AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_rend_blackhand Struct Reference
Inheritance diagram for boss_rend_blackhand:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_rend_blackhand (Creature *creature)
 
void Reset () override
 
void SummonedCreatureDies (Creature *, Unit *) override
 
void JustSummoned (Creature *summon) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why) override
 
void IsSummonedBy (WorldObject *) override
 
void JustDied (Unit *) override
 
void SummonedCreatureDespawn (Creature *creature) override
 
void SetData (uint32 type, uint32 data) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void SummonWave ()
 
- 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 SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void 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 _gythEvent
 
uint8 _currentWave
 
ObjectGuid _victorGUID
 
ObjectGuid _waveDoorGUID
 

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_rend_blackhand()

boss_rend_blackhand::boss_rend_blackhand ( Creature creature)
inline
@ DATA_WARCHIEF_REND_BLACKHAND
Definition blackrock_spire.h:41
Definition ScriptedCreature.h:485

Member Function Documentation

◆ EnterEvadeMode()

void boss_rend_blackhand::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

163 {
168 }
@ FAIL
Definition InstanceScript.h:60
@ DATA_GYTH
Definition blackrock_spire.h:42
InstanceScript *const instance
Definition ScriptedCreature.h:492
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2126
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:390
Creature * me
Definition ScriptedCreature.h:281

References DATA_GYTH, DATA_WARCHIEF_REND_BLACKHAND, Creature::DespawnOrUnsummon(), BossAI::EnterEvadeMode(), FAIL, BossAI::instance, ScriptedAI::me, and InstanceScript::SetBossState().

◆ IsSummonedBy()

void boss_rend_blackhand::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

171 {
173 }
@ EMOTE_BLACKHAND_DISMOUNT
Definition boss_rend_blackhand.cpp:37
Talk
Definition hyjal.cpp:82

References EMOTE_BLACKHAND_DISMOUNT.

◆ JustDied()

void boss_rend_blackhand::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

176 {
177 _JustDied();
178 if (Creature* victor = me->FindNearestCreature(NPC_LORD_VICTOR_NEFARIUS, 75.0f, true))
179 victor->AI()->SetData(1, 2);
180
182 exitDoor->SetGoState(GO_STATE_ACTIVE);
183
185 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:708
@ DONE
Definition InstanceScript.h:61
@ NPC_LORD_VICTOR_NEFARIUS
Definition blackrock_spire.h:80
@ GO_GYTH_ENTRY_DOOR
Definition blackrock_spire.h:116
void _JustDied()
Definition ScriptedCreature.cpp:664
Definition Creature.h:47
Definition GameObject.h:120
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
GameObject * GetGameObject(ObjectGuid const &guid)
Definition Map.cpp:2341
Map * GetMap() const
Definition Object.h:625
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2499

References BossAI::_JustDied(), DATA_WARCHIEF_REND_BLACKHAND, DONE, WorldObject::FindNearestCreature(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_GYTH_ENTRY_DOOR, GO_STATE_ACTIVE, BossAI::instance, ScriptedAI::me, NPC_LORD_VICTOR_NEFARIUS, and InstanceScript::SetBossState().

◆ JustEngagedWith()

void boss_rend_blackhand::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

155 {
157 events.ScheduleEvent(EVENT_WHIRLWIND, 13s, 15s);
158 events.ScheduleEvent(EVENT_CLEAVE, 15s, 17s);
159 events.ScheduleEvent(EVENT_MORTAL_STRIKE, 17s, 19s);
160 }
@ EVENT_WHIRLWIND
Definition boss_rend_blackhand.cpp:97
@ EVENT_CLEAVE
Definition boss_rend_blackhand.cpp:98
@ EVENT_MORTAL_STRIKE
Definition boss_rend_blackhand.cpp:99
events
Definition boss_sartura.cpp:43
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677

References BossAI::_JustEngagedWith(), EVENT_CLEAVE, EVENT_MORTAL_STRIKE, and EVENT_WHIRLWIND.

