFARIAN)
242 {
243 Initialize();
244
247
249 {
250 // Victor Nefarius weekly mechanic drakonid spawn
251 // Pick 2 drakonids and keep them for the whole save duration (the drakonids can't be repeated).
252 std::vector<uint32> nefarianDrakonidSpawners = { NPC_BLACK_SPAWNER, NPC_BLUE_SPAWNER, NPC_BRONZE_SPAWNER, NPC_GREEN_SPAWNER, NPC_RED_SPAWNER };
253 Acore::Containers::RandomResize(nefarianDrakonidSpawners, 2);
254
255 _nefarianRightTunnel = nefarianDrakonidSpawners[0];
256 _nefarianLeftTunnel = nefarianDrakonidSpawners[1];
257
258 // save it to instance
261 }
262 }
@ DATA_NEFARIAN_RIGHT_TUNNEL
Definition blackwing_lair.h:119
@ DATA_NEFARIAN_LEFT_TUNNEL
Definition blackwing_lair.h:118
@ DATA_NEFARIAN
Definition blackwing_lair.h:38
@ NPC_RED_SPAWNER
Definition blackwing_lair.h:72
@ NPC_BRONZE_SPAWNER
Definition blackwing_lair.h:74
@ NPC_BLACK_SPAWNER
Definition blackwing_lair.h:71
@ NPC_BLUE_SPAWNER
Definition blackwing_lair.h:75
@ NPC_GREEN_SPAWNER
Definition blackwing_lair.h:73
Definition ScriptedCreature.h:467
InstanceScript *const instance
Definition ScriptedCreature.h:474
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
void RandomResize(C &container, std::size_t requestedSize)
Definition Containers.h:79
uint32 _nefarianLeftTunnel
Definition boss_nefarian.cpp:525
void Initialize()
Definition boss_nefarian.cpp:264
uint32 _nefarianRightTunnel
Definition boss_nefarian.cpp:524

References _nefarianLeftTunnel, _nefarianRightTunnel, DATA_NEFARIAN_LEFT_TUNNEL, DATA_NEFARIAN_RIGHT_TUNNEL, ZoneScript::GetData(), Initialize(), BossAI::instance, NPC_BLACK_SPAWNER, NPC_BLUE_SPAWNER, NPC_BRONZE_SPAWNER, NPC_GREEN_SPAWNER, NPC_RED_SPAWNER, Acore::Containers::RandomResize(), and ZoneScript::SetData().

Member Function Documentation

◆ BeginEvent()

void boss_victor_nefarius::boss_victor_nefariusAI::BeginEvent ( )
inline
368 {
370
372
374 me->SetCombatMovement(false);
375 me->SetImmuneToPC(false);
377 events.ScheduleEvent(EVENT_SHADOWBLINK, 500ms);
378 events.ScheduleEvent(EVENT_SHADOW_BOLT, 3s);
379 events.ScheduleEvent(EVENT_SHADOW_BOLT_VOLLEY, 13s, 15s);
380 events.ScheduleEvent(EVENT_FEAR, 10s, 20s);
381 events.ScheduleEvent(EVENT_SILENCE, 20s, 25s);
382 events.ScheduleEvent(EVENT_MIND_CONTROL, 30s, 35s);
383 events.ScheduleEvent(EVENT_SPAWN_ADDS, 10s);
384 }
@ SAY_GAMESBEGIN_2
Definition boss_nefarian.cpp:78
@ SPELL_NEFARIANS_BARRIER
Definition boss_nefarian.cpp:146
@ EVENT_SHADOW_BOLT_VOLLEY
Definition boss_nefarian.cpp:40
@ EVENT_MIND_CONTROL
Definition boss_nefarian.cpp:43
@ EVENT_FEAR
Definition boss_nefarian.cpp:41
@ EVENT_SPAWN_ADDS
Definition boss_nefarian.cpp:36
@ EVENT_SHADOWBLINK
Definition boss_nefarian.cpp:44
@ EVENT_SILENCE
Definition boss_nefarian.cpp:42
@ EVENT_SHADOW_BOLT
Definition boss_nefarian.cpp:39
events
Definition boss_sartura.cpp:43
void _JustEngagedWith()
Definition ScriptedCreature.cpp:657
void SetCombatMovement(bool allowMovement)
Definition Creature.cpp:3871
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13652
Talk
Definition hyjal.cpp:82
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210
Creature * me
Definition ScriptedCreature.h:280

