AzerothCore 3.3.5a
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npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI Struct Reference
Inheritance diagram for npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_leviathan_mkiiAI (Creature *pCreature)
 
void Reset () override
 
void SetData (uint32 id, uint32 value) override
 
void DamageTaken (Unit *, uint32 &damage, 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 MoveInLineOfSight (Unit *) override
 
void KilledUnit (Unit *who) override
 
void EnterEvadeMode (EvadeReason why) override
 
void PassengerBoarded (Unit *p, int8, bool apply) override
 == Fields =======================================
 
UnitGetS3 ()
 
void SpellHit (Unit *, SpellInfo const *spell) 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=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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellCastFinished (SpellInfo const *, SpellFinishReason)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
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 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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

InstanceScriptpInstance
 
EventMap events
 
bool bIsEvading
 
uint8 Phase
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from 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)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- 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

◆ npc_ulduar_leviathan_mkiiAI()

npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::npc_ulduar_leviathan_mkiiAI ( Creature pCreature)
inline
992 : ScriptedAI(pCreature)
993 {
995 bIsEvading = false;
996 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1221
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
InstanceScript * pInstance
Definition boss_mimiron.cpp:998
bool bIsEvading
Definition boss_mimiron.cpp:1000

References bIsEvading, WorldObject::GetInstanceScript(), ScriptedAI::me, and pInstance.

Member Function Documentation

◆ DamageTaken()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

1060 {
1061 if (damage >= me->GetHealth() || me->GetHealth() < 15000)
1062 {
1063 damage = 0;
1064 if (me->GetReactState() == REACT_PASSIVE)
1065 return;
1067 if (Phase == 1)
1068 {
1070 {
1072 me->GetMotionMaster()->Clear();
1073 me->AttackStop();
1075 SetData(1, 0);
1078 if (Unit* cannon = GetS3())
1079 cannon->ExitVehicle();
1080 me->GetMotionMaster()->MoveCharge(2795.076f, 2598.616f, 364.32f, 21.0f);
1081 if (Creature* c = GetMimiron())
1082 c->AI()->SetData(0, 1);
1083 }
1084 }
1085 else if (Phase == 4)
1086 {
1088 {
1092 me->CastSpell(me, SPELL_SELF_REPAIR, false);
1093 if (Creature* c = GetMimiron())
1094 {
1095 if (c->AI()->GetData(1))
1097 if (c->AI()->GetData(2))
1098 me->CastSpell(me, SPELL_BERSERK, true);
1099 c->AI()->SetData(0, 4);
1100 }
1101 }
1102 }
1103 }
1104 }
@ SPELL_AURA_CONTROL_VEHICLE
Definition SpellAuraDefines.h:299
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:255
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:279
@ REACT_PASSIVE
Definition Unit.h:550
#define GetMimiron()
Definition boss_mimiron.cpp:253
@ SPELL_EMERGENCY_MODE
Definition boss_mimiron.cpp:113
@ SPELL_SELF_REPAIR
Definition boss_mimiron.cpp:81
@ SPELL_BERSERK
Definition boss_mimiron.cpp:36
Phase
Definition boss_zuljin.cpp:82
Definition Creature.h:47
ReactStates GetReactState() const
Definition Creature.h:100
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, const Movement::PointsArray *path=nullptr, bool generatePath=false, float orientation=0.0f, ObjectGuid targetGUID=ObjectGuid::Empty)
The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:719
void Clear(bool reset=true)
Definition MotionMaster.h:182
Definition Unit.h:650
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4188
void RemoveAllAurasExceptType(AuraType type)
Definition Unit.cpp:5461
MotionMaster * GetMotionMaster()
Definition Unit.h:1713
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:732
uint32 GetHealth() const
Definition Unit.h:1070
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:1194
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:733
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10479
void SetData(uint32 id, uint32 value) override
Definition boss_mimiron.cpp:1018
Unit * GetS3()
Definition boss_mimiron.cpp:1213

References Unit::AttackStop(), Unit::CastSpell(), MotionMaster::Clear(), Unit::GetHealth(), GetMimiron, Unit::GetMotionMaster(), Creature::GetReactState(), GetS3(), Unit::HasUnitFlag(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, MotionMaster::MoveCharge(), REACT_PASSIVE, Unit::RemoveAllAurasExceptType(), SetData(), Creature::SetReactState(), Unit::SetUnitFlag(), SPELL_AURA_CONTROL_VEHICLE, SPELL_BERSERK, SPELL_EMERGENCY_MODE, SPELL_SELF_REPAIR, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ EnterEvadeMode()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1189 {
1190 if (bIsEvading)
1191 return;
1192 bIsEvading = true;
1193
1194 me->RemoveAllAuras();
1195 me->ExitVehicle();
1197
1198 if (Creature* mimiron = GetMimiron())
1199 mimiron->AI()->EnterEvadeMode(why);
1200
1201 bIsEvading = false;
1202 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:215
void RemoveAllAuras()
Definition Unit.cpp:5387
void ExitVehicle(Position const *exitPosition=nullptr)
Definition Unit.cpp:19497

References bIsEvading, CreatureAI::EnterEvadeMode(), Unit::ExitVehicle(), GetMimiron, ScriptedAI::me, and Unit::RemoveAllAuras().

