AzerothCore 3.3.5a
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boss_prince_valanar_icc::boss_prince_valanarAI Struct Reference
Inheritance diagram for boss_prince_valanar_icc::boss_prince_valanarAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_prince_valanarAI (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustDied (Unit *) override
 
void ResetPrince ()
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustSummoned (Creature *summon) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage to any victim (before damage apply)
 
void KilledUnit (Unit *victim) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DoAction (int32 action) override
 
bool CheckRoom ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason why) override
 
- 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 (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
Player * SelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObject * GetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool IsEscortNPC (bool=true) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
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 uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true, int32 aura=0)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

bool _isEmpowered
 
bool _evading
 
bool _canDie
 
uint32 invocationOrder [3]
 
uint8 currentInvocationIndex
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creature * me
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- Protected Member Functions inherited from 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)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
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_prince_valanarAI()

boss_prince_valanar_icc::boss_prince_valanarAI::boss_prince_valanarAI ( Creature *  creature)
inline
744 {
745 if (!instance)
746 {
747 me->IsAIEnabled = false;
749 }
750 _canDie = true;
751 }
@ UNIT_STATE_EVADE
Definition UnitDefines.h:194
Definition ScriptedCreature.h:496
InstanceScript *const instance
Definition ScriptedCreature.h:503
void AddUnitState(uint32 f)
Definition Unit.h:741
bool IsAIEnabled
Definition Unit.h:2118
@ DATA_BLOOD_PRINCE_COUNCIL
Definition icecrown_citadel.h:96
Creature * me
Definition ScriptedCreature.h:292
bool _canDie
Definition boss_blood_prince_council.cpp:773

References _canDie, Unit::AddUnitState(), BossAI::instance, Unit::IsAIEnabled, ScriptedAI::me, and UNIT_STATE_EVADE.

Member Function Documentation

◆ CheckRoom()

bool boss_prince_valanar_icc::boss_prince_valanarAI::CheckRoom ( )
inline
973 {
976 if (keleseth && taldaram && IsInBoundary(me) && IsInBoundary(keleseth) && IsInBoundary(taldaram))
977 return true;
978
980 return false;
981 }
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
bool IsInBoundary(Position const *who=nullptr) const
Definition CreatureAI.cpp:590
Definition Creature.h:47
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:121
Map * instance
Definition InstanceScript.h:149
Creature * GetCreature(ObjectGuid const &guid)
Definition Map.cpp:2442
@ DATA_PRINCE_TALDARAM_GUID
Definition icecrown_citadel.h:114
@ DATA_PRINCE_KELESETH_GUID
Definition icecrown_citadel.h:113
void EnterEvadeMode(EvadeReason why) override
Definition boss_blood_prince_council.cpp:1058

References DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, Map::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, InstanceScript::instance, CreatureAI::IsInBoundary(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ DamageDealt()

void boss_prince_valanar_icc::boss_prince_valanarAI::DamageDealt ( Unit *  ,
uint32 &  ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

919 {
920 if (!target->IsPlayer())
921 return;
922
923 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
925 }
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_ORB_WHISPERER_ACHIEVEMENT
Definition icecrown_citadel.h:112

References DATA_ORB_WHISPERER_ACHIEVEMENT, BossAI::instance, Object::IsPlayer(), and ZoneScript::SetData().

◆ DamageTaken()

void boss_prince_valanar_icc::boss_prince_valanarAI::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.

909 {
910 if (!_isEmpowered)
911 {
912 if (attacker)
913 me->AddThreat(attacker, float(damage));
914 damage = 0;
915 }
916 }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition Unit.cpp:11268
bool _isEmpowered
Definition boss_blood_prince_council.cpp:771

References _isEmpowered, Unit::AddThreat(), and ScriptedAI::me.

