AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_ulduar_vx001::npc_ulduar_vx001AI Struct Reference
Inheritance diagram for npc_ulduar_vx001::npc_ulduar_vx001AI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_vx001AI (Creature *pCreature)
 
void Reset () override
 
void AttackStart (Unit *) override
 
void SetData (uint32 id, uint32 value) override
 
uint32 GetData (uint32) const override
 
void DoAction (int32 action) 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 =======================================
 
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 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
 
bool fighting
 
bool leftarm
 
uint32 spinningUpOrientation
 
uint16 spinningUpTimer
 
- 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_vx001AI()

npc_ulduar_vx001::npc_ulduar_vx001AI::npc_ulduar_vx001AI ( Creature pCreature)
inline
1245 : ScriptedAI(pCreature)
1246 {
1248 bIsEvading = false;
1249 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1221
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
InstanceScript * pInstance
Definition boss_mimiron.cpp:1251
bool bIsEvading
Definition boss_mimiron.cpp:1253

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

Member Function Documentation

◆ AttackStart()

void npc_ulduar_vx001::npc_ulduar_vx001AI::AttackStart ( Unit )
inlineoverridevirtual

Reimplemented from UnitAI.

1270{}

◆ DamageTaken()

void npc_ulduar_vx001::npc_ulduar_vx001AI::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.

1335 {
1336 if (damage >= me->GetHealth() || me->GetHealth() < 15000)
1337 {
1338 damage = 0;
1339 if (me->GetReactState() == REACT_PASSIVE)
1340 return;
1342 if (Phase == 2)
1343 {
1345 {
1347 SetData(1, 0);
1353 if (Creature* c = GetMimiron())
1354 c->AI()->SetData(0, 2);
1355 }
1356 }
1357 else if (Phase == 4)
1358 {
1360 {
1364 me->CastSpell(me, SPELL_SELF_REPAIR, false);
1365 if (Creature* c = GetMimiron())
1366 {
1367 if (c->AI()->GetData(1))
1369 if (c->AI()->GetData(2))
1370 me->CastSpell(me, SPELL_BERSERK, true);
1371 c->AI()->SetData(0, 5);
1372 }
1373 }
1374 }
1375 }
1376 }
@ EMOTE_ONESHOT_CUSTOM_SPELL_06
Definition SharedDefines.h:2013
@ 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
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
#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 InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4188
void RemoveAllAurasExceptType(AuraType type)
Definition Unit.cpp:5461
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 SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21198
void SendMeleeAttackStop(Unit *victim=nullptr)
Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side or int...
Definition Unit.cpp:3114
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:733
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2035
void SetData(uint32 id, uint32 value) override
Definition boss_mimiron.cpp:1272

References Unit::CastSpell(), EMOTE_ONESHOT_CUSTOM_SPELL_06, Unit::GetHealth(), GetMimiron, Creature::GetReactState(), Unit::HandleEmoteCommand(), Unit::HasUnitFlag(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, REACT_PASSIVE, Unit::RemoveAllAurasExceptType(), Unit::SendMeleeAttackStop(), SetData(), Creature::SetReactState(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), SPELL_AURA_CONTROL_VEHICLE, SPELL_BERSERK, SPELL_EMERGENCY_MODE, SPELL_SELF_REPAIR, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_EMOTESTATE.

◆ DoAction()

void npc_ulduar_vx001::npc_ulduar_vx001AI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1325 {
1326 if (action == 1337)
1327 if (Vehicle* vk = me->GetVehicleKit())
1328 for (uint8 i = 0; i < 2; ++i)
1329 if (Unit* r = vk->GetPassenger(5 + i))
1330 if (r->IsCreature())
1331 r->ToCreature()->DespawnOrUnsummon(1ms);
1332 }
std::uint8_t uint8
Definition Define.h:109
Definition Unit.h:650
Vehicle * GetVehicleKit() const
Definition Unit.h:1879
Definition Vehicle.h:28