References BossAI::_JustEngagedWith(), ScriptedAI::AttackStart(), UnitAI::DoCast(), EVENT_FEAR, EVENT_MIND_CONTROL, EVENT_SHADOW_BOLT, EVENT_SHADOW_BOLT_VOLLEY, EVENT_SHADOWBLINK, EVENT_SILENCE, EVENT_SPAWN_ADDS, ScriptedAI::me, Random, SAY_GAMESBEGIN_2, UnitAI::SelectTarget(), Creature::SetCombatMovement(), Unit::SetImmuneToPC(), and SPELL_NEFARIANS_BARRIER.

Referenced by UpdateAI().

◆ DoAction()

void boss_victor_nefarius::boss_victor_nefariusAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

328 {
329 if (action == ACTION_RESET)
330 {
333 }
334
335 if (action == ACTION_ADD_KILLED)
336 {
337 KilledAdds++;
338
340 {
342 {
343 nefarian->setActive(true);
344 nefarian->SetCanFly(true);
345 nefarian->SetDisableGravity(true);
346 nefarian->GetMotionMaster()->MovePath(NEFARIAN_PATH, false);
347 }
348
349 events.Reset();
351 me->SetVisible(false);
352 // Stop spawning adds
357 }
358 }
359 }
@ NPC_NEFARIAN
Definition blackwing_lair.h:68
Position const NefarianSpawn
Definition boss_nefarian.cpp:199
@ MAX_DRAKONID_KILLED
Definition boss_nefarian.cpp:190
@ SPELL_ROOT_SELF
Definition boss_nefarian.cpp:175
@ NEFARIAN_PATH
Definition boss_nefarian.cpp:110
@ ACTION_SPAWNER_STOP
Definition boss_nefarian.cpp:66
@ ACTION_RESET
Definition boss_nefarian.cpp:63
@ ACTION_ADD_KILLED
Definition boss_nefarian.cpp:65
SummonList summons
Definition ScriptedCreature.h:517
Definition Creature.h:43
Definition ScriptedCreature.h:167
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:102
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:390
void SetVisible(bool x)
Definition Unit.cpp:14283
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4809
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
uint32 KilledAdds
Definition boss_nefarian.cpp:523

References _nefarianLeftTunnel, _nefarianRightTunnel, ACTION_ADD_KILLED, ACTION_RESET, ACTION_SPAWNER_STOP, SummonList::DespawnAll(), SummonList::DoAction(), UnitAI::DoCastSelf(), KilledAdds, MAX_DRAKONID_KILLED, ScriptedAI::me, NEFARIAN_PATH, NefarianSpawn, NPC_NEFARIAN, Unit::RemoveAura(), Unit::SetVisible(), SPELL_ROOT_SELF, WorldObject::SummonCreature(), and BossAI::summons.

◆ Initialize()

void boss_victor_nefarius::boss_victor_nefariusAI::Initialize ( )
inline
265 {
266 KilledAdds = 0;
267 }

References KilledAdds.

Referenced by boss_victor_nefariusAI(), and Reset().

◆ JustDied()

void boss_victor_nefarius::boss_victor_nefariusAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

362 {
365 }
@ DONE
Definition InstanceScript.h:61
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:385
void SaveToDB()
Definition InstanceScript.cpp:41

References DATA_NEFARIAN, DONE, BossAI::instance, InstanceScript::SaveToDB(), and InstanceScript::SetBossState().

◆ JustReachedHome()

void boss_victor_nefarius::boss_victor_nefariusAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

305 {
306 Reset();
307 }
void Reset() override
Definition boss_nefarian.cpp:269

References Reset().

◆ JustSummoned()

void boss_victor_nefarius::boss_victor_nefariusAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

310 {
311 if (summon->GetEntry() != NPC_NEFARIAN)
312 {
313 BossAI::JustSummoned(summon);
314 }
315 }
void JustSummoned(Creature *summon) override
Definition ScriptedCreature.cpp:704
uint32 GetEntry() const
Definition Object.h:116

References Object::GetEntry(), BossAI::JustSummoned(), and NPC_NEFARIAN.