◆ JustSummoned()

void boss_rend_blackhand::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

142 {
143 summons.Summon(summon);
144
145 if (summon->GetEntry() == NPC_GYTH)
146 {
148 return;
149 }
150
151 summon->AI()->DoZoneInCombat(nullptr, 100.0f);
152 }
@ NPC_GYTH
Definition blackrock_spire.h:73
SummonList summons
Definition ScriptedCreature.h:539
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:117
CreatureAI * AI() const
Definition Creature.h:143
uint32 GetEntry() const
Definition Object.h:117
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References Creature::AI(), Creature::DespawnOrUnsummon(), CreatureAI::DoZoneInCombat(), Object::GetEntry(), ScriptedAI::me, NPC_GYTH, SummonList::Summon(), and BossAI::summons.

◆ MovementInform()

void boss_rend_blackhand::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

221 {
222 if (type == WAYPOINT_MOTION_TYPE)
223 {
224 switch (id)
225 {
226 case 6:
227 events.ScheduleEvent(EVENT_TELEPORT_1, 2s);
228 break;
229 }
230 }
231 }
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ EVENT_TELEPORT_1
Definition boss_rend_blackhand.cpp:95

References EVENT_TELEPORT_1, and WAYPOINT_MOTION_TYPE.

◆ Reset()

void boss_rend_blackhand::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

107 {
108 _Reset();
109
111 {
113 me->SetImmuneToAll(false);
114 return;
115 }
116
118 me->SetImmuneToAll(true);
119 _gythEvent = false;
122 _currentWave = 0;
123
125
126 if (Creature* victor = me->FindNearestCreature(NPC_LORD_VICTOR_NEFARIUS, 5.0f, true))
127 victor->Respawn(true);
128
130 exitDoor->SetGoState(GO_STATE_ACTIVE);
131
133 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ NOT_STARTED
Definition InstanceScript.h:58
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ UNIT_FLAG_PREPARATION
Definition UnitDefines.h:262
void _Reset()
Definition ScriptedCreature.cpp:644
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
void Clear()
Definition ObjectGuid.h:138
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:924
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749
bool _gythEvent
Definition boss_rend_blackhand.cpp:416
ObjectGuid _waveDoorGUID
Definition boss_rend_blackhand.cpp:419
ObjectGuid _victorGUID
Definition boss_rend_blackhand.cpp:418
uint8 _currentWave
Definition boss_rend_blackhand.cpp:417

References _currentWave, _gythEvent, BossAI::_Reset(), _victorGUID, _waveDoorGUID, ObjectGuid::Clear(), DATA_GYTH, DATA_WARCHIEF_REND_BLACKHAND, SummonList::DespawnAll(), WorldObject::FindNearestCreature(), InstanceScript::GetBossState(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_GYTH_ENTRY_DOOR, GO_STATE_ACTIVE, IN_PROGRESS, BossAI::instance, ScriptedAI::me, NOT_STARTED, NPC_LORD_VICTOR_NEFARIUS, Unit::RemoveUnitFlag(), InstanceScript::SetBossState(), Unit::SetImmuneToAll(), Unit::SetUnitFlag(), BossAI::summons, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_PREPARATION.

◆ SetData()

void boss_rend_blackhand::SetData ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