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

◆ EnterEvadeMode()

void npc_ulduar_vx001::npc_ulduar_vx001AI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1525 {
1526 if (bIsEvading)
1527 return;
1528 bIsEvading = true;
1529
1530 me->RemoveAllAuras();
1531 me->ExitVehicle();
1533 Reset();
1534 if (Creature* mimiron = GetMimiron())
1535 mimiron->AI()->EnterEvadeMode(why);
1536
1537 bIsEvading = false;
1538 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:310
void RemoveAllAuras()
Definition Unit.cpp:5387
void ExitVehicle(Position const *exitPosition=nullptr)
Definition Unit.cpp:19497
void Reset() override
Definition boss_mimiron.cpp:1260

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

◆ GetData()

uint32 npc_ulduar_vx001::npc_ulduar_vx001AI::GetData ( uint32  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

1320 {
1321 return spinningUpOrientation;
1322 }
uint32 spinningUpOrientation
Definition boss_mimiron.cpp:1257

References spinningUpOrientation.

◆ KilledUnit()

void npc_ulduar_vx001::npc_ulduar_vx001AI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1509 {
1510 if (who->IsPlayer())
1511 if (Creature* c = GetMimiron())
1512 {
1513 if (Phase == 2)
1514 {
1515 c->AI()->Talk(SAY_VX001_SLAY);
1516 }
1517 else
1518 {
1519 c->AI()->Talk(SAY_V07TRON_SLAY);
1520 }
1521 }
1522 }
@ SAY_V07TRON_SLAY
Definition boss_mimiron.cpp:230
@ SAY_VX001_SLAY
Definition boss_mimiron.cpp:224
bool IsPlayer() const
Definition Object.h:201

References GetMimiron, Object::IsPlayer(), SAY_V07TRON_SLAY, and SAY_VX001_SLAY.

◆ MoveInLineOfSight()

void npc_ulduar_vx001::npc_ulduar_vx001AI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1506{}

◆ PassengerBoarded()

void npc_ulduar_vx001::npc_ulduar_vx001AI::PassengerBoarded ( Unit ,
int8  ,
bool   
)
inlineoverridevirtual

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

Reimplemented from CreatureAI.

1541 {
1542 if (p->GetEntry() == NPC_ROCKET_VISUAL && !apply)
1543 p->ToCreature()->DespawnOrUnsummon(8s);
1544 }
@ NPC_ROCKET_VISUAL
Definition boss_mimiron.cpp:54

References Creature::DespawnOrUnsummon(), Object::GetEntry(), NPC_ROCKET_VISUAL, and Object::ToCreature().

◆ Reset()

void npc_ulduar_vx001::npc_ulduar_vx001AI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1261 {
1262 Phase = 0;
1263 fighting = false;
1264 leftarm = false;
1265 spinningUpTimer = 0;
1266 me->SetRegeneratingHealth(false);
1267 events.Reset();
1268 }
events
Definition boss_sartura.cpp:43
void SetRegeneratingHealth(bool enable)
Definition Creature.h:321
bool leftarm
Definition boss_mimiron.cpp:1256
bool fighting
Definition boss_mimiron.cpp:1255
uint16 spinningUpTimer
Definition boss_mimiron.cpp:1258

References fighting, leftarm, ScriptedAI::me, Creature::SetRegeneratingHealth(), and spinningUpTimer.

Referenced by EnterEvadeMode().

◆ SetData()