◆ GetS3()

Unit * npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::GetS3 ( )
inline
1214 {
1215 if (Vehicle* vk = me->GetVehicleKit())
1216 if (Unit* cannon = vk->GetPassenger(3))
1217 return cannon;
1218
1219 return 0;
1220 }
Vehicle * GetVehicleKit() const
Definition Unit.h:1879
Definition Vehicle.h:28

References Unit::GetVehicleKit(), and ScriptedAI::me.

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

◆ KilledUnit()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1173 {
1174 if (who->IsPlayer())
1175 if (Creature* c = GetMimiron())
1176 {
1177 if (Phase == 1)
1178 {
1179 c->AI()->Talk(SAY_MKII_SLAY);
1180 }
1181 else
1182 {
1183 c->AI()->Talk(SAY_V07TRON_SLAY);
1184 }
1185 }
1186 }
@ SAY_MKII_SLAY
Definition boss_mimiron.cpp:221
@ SAY_V07TRON_SLAY
Definition boss_mimiron.cpp:230
bool IsPlayer() const
Definition Object.h:201

References GetMimiron, Object::IsPlayer(), SAY_MKII_SLAY, and SAY_V07TRON_SLAY.

◆ MoveInLineOfSight()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1170{}

◆ PassengerBoarded()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::PassengerBoarded ( Unit ,
int8  ,
bool   
)
inlineoverridevirtual

== Fields =======================================

Reimplemented from CreatureAI.

1205 {
1206 if (p->GetEntry() == NPC_LEVIATHAN_MKII_CANNON && !apply)
1207 {
1208 Unit::Kill(p, p);
1209 p->ToCreature()->DespawnOrUnsummon(6s);
1210 }
1211 }
@ NPC_LEVIATHAN_MKII_CANNON
Definition boss_mimiron.cpp:90
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.cpp:17742

References Creature::DespawnOrUnsummon(), Object::GetEntry(), Unit::Kill(), NPC_LEVIATHAN_MKII_CANNON, and Object::ToCreature().

◆ Reset()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1004 {
1005 Phase = 0;
1006 if (Unit* c = GetS3())
1007 c->ExitVehicle(); // this should never happen!
1009 c->EnterVehicle(me, 3);
1014
1015 events.Reset();
1016 }
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:55
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1905
@ REACT_AGGRESSIVE
Definition Unit.h:552
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
events
Definition boss_sartura.cpp:43
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21198
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:734
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:2359

References EMOTE_ONESHOT_NONE, GetS3(), ScriptedAI::me, NPC_LEVIATHAN_MKII_CANNON, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Creature::SetReactState(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_EMOTESTATE.

◆ SetData()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1019 {
1020 if (id == 1) // setting phase to start fighting
1021 {
1022 switch (value)
1023 {
1024 case 0:
1025 Phase = 0;
1026 events.Reset();
1027 break;
1028 case 1:
1029 Phase = 1;
1031 if (Unit* target = SelectTargetFromPlayerList(75.0f))
1032 AttackStart(target);
1034 events.Reset();
1035 events.ScheduleEvent(EVENT_SPELL_NAPALM_SHELL, 3s);
1036 events.ScheduleEvent(EVENT_SPELL_PLASMA_BLAST, 10s);
1037 events.ScheduleEvent(EVENT_SPELL_SHOCK_BLAST, 20s);
1038 events.ScheduleEvent(EVENT_PROXIMITY_MINES_1, 6s);
1039 if (Creature* c = GetMimiron())
1040 if (c->AI()->GetData(1))
1041 events.ScheduleEvent(EVENT_FLAME_SUPPRESSION_50000, 60s);
1042 break;
1043 case 4:
1046 Phase = 4;
1048 if (Unit* target = SelectTargetFromPlayerList(75.0f))
1049 AttackStart(target);
1051 events.Reset();
1052 events.ScheduleEvent(EVENT_SPELL_SHOCK_BLAST, 20s);
1053 events.ScheduleEvent(EVENT_PROXIMITY_MINES_1, 6s);
1054 break;
1055 }
1056 }
1057 }
@ EVENT_FLAME_SUPPRESSION_50000
Definition boss_mimiron.cpp:207
@ EVENT_SPELL_PLASMA_BLAST
Definition boss_mimiron.cpp:177
@ EVENT_SPELL_NAPALM_SHELL
Definition boss_mimiron.cpp:176
@ EVENT_PROXIMITY_MINES_1
Definition boss_mimiron.cpp:179
@ EVENT_SPELL_SHOCK_BLAST
Definition boss_mimiron.cpp:178
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:113
void DoResetThreatList()
Definition ScriptedCreature.cpp:445
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:563