◆ Reset()

void boss_victor_nefarius::boss_victor_nefariusAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

270 {
271 Initialize();
272
274 {
275 if (Creature* nefarian = me->FindNearestCreature(NPC_NEFARIAN, 1000.0f, true))
276 {
277 // Nefarian is spawned and he didn't finish his intro path yet, despawn it manually.
278 if (nefarian->GetMotionMaster()->GetCurrentMovementGeneratorType() == MovementGeneratorType::WAYPOINT_MOTION_TYPE)
279 {
280 nefarian->DespawnOrUnsummon();
281 }
282 std::list<GameObject*> drakonidBones;
284 for (auto const& bones : drakonidBones)
285 {
286 bones->DespawnOrUnsummon();
287 }
288 }
289 else
290 {
291 _Reset();
292 }
293
294 me->SetVisible(true);
295 me->SetPhaseMask(1, true);
301 }
302 }
@ MAP_BLACKWING_LAIR
Definition AreaDefines.h:211
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
#define DEFAULT_VISIBILITY_INSTANCE
Definition ObjectDefines.h:41
@ FACTION_FRIENDLY
Definition SharedDefines.h:201
@ UNIT_STAND_STATE_SIT_HIGH_CHAIR
Definition UnitDefines.h:38
@ UNIT_NPC_FLAG_GOSSIP
Definition UnitDefines.h:315
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ GO_DRAKONID_BONES
Definition boss_nefarian.cpp:115
void _Reset()
Definition ScriptedCreature.cpp:624
void SetFaction(uint32 faction)
Definition Unit.cpp:10096
void SetNpcFlag(NPCFlags flags)
Definition Unit.h:719
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition Unit.cpp:19096
void SetStandState(uint8 state)
Definition Unit.cpp:16759
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:704
uint32 GetMapId() const
Definition Position.h:280
void GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition Object.cpp:2506
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2459

References BossAI::_Reset(), DEFAULT_VISIBILITY_INSTANCE, FACTION_FRIENDLY, WorldObject::FindNearestCreature(), WorldObject::GetGameObjectListWithEntryInGrid(), WorldLocation::GetMapId(), GO_DRAKONID_BONES, Initialize(), MAP_BLACKWING_LAIR, ScriptedAI::me, NPC_NEFARIAN, Unit::RemoveAura(), Unit::RemoveUnitFlag(), Unit::SetFaction(), Unit::SetNpcFlag(), Unit::SetPhaseMask(), Unit::SetStandState(), Unit::SetVisible(), SPELL_NEFARIANS_BARRIER, UNIT_FLAG_NOT_SELECTABLE, UNIT_NPC_FLAG_GOSSIP, UNIT_STAND_STATE_SIT_HIGH_CHAIR, and WAYPOINT_MOTION_TYPE.

Referenced by JustReachedHome().

◆ SetData()

void boss_victor_nefarius::boss_victor_nefariusAI::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

387 {
388 if (type == 1 && data == 1)
389 {
390 me->StopMoving();
391 events.ScheduleEvent(EVENT_PATH_2, 9s);
392 }
393
394 if (type == 1 && data == 2)
395 events.ScheduleEvent(EVENT_SUCCESS_1, 5s);
396 }
@ EVENT_SUCCESS_1
Definition boss_nefarian.cpp:56
@ EVENT_PATH_2
Definition boss_nefarian.cpp:54
void StopMoving()
Definition Unit.cpp:16683

References EVENT_PATH_2, EVENT_SUCCESS_1, ScriptedAI::me, and Unit::StopMoving().

◆ sGossipSelect()

void boss_victor_nefarius::boss_victor_nefariusAI::sGossipSelect ( Player player,
uint32  sender,
uint32  action 
)
inlineoverridevirtual

Reimplemented from UnitAI.

503 {
504 if (sender == GOSSIP_ID && action == GOSSIP_OPTION_ID)
505 {
506 // pussywizard:
509 return;
510
511 CloseGossipMenuFor(player);
513 events.ScheduleEvent(EVENT_START_EVENT, 4s);
518 me->SetImmuneToPC(true);
519 }
520 }
void CloseGossipMenuFor(Player *player)
Definition ScriptedGossip.cpp:56
@ FACTION_DRAGONFLIGHT_BLACK
Definition SharedDefines.h:210
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ SAY_GAMESBEGIN_1
Definition boss_nefarian.cpp:77
@ GOSSIP_OPTION_ID
Definition boss_nefarian.cpp:103
@ GOSSIP_ID
Definition boss_nefarian.cpp:102
@ EVENT_START_EVENT
Definition boss_nefarian.cpp:38
Definition InstanceScript.h:143
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:242
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:720
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:703
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203