void npc_ulduar_vx001::npc_ulduar_vx001AI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1273 {
1274 if (id == 1) // setting phase to start fighting
1275 {
1276 switch (value)
1277 {
1278 case 0:
1279 Phase = 0;
1280 fighting = false;
1282 events.Reset();
1283 break;
1284 case 2:
1285 Phase = 2;
1286 fighting = true;
1289 events.Reset();
1290 events.ScheduleEvent(EVENT_SPELL_HEAT_WAVE, 10s);
1291 events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16s);
1292 events.ScheduleEvent(EVENT_SPELL_RAPID_BURST, 0ms);
1293 events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30s);
1294 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3s);
1295 if (Creature* c = GetMimiron())
1296 if (c->AI()->GetData(1))
1297 {
1298 events.ScheduleEvent(EVENT_FLAME_SUPPRESSION_10, 7s);
1299 events.ScheduleEvent(EVENT_FROST_BOMB, 1s);
1300 }
1301 break;
1302 case 4:
1303 Phase = 4;
1304 fighting = true;
1306 events.Reset();
1307 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3s);
1308 events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16s);
1309 events.ScheduleEvent(EVENT_HAND_PULSE, 1ms);
1310 events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30s);
1311 if (Creature* c = GetMimiron())
1312 if (c->AI()->GetData(1))
1313 events.ScheduleEvent(EVENT_FROST_BOMB, 1s);
1314 break;
1315 }
1316 }
1317 }
@ EMOTE_ONESHOT_SPELL_CAST_OMNI
Definition SharedDefines.h:2068
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1905
@ EVENT_FROST_BOMB
Definition boss_mimiron.cpp:209
@ EVENT_SPELL_SPINNING_UP
Definition boss_mimiron.cpp:187
@ EVENT_FLAME_SUPPRESSION_10
Definition boss_mimiron.cpp:208
@ EVENT_SPELL_HEAT_WAVE
Definition boss_mimiron.cpp:182
@ EVENT_HAND_PULSE
Definition boss_mimiron.cpp:188
@ EVENT_SPELL_RAPID_BURST
Definition boss_mimiron.cpp:185
@ EVENT_SPELL_ROCKET_STRIKE
Definition boss_mimiron.cpp:183
@ EVENT_REINSTALL_ROCKETS
Definition boss_mimiron.cpp:184
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:734

References EMOTE_ONESHOT_NONE, EMOTE_ONESHOT_SPELL_CAST_OMNI, EVENT_FLAME_SUPPRESSION_10, EVENT_FROST_BOMB, EVENT_HAND_PULSE, EVENT_REINSTALL_ROCKETS, EVENT_SPELL_HEAT_WAVE, EVENT_SPELL_RAPID_BURST, EVENT_SPELL_ROCKET_STRIKE, EVENT_SPELL_SPINNING_UP, fighting, GetMimiron, ScriptedAI::me, Unit::RemoveUnitFlag(), Unit::SetUInt32Value(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_EMOTESTATE.

Referenced by DamageTaken().

◆ SpellHit()

void npc_ulduar_vx001::npc_ulduar_vx001AI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1547 {
1548 if (spell->Id == SPELL_SELF_REPAIR)
1549 {
1552 }
1553 }
@ REACT_AGGRESSIVE
Definition Unit.h:552

References SpellInfo::Id, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Creature::SetReactState(), SPELL_SELF_REPAIR, and UNIT_FLAG_NON_ATTACKABLE.

◆ UpdateAI()