196 {
197 if (type == AREATRIGGER && data == AREATRIGGER_BLACKROCK_STADIUM)
198 {
199 if (!_gythEvent)
200 {
201 _gythEvent = true;
202
204 {
205 if (!victor->IsAlive())
206 victor->Respawn(true);
207
208 _victorGUID = victor->GetGUID();
209 }
210
211 if (GameObject* portcullis = me->FindNearestGameObject(GO_DR_PORTCULLIS, 50.0f))
212 _waveDoorGUID = portcullis->GetGUID();
213
214 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
215 events.ScheduleEvent(EVENT_START_1, 1s);
216 }
217 }
218 }
@ AREATRIGGER
Definition blackrock_spire.h:102
@ AREATRIGGER_BLACKROCK_STADIUM
Definition blackrock_spire.h:104
@ GO_DR_PORTCULLIS
Definition blackrock_spire.h:138
@ EVENT_START_1
Definition boss_rend_blackhand.cpp:73
@ EVENT_TURN_TO_PLAYER
Definition boss_rend_blackhand.cpp:78
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition Object.cpp:2508

References _gythEvent, _victorGUID, _waveDoorGUID, AREATRIGGER, AREATRIGGER_BLACKROCK_STADIUM, EVENT_START_1, EVENT_TURN_TO_PLAYER, WorldObject::FindNearestCreature(), WorldObject::FindNearestGameObject(), GO_DR_PORTCULLIS, ScriptedAI::me, and NPC_LORD_VICTOR_NEFARIUS.

◆ SummonedCreatureDespawn()

void boss_rend_blackhand::SummonedCreatureDespawn ( Creature creature)
inlineoverridevirtual

Reimplemented from CreatureAI.

188 {
189 if (creature->IsAlive() && !summons.IsAnyCreatureInCombat())
191
193 }
void SummonedCreatureDespawn(Creature *summon) override
Definition ScriptedCreature.cpp:732
bool IsAnyCreatureInCombat() const
Definition ScriptedCreature.cpp:194
bool IsAlive() const
Definition Unit.h:1793

References DATA_WARCHIEF_REND_BLACKHAND, FAIL, BossAI::instance, Unit::IsAlive(), SummonList::IsAnyCreatureInCombat(), InstanceScript::SetBossState(), BossAI::SummonedCreatureDespawn(), and BossAI::summons.

◆ SummonedCreatureDies()

void boss_rend_blackhand::SummonedCreatureDies ( Creature ,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

136 {
138 events.ScheduleEvent(EVENT_WAVES_TEXT_1 + _currentWave, 10s);
139 }
@ EVENT_WAVES_TEXT_1
Definition boss_rend_blackhand.cpp:83
bool IsAnyCreatureAlive() const
Definition ScriptedCreature.cpp:162

References _currentWave, EVENT_WAVES_TEXT_1, SummonList::IsAnyCreatureAlive(), and BossAI::summons.

◆ SummonWave()

void boss_rend_blackhand::SummonWave ( )
inline
406 {
408
409 if (GameObject* waveDoor = me->GetMap()->GetGameObject(_waveDoorGUID))
410 waveDoor->UseDoorOrButton();
411
412 ++_currentWave;
413 }
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition Object.cpp:2471

References _currentWave, _waveDoorGUID, Map::GetGameObject(), WorldObject::GetMap(), ScriptedAI::me, and WorldObject::SummonCreatureGroup().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_rend_blackhand::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