◆ DoAction()

void boss_prince_valanar_icc::boss_prince_valanarAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

940 {
941 switch (action)
942 {
943 case ACTION_STAND_UP:
946 me->SetImmuneToAll(false);
950 me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
954 break;
956 if (me->IsInCombat())
960 _isEmpowered = true;
961 break;
963 _isEmpowered = false;
966 break;
967 default:
968 break;
969 }
970 }
@ UNIT_DYNFLAG_DEAD
Definition SharedDefines.h:3359
@ UNIT_FLAG2_FEIGN_DEATH
Definition UnitDefines.h:296
@ UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT
Definition UnitDefines.h:286
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
#define WORLD_TRIGGER
Definition Unit.h:39
@ REACT_AGGRESSIVE
Definition Unit.h:576
@ UNIT_NPC_FLAGS
Definition UpdateFields.h:139
@ ACTION_CAST_INVOCATION
Definition boss_blood_prince_council.cpp:144
@ ACTION_STAND_UP
Definition boss_blood_prince_council.cpp:143
@ ACTION_REMOVE_INVOCATION
Definition boss_blood_prince_council.cpp:145
@ SPELL_INVOCATION_OF_BLOOD_VALANAR
Definition boss_blood_prince_council.cpp:67
@ SPELL_INVOCATION_VISUAL_ACTIVE
Definition boss_blood_prince_council.cpp:64
@ SAY_VALANAR_INVOCATION
Definition boss_blood_prince_council.cpp:51
SummonList summons
Definition ScriptedCreature.h:550
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void AddEventAtOffset(BasicEvent *event, Milliseconds offset, uint8 eventGroup=0)
Definition EventProcessor.h:108
virtual void RemoveDynamicFlag(uint32 flag)
Definition Object.h:132
void ForceValuesUpdateAtIndex(uint32)
Definition Object.cpp:2165
Definition boss_blood_prince_council.cpp:156
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:55
uint32 GetMaxHealth() const
Definition Unit.h:1123
void SetHealth(uint32 val)
Definition Unit.cpp:12020
void RemoveUnitFlag2(UnitFlags2 flags)
Definition Unit.h:761
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1378
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4969
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:938
bool IsInCombat() const
Definition Unit.h:949
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:755
EventProcessor m_Events
Definition Object.h:749
Talk
Definition hyjal.cpp:82
void DoAction(int32 action) override
Definition boss_blood_prince_council.cpp:939

References _isEmpowered, ACTION_CAST_INVOCATION, ACTION_REMOVE_INVOCATION, ACTION_STAND_UP, EventProcessor::AddEventAtOffset(), Unit::CastSpell(), SummonList::DespawnEntry(), DoAction(), Object::ForceValuesUpdateAtIndex(), Unit::GetMaxHealth(), Unit::IsInCombat(), WorldObject::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), Unit::RemoveUnitFlag(), Unit::RemoveUnitFlag2(), SAY_VALANAR_INVOCATION, Unit::SetHealth(), Unit::SetImmuneToAll(), Creature::SetReactState(), SPELL_INVOCATION_OF_BLOOD_VALANAR, SPELL_INVOCATION_VISUAL_ACTIVE, BossAI::summons, UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, UNIT_FLAG_NOT_SELECTABLE, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT, UNIT_NPC_FLAGS, and WORLD_TRIGGER.

Referenced by DoAction(), EnterEvadeMode(), JustEngagedWith(), ResetPrince(), and SpellHit().

◆ EnterEvadeMode()

void boss_prince_valanar_icc::boss_prince_valanarAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1059 {
1060 if (_evading)
1061 return;
1062 _canDie = false;
1065 _evading = true;
1067 keleseth->AI()->EnterEvadeMode(why);
1069 taldaram->AI()->EnterEvadeMode(why);
1071 _evading = false;
1072 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:537
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234
bool _evading
Definition boss_blood_prince_council.cpp:772

References _canDie, _evading, ACTION_REMOVE_INVOCATION, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DoAction(), BossAI::EnterEvadeMode(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), BossAI::instance, ScriptedAI::me, and Unit::SetHealth().

Referenced by CheckRoom(), JustEngagedWith(), and UpdateAI().

◆ InitializeAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

754 {
756 if (me->IsAlive())
757 {
759 {
760 c->SetObjectScale(1.75f);
761 c->CastSpell(c, SPELL_FEIGN_DEATH, true);
762 }
763
766 me->SetImmuneToAll(true);
768 }
769 }
@ REACT_PASSIVE
Definition Unit.h:574
@ SPELL_FEIGN_DEATH
Definition boss_blood_prince_council.cpp:62
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349
virtual void SetDynamicFlag(uint32 flag)
Definition Object.h:131
virtual void InitializeAI()
Definition UnitAI.h:209
void SetUnitFlag2(UnitFlags2 flags)
Definition Unit.h:760
bool IsAlive() const
Definition Unit.h:1812
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2460

References Creature::GetHomePosition(), UnitAI::InitializeAI(), Unit::IsAlive(), ScriptedAI::me, REACT_PASSIVE, Object::SetDynamicFlag(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag2(), SPELL_FEIGN_DEATH, WorldObject::SummonCreature(), UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, and WORLD_TRIGGER.