References CloseGossipMenuFor(), DATA_NEFARIAN, DONE, EVENT_START_EVENT, FACTION_DRAGONFLIGHT_BLACK, InstanceScript::GetBossState(), WorldObject::GetInstanceScript(), GOSSIP_ID, GOSSIP_OPTION_ID, BossAI::instance, ScriptedAI::me, Unit::RemoveNpcFlag(), SAY_GAMESBEGIN_1, Unit::SetFaction(), Unit::SetImmuneToPC(), Unit::SetStandState(), Unit::SetUnitFlag(), UNIT_FLAG_NOT_SELECTABLE, UNIT_NPC_FLAG_GOSSIP, and UNIT_STAND_STATE_STAND.

◆ SummonedCreatureDies()

void boss_victor_nefarius::boss_victor_nefariusAI::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

318 {
319 if (summon->GetEntry() == NPC_NEFARIAN)
320 {
323 me->KillSelf();
324 }
325 }
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:54
void KillSelf(bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.h:1159

References _nefarianLeftTunnel, _nefarianRightTunnel, SummonList::DespawnEntry(), Object::GetEntry(), Unit::KillSelf(), ScriptedAI::me, NPC_NEFARIAN, and BossAI::summons.

◆ UpdateAI()

void boss_victor_nefarius::boss_victor_nefariusAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

399 {
400 if (!UpdateVictim())
401 {
402 events.Update(diff);
403
404 while (uint32 eventId = events.ExecuteEvent())
405 {
406 switch (eventId)
407 {
408 case EVENT_PATH_2:
410 events.ScheduleEvent(EVENT_CHAOS_1, 7s);
411 break;
412 case EVENT_CHAOS_1:
413 if (Creature* gyth = me->FindNearestCreature(NPC_GYTH, 75.0f, true))
414 {
415 me->SetFacingToObject(gyth);
417 }
418 events.ScheduleEvent(EVENT_CHAOS_2, 2s);
419 break;
420 case EVENT_CHAOS_2:
422 me->SetFacingTo(1.570796f);
423 break;
424 case EVENT_SUCCESS_1:
425 if (Unit* player = me->SelectNearestPlayer(60.0f))
426 {
427 me->SetFacingToObject(player);
429 if (GameObject* portcullis1 = me->FindNearestGameObject(GO_PORTCULLIS_ACTIVE, 65.0f))
430 portcullis1->SetGoState(GO_STATE_ACTIVE);
432 portcullis2->SetGoState(GO_STATE_ACTIVE);
433 }
434 events.ScheduleEvent(EVENT_SUCCESS_2, 4s);
435 break;
436 case EVENT_SUCCESS_2:
438 me->DespawnOrUnsummon(1000);
439 break;
440 case EVENT_PATH_3:
442 break;
444 BeginEvent();
445 break;
446 default:
447 break;
448 }
449 }
450 return;
451 }
452
453 // Only do this if we haven't spawned nefarian yet
455 {
456 events.Update(diff);
457
459 return;
460
461 while (uint32 eventId = events.ExecuteEvent())
462 {
463 switch (eventId)
464 {
467 events.ScheduleEvent(EVENT_SHADOW_BOLT, 2s, 4s);
468 break;
471 events.ScheduleEvent(EVENT_SHADOW_BOLT_VOLLEY, 19s, 25s);
472 break;
473 case EVENT_FEAR:
475 events.ScheduleEvent(EVENT_FEAR, 10s, 20s);
476 break;
477 case EVENT_SILENCE:
479 events.ScheduleEvent(EVENT_SILENCE, 14s,23s);
480 break;
483 events.ScheduleEvent(EVENT_MIND_CONTROL, 24s, 30s);
484 break;
487 events.ScheduleEvent(EVENT_SHADOWBLINK, 30s, 40s);
488 break;
489 case EVENT_SPAWN_ADDS:
490 // Spawn the spawners.
493 break;
494 }
495
497 return;
498 }
499 }
500 }
std::uint32_t uint32
Definition Define.h:107
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ GO_PORTCULLIS_TOBOSSROOMS
Definition boss_nefarian.cpp:117
@ GO_PORTCULLIS_ACTIVE
Definition boss_nefarian.cpp:116
@ SAY_CHAOS_SPELL
Definition boss_nefarian.cpp:73
@ SAY_SUCCESS
Definition boss_nefarian.cpp:74
@ NPC_GYTH
Definition boss_nefarian.cpp:127
@ SPELL_SHADOW_COMMAND
Definition boss_nefarian.cpp:140
@ SPELL_SHADOWBLINK
Definition boss_nefarian.cpp:142
@ SPELL_SILENCE
Definition boss_nefarian.cpp:139
@ SPELL_FEAR
Definition boss_nefarian.cpp:141
@ SPELL_SHADOWBOLT
Definition boss_nefarian.cpp:137
@ SPELL_CHROMATIC_CHAOS
Definition boss_nefarian.cpp:134
@ SPELL_SHADOWBOLT_VOLLEY
Definition boss_nefarian.cpp:138
@ SPELL_VAELASTRASZZ_SPAWN
Definition boss_nefarian.cpp:135
@ NEFARIUS_PATH_2
Definition boss_nefarian.cpp:108
@ NEFARIUS_PATH_3
Definition boss_nefarian.cpp:109
@ EVENT_CHAOS_1
Definition boss_nefarian.cpp:52
@ EVENT_CHAOS_2
Definition boss_nefarian.cpp:53
@ EVENT_PATH_3
Definition boss_nefarian.cpp:55
@ EVENT_SUCCESS_2
Definition boss_nefarian.cpp:57
Position const spawnerPositions[2]
Definition boss_nefarian.cpp:193
bool UpdateVictim()
Definition CreatureAI.cpp:282
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2177
Definition GameObject.h:120
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
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:259
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:248
Definition Unit.h:620
void SetFacingTo(float ori)
Definition Unit.cpp:20327
MotionMaster * GetMotionMaster()
Definition Unit.h:1664
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20337
bool HasUnitState(const uint32 f) const
Definition Unit.h:691
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition Object.cpp:2468
Player * SelectNearestPlayer(float distance=0) const
Definition Object.cpp:2486
void BeginEvent()
Definition boss_nefarian.cpp:367