234 {
235 if (_gythEvent)
236 {
237 events.Update(diff);
238
239 while (uint32 eventId = events.ExecuteEvent())
240 {
241 switch (eventId)
242 {
243 case EVENT_START_1:
246
248 victor->AI()->Talk(SAY_NEFARIUS_0);
249
251 door2->SetGoState(GO_STATE_READY);
252
253 events.ScheduleEvent(EVENT_START_2, 4s);
254 break;
255 case EVENT_START_2:
256 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
258 victor->HandleEmoteCommand(EMOTE_ONESHOT_POINT);
259 events.ScheduleEvent(EVENT_START_3, 4s);
260 break;
261 case EVENT_START_3:
263 victor->AI()->Talk(SAY_NEFARIUS_1);
264 events.ScheduleEvent(EVENT_SPAWN_WAVE, 2s);
265 events.ScheduleEvent(EVENT_TURN_TO_REND, 4s);
266 break;
269 {
270 victor->SetFacingToObject(me);
271 victor->HandleEmoteCommand(EMOTE_ONESHOT_TALK);
272 }
273 break;
276 if (Unit* player = victor->SelectNearestPlayer(60.0f))
277 victor->SetFacingToObject(player);
278 break;
281 victor->SetFacingTo(1.518436f);
282 break;
284 me->SetFacingTo(1.658063f);
285 break;
287 me->SetFacingTo(1.500983f);
288 break;
291 victor->HandleEmoteCommand(EMOTE_ONESHOT_QUESTION);
292 break;
295 break;
297 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
299 victor->AI()->Talk(SAY_NEFARIUS_2);
301 events.ScheduleEvent(EVENT_TURN_TO_FACING_1, 4s);
302 events.ScheduleEvent(EVENT_WAVES_EMOTE_1, 5s);
303 events.ScheduleEvent(EVENT_SPAWN_WAVE, 3s);
304 break;
306 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
308 victor->AI()->Talk(SAY_NEFARIUS_3);
309 events.ScheduleEvent(EVENT_TURN_TO_FACING_1, 4s);
310 events.ScheduleEvent(EVENT_SPAWN_WAVE, 3s);
311 break;
313 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
315 victor->AI()->Talk(SAY_NEFARIUS_4);
316 events.ScheduleEvent(EVENT_TURN_TO_FACING_1, 4s);
317 events.ScheduleEvent(EVENT_SPAWN_WAVE, 3s);
318 break;
321 events.ScheduleEvent(EVENT_WAVES_EMOTE_2, 4s);
322 events.ScheduleEvent(EVENT_TURN_TO_FACING_3, 8s);
323 events.ScheduleEvent(EVENT_SPAWN_WAVE, 3s);
324 break;
326 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
328 victor->AI()->Talk(SAY_NEFARIUS_5);
329 events.ScheduleEvent(EVENT_TURN_TO_FACING_1, 4s);
330 events.ScheduleEvent(EVENT_SPAWN_WAVE, 3s);
331 break;
333 events.ScheduleEvent(EVENT_TURN_TO_PLAYER, 0ms);
335 victor->AI()->Talk(SAY_NEFARIUS_6);
336 events.ScheduleEvent(EVENT_TURN_TO_FACING_1, 4s);
337 events.ScheduleEvent(EVENT_WAVES_COMPLETE_TEXT_2, 13s);
338 break;
341 victor->AI()->Talk(SAY_NEFARIUS_7);
343 events.ScheduleEvent(EVENT_PATH_REND, 1s);
344 events.ScheduleEvent(EVENT_WAVES_COMPLETE_TEXT_3, 4s);
345 break;
348 victor->AI()->Talk(SAY_NEFARIUS_8);
349 events.ScheduleEvent(EVENT_PATH_NEFARIUS, 1s);
350 events.ScheduleEvent(EVENT_PATH_REND, 1s);
351 break;
354 victor->GetMotionMaster()->MoveWaypoint(NEFARIUS_PATH_1, true);
355 break;
356 case EVENT_PATH_REND:
358 break;
359 case EVENT_TELEPORT_1:
360 me->NearTeleportTo(194.2993f, -474.0814f, 121.4505f, -0.01225555f);
361 events.ScheduleEvent(EVENT_TELEPORT_2, 13s);
362 break;
363 case EVENT_TELEPORT_2:
364 me->NearTeleportTo(216.485f, -434.93f, 110.888f, -0.01225555f);
365 me->SummonCreature(NPC_GYTH, 211.762f, -397.5885f, 111.1817f, 4.747295f);
366 break;
367 case EVENT_SPAWN_WAVE:
368 SummonWave();
369 break;
370 default:
371 break;
372 }
373 }
374 }
375
376 if (!UpdateVictim())
377 return;
378
379 events.Update(diff);
380
382 return;
383
384 while (uint32 eventId = events.ExecuteEvent())
385 {
386 switch (eventId)
387 {
388 case EVENT_WHIRLWIND:
390 events.ScheduleEvent(EVENT_WHIRLWIND, 13s, 18s);
391 break;
392 case EVENT_CLEAVE:
394 events.ScheduleEvent(EVENT_CLEAVE, 10s, 14s);
395 break;
398 events.ScheduleEvent(EVENT_MORTAL_STRIKE, 14s, 18s);
399 break;
400 }
401 }
403 }
std::uint32_t uint32
Definition Define.h:107
@ GO_STATE_READY
Definition GameObjectData.h:709
@ EMOTE_ONESHOT_POINT
Definition SharedDefines.h:1923
@ EMOTE_ONESHOT_QUESTION
Definition SharedDefines.h:1906
@ EMOTE_ONESHOT_ROAR
Definition SharedDefines.h:1913
@ EMOTE_ONESHOT_TALK
Definition SharedDefines.h:1901
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ DATA_VAELASTRASZ
Definition blackrock_spire.h:57
@ SAY_NEFARIUS_0
Definition boss_rend_blackhand.cpp:39
@ SAY_NEFARIUS_4
Definition boss_rend_blackhand.cpp:43
@ SAY_NEFARIUS_6
Definition boss_rend_blackhand.cpp:45
@ SAY_NEFARIUS_3
Definition boss_rend_blackhand.cpp:42
@ SAY_NEFARIUS_5
Definition boss_rend_blackhand.cpp:44
@ SAY_NEFARIUS_7
Definition boss_rend_blackhand.cpp:46
@ SAY_BLACKHAND_1
Definition boss_rend_blackhand.cpp:35
@ SAY_NEFARIUS_1
Definition boss_rend_blackhand.cpp:40
@ SAY_BLACKHAND_2
Definition boss_rend_blackhand.cpp:36
@ SAY_NEFARIUS_8
Definition boss_rend_blackhand.cpp:47
@ SAY_NEFARIUS_2
Definition boss_rend_blackhand.cpp:41
@ REND_PATH_1
Definition boss_rend_blackhand.cpp:63
@ NEFARIUS_PATH_1
Definition boss_rend_blackhand.cpp:60
@ SPELL_CLEAVE
Definition boss_rend_blackhand.cpp:26
@ SPELL_MORTAL_STRIKE
Definition boss_rend_blackhand.cpp:27
@ SPELL_WHIRLWIND
Definition boss_rend_blackhand.cpp:25
@ EVENT_WAVES_TEXT_2
Definition boss_rend_blackhand.cpp:84
@ EVENT_WAVES_TEXT_3
Definition boss_rend_blackhand.cpp:85
@ EVENT_PATH_REND
Definition boss_rend_blackhand.cpp:93
@ EVENT_WAVES_COMPLETE_TEXT_2
Definition boss_rend_blackhand.cpp:89
@ EVENT_TURN_TO_REND
Definition boss_rend_blackhand.cpp:77
@ EVENT_TURN_TO_FACING_1
Definition boss_rend_blackhand.cpp:79
@ EVENT_START_2
Definition boss_rend_blackhand.cpp:74
@ EVENT_SPAWN_WAVE
Definition boss_rend_blackhand.cpp:82
@ EVENT_PATH_NEFARIUS
Definition boss_rend_blackhand.cpp:94
@ EVENT_TURN_TO_FACING_3
Definition boss_rend_blackhand.cpp:81
@ EVENT_WAVES_EMOTE_2
Definition boss_rend_blackhand.cpp:92
@ EVENT_TELEPORT_2
Definition boss_rend_blackhand.cpp:96
@ EVENT_WAVES_TEXT_5
Definition boss_rend_blackhand.cpp:87
@ EVENT_START_3
Definition boss_rend_blackhand.cpp:75
@ EVENT_WAVES_TEXT_4
Definition boss_rend_blackhand.cpp:86
@ EVENT_TURN_TO_FACING_2
Definition boss_rend_blackhand.cpp:80
@ EVENT_WAVES_COMPLETE_TEXT_3
Definition boss_rend_blackhand.cpp:90
@ EVENT_WAVES_EMOTE_1
Definition boss_rend_blackhand.cpp:91
@ EVENT_WAVES_COMPLETE_TEXT_1
Definition boss_rend_blackhand.cpp:88
bool UpdateVictim()
Definition CreatureAI.cpp:353
void MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource=PathSource::WAYPOINT_MGR)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:913
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:277
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:178
Definition Unit.h:664
void SetFacingTo(float ori)
Definition Unit.cpp:16411
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
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 HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2172
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2394
Player * SelectNearestPlayer(float distance=0) const
Definition Object.cpp:2526
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
void SummonWave()
Definition boss_rend_blackhand.cpp:405