References ScriptedAI::AttackStart(), ScriptedAI::DoResetThreatList(), CreatureAI::DoZoneInCombat(), EVENT_FLAME_SUPPRESSION_50000, EVENT_PROXIMITY_MINES_1, EVENT_SPELL_NAPALM_SHELL, EVENT_SPELL_PLASMA_BLAST, EVENT_SPELL_SHOCK_BLAST, GetMimiron, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), ScriptedAI::SelectTargetFromPlayerList(), Creature::SetReactState(), and UNIT_FLAG_NOT_SELECTABLE.

Referenced by DamageTaken().

◆ SpellHit()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

◆ UpdateAI()

void npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1107 {
1108 if (!UpdateVictim())
1109 return;
1110
1111 events.Update(diff);
1112
1115
1116 Unit* cannon = GetS3();
1118 return;
1119
1120 switch (events.ExecuteEvent())
1121 {
1122 case 0:
1123 break;
1125 {
1126 Player* pTarget = nullptr;
1127 std::vector<Player*> pList;
1128 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
1129 for( Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr )
1130 if (Player* plr = itr->GetSource())
1131 if (plr->IsAlive() && plr->GetDistance2d(me) > 15.0f )
1132 pList.push_back(plr);
1133
1134 if (!pList.empty())
1135 pTarget = pList[urand(0, pList.size() - 1)];
1136 else
1137 pTarget = (Player*)SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true);
1138
1139 if (pTarget)
1140 cannon->CastSpell(pTarget, SPELL_NAPALM_SHELL, false);
1141
1142 events.Repeat(14s);
1143 }
1144 break;
1146 if (Unit* victim = me->GetVictim())
1147 {
1149 cannon->CastSpell(victim, SPELL_PLASMA_BLAST, false);
1150 }
1151 events.Repeat(22s);
1152 break;
1155 events.Repeat(30s);
1156 events.ScheduleEvent(EVENT_PROXIMITY_MINES_1, 8s);
1157 break;
1159 for (uint8 i = 0; i < 10; ++i)
1160 {
1162 }
1163 break;
1166 break;
1167 }
1168 }
std::uint8_t uint8
Definition Define.h:109
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_FLAME_SUPPRESSANT_50000yd
Definition boss_mimiron.cpp:130
@ SPELL_PLASMA_BLAST
Definition boss_mimiron.cpp:41
@ SPELL_SHOCK_BLAST
Definition boss_mimiron.cpp:43
@ SPELL_SUMMON_PROXIMITY_MINE
Definition boss_mimiron.cpp:48
@ SPELL_NAPALM_SHELL
Definition boss_mimiron.cpp:39
@ EMOTE_PLASMA_BLAST
Definition boss_mimiron.cpp:235
bool UpdateVictim()
Definition CreatureAI.cpp:287
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:326
Definition Player.h:1071
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
bool HasSilenceAura() const
Definition Unit.h:1779
Unit * GetVictim() const
Definition Unit.h:886
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
Map * GetMap() const
Definition Object.h:621
Talk
Definition hyjal.cpp:82

References MapRefMgr::begin(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EMOTE_PLASMA_BLAST, MapRefMgr::end(), EVENT_FLAME_SUPPRESSION_50000, EVENT_PROXIMITY_MINES_1, EVENT_SPELL_NAPALM_SHELL, EVENT_SPELL_PLASMA_BLAST, EVENT_SPELL_SHOCK_BLAST, WorldObject::GetMap(), Map::GetPlayers(), GetS3(), Unit::GetVictim(), Unit::HasSilenceAura(), Unit::HasUnitState(), ScriptedAI::me, Random, UnitAI::SelectTarget(), SPELL_FLAME_SUPPRESSANT_50000yd, SPELL_NAPALM_SHELL, SPELL_PLASMA_BLAST, SPELL_SHOCK_BLAST, SPELL_SUMMON_PROXIMITY_MINE, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ bIsEvading

bool npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::bIsEvading

◆ events

EventMap npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::events

◆ Phase

uint8 npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::Phase

◆ pInstance

InstanceScript* npc_ulduar_leviathan_mkii::npc_ulduar_leviathan_mkiiAI::pInstance

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