◆ JustDied()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustDied ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

842 {
843 events.Reset();
846
847 if (!_canDie)
848 {
849 me->RemoveCorpse(false);
850 me->SetRespawnTime(10);
854 me->GetMotionMaster()->Clear(false);
857 return;
858 }
859
863 if (keleseth->IsAlive())
864 Unit::Kill(keleseth, keleseth);
866 if (taldaram->IsAlive())
867 Unit::Kill(taldaram, taldaram);
868 }
@ ENCOUNTER_FRAME_DISENGAGE
Definition InstanceScript.h:47
@ DONE
Definition InstanceScript.h:61
@ SAY_VALANAR_DEATH
Definition boss_blood_prince_council.cpp:57
Position const homePos
Definition boss_chromaggus.cpp:71
events
Definition boss_sartura.cpp:43
void SaveRespawnTime() override
Definition Creature.cpp:2684
void SetRespawnTime(uint32 respawn)
Definition Creature.cpp:3897
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition Creature.cpp:423
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:406
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition InstanceScript.cpp:781
void MoveIdle()
Definition MotionMaster.cpp:235
void Clear(bool reset=true)
Definition MotionMaster.h:194
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
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:13651
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:15696
void StopMovingOnCurrentPos()
Definition Unit.cpp:12748
Definition Position.h:27

References _canDie, MotionMaster::Clear(), DATA_BLOOD_PRINCE_COUNCIL, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, SummonList::DespawnAll(), DONE, ENCOUNTER_FRAME_DISENGAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), Unit::GetMotionMaster(), homePos, BossAI::instance, Unit::Kill(), ScriptedAI::me, MotionMaster::MoveIdle(), Creature::RemoveCorpse(), Creature::SaveRespawnTime(), SAY_VALANAR_DEATH, InstanceScript::SendEncounterUnit(), InstanceScript::SetBossState(), Creature::SetRespawnTime(), Unit::StopMovingOnCurrentPos(), BossAI::summons, and Unit::UpdatePosition().

◆ JustEngagedWith()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustEngagedWith ( Unit *  )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

789 {
790 bool valid = true;
792 if (!keleseth->IsAlive() || keleseth->IsInEvadeMode())
793 valid = false;
795 if (!taldaram->IsAlive() || taldaram->IsInEvadeMode())
796 valid = false;
798 if (!valanar->IsAlive() || valanar->IsInEvadeMode())
799 valid = false;
800 if (!valid)
801 {
803 return;
804 }
805
809 me->setActive(true);
811 if (!me->hasLootRecipient())
812 me->SetLootRecipient(who);
816
818 if (!keleseth->IsInEvadeMode())
819 keleseth->SetInCombatWithZone();
821 if (!taldaram->IsInEvadeMode())
822 taldaram->SetInCombatWithZone();
823
829
830 events.ScheduleEvent(EVENT_BERSERK, 10min);
831 events.ScheduleEvent(EVENT_KINETIC_BOMB, 18s, 24s);
832 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 15s, 20s);
833 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 45s);
834 if (IsHeroic())
835 {
838 }
839 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
@ ENCOUNTER_FRAME_ENGAGE
Definition InstanceScript.h:46
@ IN_PROGRESS
Definition InstanceScript.h:59
@ SPELL_SHADOW_PRISON
Definition boss_blood_prince_council.cpp:70
@ SPELL_SHADOW_PRISON_DUMMY
Definition boss_blood_prince_council.cpp:72
@ EVENT_KINETIC_BOMB
Definition boss_blood_prince_council.cpp:135
@ EVENT_INVOCATION_OF_BLOOD
Definition boss_blood_prince_council.cpp:124
@ EVENT_SHOCK_VORTEX
Definition boss_blood_prince_council.cpp:136
@ EVENT_BERSERK
Definition boss_blood_prince_council.cpp:125
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:117
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true, uint8 attackerLevel=0)
Definition Creature.cpp:3928
void SetLootRecipient(Unit *unit, bool withGroup=true)
Definition Creature.cpp:1323
bool hasLootRecipient() const
Definition Creature.h:236
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:14825
void setActive(bool isActiveObject)
Definition Object.cpp:1091
@ DATA_PRINCE_VALANAR_GUID
Definition icecrown_citadel.h:115
bool IsHeroic() const
Definition ScriptedCreature.h:394
uint8 currentInvocationIndex
Definition boss_blood_prince_council.cpp:775
uint32 invocationOrder[3]
Definition boss_blood_prince_council.cpp:774