References _gythEvent, _victorGUID, DATA_VAELASTRASZ, DATA_WARCHIEF_REND_BLACKHAND, UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EMOTE_ONESHOT_POINT, EMOTE_ONESHOT_QUESTION, EMOTE_ONESHOT_ROAR, EMOTE_ONESHOT_TALK, EVENT_CLEAVE, EVENT_MORTAL_STRIKE, EVENT_PATH_NEFARIUS, EVENT_PATH_REND, EVENT_SPAWN_WAVE, EVENT_START_1, EVENT_START_2, EVENT_START_3, EVENT_TELEPORT_1, EVENT_TELEPORT_2, EVENT_TURN_TO_FACING_1, EVENT_TURN_TO_FACING_2, EVENT_TURN_TO_FACING_3, EVENT_TURN_TO_PLAYER, EVENT_TURN_TO_REND, EVENT_WAVES_COMPLETE_TEXT_1, EVENT_WAVES_COMPLETE_TEXT_2, EVENT_WAVES_COMPLETE_TEXT_3, EVENT_WAVES_EMOTE_1, EVENT_WAVES_EMOTE_2, EVENT_WAVES_TEXT_1, EVENT_WAVES_TEXT_2, EVENT_WAVES_TEXT_3, EVENT_WAVES_TEXT_4, EVENT_WAVES_TEXT_5, EVENT_WHIRLWIND, ObjectAccessor::GetCreature(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Unit::GetMotionMaster(), GO_GYTH_ENTRY_DOOR, GO_STATE_READY, Unit::HandleEmoteCommand(), Unit::HasUnitState(), IN_PROGRESS, BossAI::instance, ScriptedAI::me, MotionMaster::MoveWaypoint(), Unit::NearTeleportTo(), NEFARIUS_PATH_1, NOT_STARTED, NPC_GYTH, REND_PATH_1, SAY_BLACKHAND_1, SAY_BLACKHAND_2, SAY_NEFARIUS_0, SAY_NEFARIUS_1, SAY_NEFARIUS_2, SAY_NEFARIUS_3, SAY_NEFARIUS_4, SAY_NEFARIUS_5, SAY_NEFARIUS_6, SAY_NEFARIUS_7, SAY_NEFARIUS_8, WorldObject::SelectNearestPlayer(), InstanceScript::SetBossState(), ZoneScript::SetData(), Unit::SetFacingTo(), SPELL_CLEAVE, SPELL_MORTAL_STRIKE, SPELL_WHIRLWIND, WorldObject::SummonCreature(), SummonWave(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _currentWave

uint8 boss_rend_blackhand::_currentWave
private

◆ _gythEvent

bool boss_rend_blackhand::_gythEvent
private

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

◆ _victorGUID

ObjectGuid boss_rend_blackhand::_victorGUID
private

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

◆ _waveDoorGUID

ObjectGuid boss_rend_blackhand::_waveDoorGUID
private

Referenced by Reset(), SetData(), and SummonWave().


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