void npc_ulduar_vx001::npc_ulduar_vx001AI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1379 {
1380 if (!fighting)
1381 return;
1382
1383 events.Update(diff);
1384
1385 if (spinningUpTimer) // executed about a second after starting casting to ensure players can see the correct direction
1386 {
1387 if (spinningUpTimer <= diff)
1388 {
1389 float angle = (spinningUpOrientation * 2 * M_PI) / 100.0f;
1390 me->SetFacingTo(angle);
1391
1392 spinningUpTimer = 0;
1393 }
1394 else
1395 spinningUpTimer -= diff;
1396 }
1397
1399 return;
1400
1401 switch (events.ExecuteEvent())
1402 {
1403 case 0:
1404 break;
1406 me->CastSpell(me, SPELL_HEAT_WAVE, true);
1407 events.Repeat(10s);
1408 break;
1410 if (Vehicle* vk = me->GetVehicleKit())
1411 {
1412 for( int i = 0; i < (Phase / 2); ++i )
1413 {
1414 uint8 index = (Phase == 2 ? rand() % 2 : i);
1415 if (Unit* r = vk->GetPassenger(5 + index))
1416 if (Player* temp = SelectTargetFromPlayerList(100.0f))
1417 {
1418 if (Creature* trigger = me->SummonCreature(NPC_ROCKET_STRIKE_N, temp->GetPositionX(), temp->GetPositionY(), temp->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN, 6000))
1419 trigger->CastSpell(trigger, SPELL_ROCKET_STRIKE_AURA, true);
1420 Position exitPos = r->GetPosition();
1421 exitPos.m_positionX += cos(me->GetOrientation()) * 2.35f;
1422 exitPos.m_positionY += std::sin(me->GetOrientation()) * 2.35f;
1423 exitPos.m_positionZ += 2.0f * Phase;
1424 r->_ExitVehicle(&exitPos);
1426 if (r->IsCreature())
1427 r->ToCreature()->AI()->SetData(0, 0);
1428 }
1429 }
1430 events.Repeat(20s);
1431 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 10s);
1432 }
1433 break;
1435 if (Vehicle* vk = me->GetVehicleKit())
1436 {
1437 for (uint8 i = 5; i <= 6; ++i)
1438 if (!vk->GetPassenger(i))
1440 if (!me->HandleSpellClick(accessory, i))
1441 accessory->UnSummon();
1442 }
1443 break;
1445 if (Player* p = SelectTargetFromPlayerList(80.0f))
1446 {
1447 me->CastSpell(p, SPELL_RAPID_BURST, true);
1449 }
1450 events.Repeat(3200ms);
1451 break;
1452 case EVENT_HAND_PULSE:
1453 if (Player* p = SelectTargetFromPlayerList(80.0f))
1454 {
1456 if (Unit* vb = me->GetVehicleBase())
1457 {
1458 vb->SendMeleeAttackStop();
1459 vb->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
1460
1461 if (!leftarm)
1462 {
1463 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_03);
1464 me->CastSpell(p, SPELL_HAND_PULSE_R, false);
1465 }
1466 else
1467 {
1468 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_04);
1469 me->CastSpell(p, SPELL_HAND_PULSE_L, false);
1470 }
1471 }
1472
1473 leftarm = !leftarm;
1474 }
1475 events.Repeat(1750ms);
1476 break;
1478 events.Repeat(45s);
1479 if (Player* p = SelectTargetFromPlayerList(80.0f))
1480 {
1481 float angle = me->GetAngle(p);
1482
1483 spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
1484 spinningUpTimer = 1500;
1485 me->SetFacingTo(angle);
1486 me->CastSpell(p, SPELL_SPINNING_UP, true);
1487 if (Unit* vehicle = me->GetVehicleBase())
1488 {
1489 vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
1490 vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
1491 }
1492 events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14s + 500ms);
1493 }
1494 break;
1497 events.Repeat(10s);
1498 break;
1499 case EVENT_FROST_BOMB:
1501 events.Repeat(45s);
1502 break;
1503 }
1504 }
std::uint32_t uint32
Definition Define.h:107
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:55
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:50
@ EMOTE_ONESHOT_CUSTOM_SPELL_03
Definition SharedDefines.h:2010
@ EMOTE_ONESHOT_CUSTOM_SPELL_04
Definition SharedDefines.h:2011
@ EMOTE_STATE_CUSTOM_SPELL_01
Definition SharedDefines.h:2021
@ SPELLVALUE_MAX_TARGETS
Definition SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_FLAME_SUPPRESSANT_10yd
Definition boss_mimiron.cpp:129
@ SPELL_VX001_FROST_BOMB
Definition boss_mimiron.cpp:122
@ SPELL_RAPID_BURST
Definition boss_mimiron.cpp:57
@ NPC_ROCKET_STRIKE_N
Definition boss_mimiron.cpp:55
@ SPELL_ROCKET_STRIKE_AURA
Definition boss_mimiron.cpp:53
@ SPELL_HAND_PULSE_R
Definition boss_mimiron.cpp:78
@ SPELL_HEAT_WAVE
Definition boss_mimiron.cpp:51
@ SPELL_SPINNING_UP
Definition boss_mimiron.cpp:62
@ SPELL_HAND_PULSE_L
Definition boss_mimiron.cpp:79
Definition Player.h:1071
Definition TemporarySummon.h:40
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:20290
void SetFacingTo(float ori)
Definition Unit.cpp:20280
Unit * GetVehicleBase() const
Definition Unit.cpp:18773
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1251
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
bool HandleSpellClick(Unit *clicker, int8 seatId=-1)
Definition Unit.cpp:19316
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition Unit.cpp:5178
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
Definition Position.h:27
float m_positionZ
Definition Position.h:57
float m_positionX
Definition Position.h:55
float GetPositionZ() const
Definition Position.h:123
float m_positionY
Definition Position.h:56
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
void GetPosition(float &x, float &y) const
Definition Position.h:126
float GetPositionY() const
Definition Position.h:122
float GetAngle(const Position *pos) const
Definition Position.cpp:85
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:563
uint8 Phase
Definition boss_mimiron.cpp:1254