References ACTION_CAST_INVOCATION, Unit::AddAura(), Unit::CastSpell(), currentInvocationIndex, DATA_BLOOD_PRINCE_COUNCIL, DATA_ORB_WHISPERER_ACHIEVEMENT, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::DoZoneInCombat(), ENCOUNTER_FRAME_ENGAGE, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), Creature::hasLootRecipient(), IN_PROGRESS, BossAI::instance, InstanceScript::instance, invocationOrder, ScriptedAI::IsHeroic(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, RAND(), REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), InstanceScript::SendEncounterUnit(), WorldObject::setActive(), InstanceScript::SetBossState(), ZoneScript::SetData(), Creature::SetLootRecipient(), Creature::SetReactState(), SPELL_FEIGN_DEATH, SPELL_SHADOW_PRISON, and SPELL_SHADOW_PRISON_DUMMY.

◆ JustReachedHome()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

886 {
887 ResetPrince();
889 }
@ FAIL
Definition InstanceScript.h:60
void ResetPrince()
Definition boss_blood_prince_council.cpp:870

References DATA_BLOOD_PRINCE_COUNCIL, FAIL, BossAI::instance, ResetPrince(), and InstanceScript::SetBossState().

◆ JustRespawned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustRespawned ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

880 {
882 ResetPrince();
883 }
virtual void JustRespawned()
Definition CreatureAI.h:184

References CreatureAI::JustRespawned(), and ResetPrince().

◆ JustSummoned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustSummoned ( Creature *  summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

892 {
893 summons.Summon(summon);
894 switch (summon->GetEntry())
895 {
898 summon->CastSpell(summon, SPELL_KINETIC_BOMB, true, nullptr, nullptr, me->GetGUID());
899 break;
900 case NPC_SHOCK_VORTEX:
901 summon->m_Events.AddEventAtOffset(new ShockVortexExplodeEvent(*summon), 4500ms);
902 break;
903 default:
904 break;
905 }
906 }
@ SPELL_KINETIC_BOMB
Definition boss_blood_prince_council.cpp:101
uint32 GetEntry() const
Definition Object.h:123
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:120
Definition boss_blood_prince_council.cpp:171
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
@ NPC_SHOCK_VORTEX
Definition icecrown_citadel.h:297
@ NPC_KINETIC_BOMB_TARGET
Definition icecrown_citadel.h:295

References EventProcessor::AddEventAtOffset(), Unit::CastSpell(), Object::GetEntry(), Object::GetGUID(), WorldObject::m_Events, ScriptedAI::me, NPC_KINETIC_BOMB_TARGET, NPC_SHOCK_VORTEX, REACT_PASSIVE, Creature::SetReactState(), SPELL_KINETIC_BOMB, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_prince_valanar_icc::boss_prince_valanarAI::KilledUnit ( Unit *  victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

928 {
929 if (victim->IsPlayer())
931 }
@ SAY_VALANAR_KILL
Definition boss_blood_prince_council.cpp:55
bool IsPlayer() const
Definition Object.h:207

References Object::IsPlayer(), and SAY_VALANAR_KILL.

◆ Reset()

void boss_prince_valanar_icc::boss_prince_valanarAI::Reset ( )
inlineoverridevirtual

◆ ResetPrince()

◆ SpellHit()

void boss_prince_valanar_icc::boss_prince_valanarAI::SpellHit ( Unit *  ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

934 {
935 if (spell->Id == 71070 && me->IsInCombat() && !me->IsInEvadeMode())
937 }
bool IsInEvadeMode() const
Definition Creature.h:137

References ACTION_CAST_INVOCATION, DoAction(), SpellInfo::Id, Unit::IsInCombat(), Creature::IsInEvadeMode(), and ScriptedAI::me.