References _nefarianLeftTunnel, _nefarianRightTunnel, BeginEvent(), Creature::DespawnOrUnsummon(), UnitAI::DoCast(), UnitAI::DoCastAOE(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), EVENT_CHAOS_1, EVENT_CHAOS_2, EVENT_FEAR, EVENT_MIND_CONTROL, EVENT_PATH_2, EVENT_PATH_3, EVENT_SHADOW_BOLT, EVENT_SHADOW_BOLT_VOLLEY, EVENT_SHADOWBLINK, EVENT_SILENCE, EVENT_SPAWN_ADDS, EVENT_START_EVENT, EVENT_SUCCESS_1, EVENT_SUCCESS_2, WorldObject::FindNearestCreature(), WorldObject::FindNearestGameObject(), Unit::GetMotionMaster(), GO_PORTCULLIS_ACTIVE, GO_PORTCULLIS_TOBOSSROOMS, GO_STATE_ACTIVE, Unit::HasUnitState(), KilledAdds, MAX_DRAKONID_KILLED, ScriptedAI::me, MotionMaster::MovePath(), NEFARIUS_PATH_2, NEFARIUS_PATH_3, NPC_GYTH, SAY_CHAOS_SPELL, SAY_SUCCESS, WorldObject::SelectNearestPlayer(), Unit::SetFacingTo(), Unit::SetFacingToObject(), spawnerPositions, SPELL_CHROMATIC_CHAOS, SPELL_FEAR, SPELL_SHADOW_COMMAND, SPELL_SHADOWBLINK, SPELL_SHADOWBOLT, SPELL_SHADOWBOLT_VOLLEY, SPELL_SILENCE, SPELL_VAELASTRASZZ_SPAWN, WorldObject::SummonCreature(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _nefarianLeftTunnel

uint32 boss_victor_nefarius::boss_victor_nefariusAI::_nefarianLeftTunnel
private

◆ _nefarianRightTunnel

uint32 boss_victor_nefarius::boss_victor_nefariusAI::_nefarianRightTunnel
private

◆ KilledAdds

uint32 boss_victor_nefarius::boss_victor_nefariusAI::KilledAdds
private

Referenced by DoAction(), Initialize(), and UpdateAI().


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