◆ UpdateAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

984 {
985 if (!UpdateVictim() || !CheckRoom())
986 return;
987
988 events.Update(diff);
989
991 return;
992
993 switch (events.ExecuteEvent())
994 {
996 {
997 uint32 visualSpellId = 0;
999 if (++currentInvocationIndex >= 3)
1003 {
1005 visualSpellId = 71080;
1006 break;
1008 visualSpellId = 71081;
1009 break;
1011 visualSpellId = 71070;
1012 break;
1013 }
1014 if (!visualSpellId || !current || !next || !current->IsInCombat() || !next->IsInCombat())
1015 {
1017 return;
1018 }
1019 next->SetHealth(current->GetHealth());
1021 current->SetHealth(1);
1022 current->CastSpell((Unit*)nullptr, visualSpellId, true);
1023 next->AI()->Talk(1);
1024 }
1025 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 46s);
1026 break;
1027 case EVENT_BERSERK:
1028 me->CastSpell(me, SPELL_BERSERK, true);
1030 break;
1031 case EVENT_KINETIC_BOMB:
1032 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1033 {
1034 me->CastSpell(target, SPELL_KINETIC_BOMB_TARGET, false);
1036 }
1037 events.ScheduleEvent(EVENT_KINETIC_BOMB, me->GetMap()->Is25ManRaid() ? 20s + 500ms : 30s + 500ms);
1038 break;
1039 case EVENT_SHOCK_VORTEX:
1040 if (_isEmpowered)
1041 {
1044 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 30s);
1045 }
1046 else
1047 {
1048 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1049 me->CastSpell(target, SPELL_SHOCK_VORTEX, false);
1050 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 18s, 23s);
1051 }
1052 break;
1053 }
1054
1056 }
std::uint32_t uint32
Definition Define.h:107
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_KINETIC_BOMB_TARGET
Definition boss_blood_prince_council.cpp:100
@ SPELL_EMPOWERED_SHOCK_VORTEX
Definition boss_blood_prince_council.cpp:103
@ SPELL_SHOCK_VORTEX
Definition boss_blood_prince_council.cpp:102
@ SAY_VALANAR_SPECIAL
Definition boss_blood_prince_council.cpp:53
@ EMOTE_VALANAR_SHOCK_VORTEX
Definition boss_blood_prince_council.cpp:54
@ SAY_VALANAR_BERSERK
Definition boss_blood_prince_council.cpp:56
@ SPELL_BERSERK
Definition boss_maiden_of_virtue.cpp:36
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.
Definition CreatureAI.cpp:67
bool UpdateVictim()
Definition CreatureAI.cpp:350
CreatureAI * AI() const
Definition Creature.h:143
bool Is25ManRaid() const
Definition Map.h:304
virtual void DoAction(int32)
Definition UnitAI.h:217
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:108
Definition Unit.h:670
uint32 GetHealth() const
Definition Unit.h:1122
bool HasUnitState(const uint32 f) const
Definition Unit.h:742
Map * GetMap() const
Definition Object.h:637
bool CheckRoom()
Definition boss_blood_prince_council.cpp:972

References _isEmpowered, ACTION_REMOVE_INVOCATION, Creature::AI(), Unit::CastSpell(), CheckRoom(), currentInvocationIndex, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, UnitAI::DoAction(), UnitAI::DoMeleeAttackIfReady(), EMOTE_VALANAR_SHOCK_VORTEX, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), InstanceScript::GetGuidData(), Unit::GetHealth(), WorldObject::GetMap(), Unit::HasUnitState(), BossAI::instance, InstanceScript::instance, invocationOrder, Map::Is25ManRaid(), Unit::IsInCombat(), ScriptedAI::me, Random, SAY_VALANAR_BERSERK, SAY_VALANAR_SPECIAL, UnitAI::SelectTarget(), Unit::SetHealth(), SPELL_BERSERK, SPELL_EMPOWERED_SHOCK_VORTEX, SPELL_KINETIC_BOMB_TARGET, SPELL_SHOCK_VORTEX, CreatureAI::Talk(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _canDie

bool boss_prince_valanar_icc::boss_prince_valanarAI::_canDie

◆ _evading

bool boss_prince_valanar_icc::boss_prince_valanarAI::_evading

Referenced by EnterEvadeMode(), and Reset().

◆ _isEmpowered

bool boss_prince_valanar_icc::boss_prince_valanarAI::_isEmpowered

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

◆ currentInvocationIndex

uint8 boss_prince_valanar_icc::boss_prince_valanarAI::currentInvocationIndex

Referenced by JustEngagedWith(), and UpdateAI().

◆ invocationOrder

uint32 boss_prince_valanar_icc::boss_prince_valanarAI::invocationOrder[3]

Referenced by JustEngagedWith(), and UpdateAI().


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