References Unit::CastCustomSpell(), Unit::CastSpell(), EMOTE_ONESHOT_CUSTOM_SPELL_03, EMOTE_ONESHOT_CUSTOM_SPELL_04, EMOTE_ONESHOT_NONE, EMOTE_STATE_CUSTOM_SPELL_01, EVENT_FLAME_SUPPRESSION_10, EVENT_FROST_BOMB, EVENT_HAND_PULSE, EVENT_REINSTALL_ROCKETS, EVENT_SPELL_HEAT_WAVE, EVENT_SPELL_RAPID_BURST, EVENT_SPELL_ROCKET_STRIKE, EVENT_SPELL_SPINNING_UP, fighting, Position::GetAngle(), Position::GetOrientation(), Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVehicleBase(), Unit::GetVehicleKit(), Unit::HandleSpellClick(), Unit::HasUnitState(), leftarm, Position::m_positionX, Position::m_positionY, Position::m_positionZ, ScriptedAI::me, NPC_ROCKET_STRIKE_N, NPC_ROCKET_VISUAL, Phase, Unit::RemoveAurasByType(), ScriptedAI::SelectTargetFromPlayerList(), Unit::SetFacingTo(), Unit::SetFacingToObject(), SPELL_AURA_CONTROL_VEHICLE, SPELL_FLAME_SUPPRESSANT_10yd, SPELL_HAND_PULSE_L, SPELL_HAND_PULSE_R, SPELL_HEAT_WAVE, SPELL_RAPID_BURST, SPELL_ROCKET_STRIKE_AURA, SPELL_SPINNING_UP, SPELL_VX001_FROST_BOMB, SPELLVALUE_MAX_TARGETS, spinningUpOrientation, spinningUpTimer, WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, TEMPSUMMON_TIMED_DESPAWN, UNIT_NPC_EMOTESTATE, and UNIT_STATE_CASTING.

Member Data Documentation

◆ bIsEvading

bool npc_ulduar_vx001::npc_ulduar_vx001AI::bIsEvading

◆ events

EventMap npc_ulduar_vx001::npc_ulduar_vx001AI::events

◆ fighting

bool npc_ulduar_vx001::npc_ulduar_vx001AI::fighting

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

◆ leftarm

bool npc_ulduar_vx001::npc_ulduar_vx001AI::leftarm

Referenced by Reset(), and UpdateAI().

◆ Phase

uint8 npc_ulduar_vx001::npc_ulduar_vx001AI::Phase

Referenced by UpdateAI().

◆ pInstance

InstanceScript* npc_ulduar_vx001::npc_ulduar_vx001AI::pInstance

Referenced by npc_ulduar_vx001AI().

◆ spinningUpOrientation

uint32 npc_ulduar_vx001::npc_ulduar_vx001AI::spinningUpOrientation

Referenced by GetData(), and UpdateAI().

◆ spinningUpTimer

uint16 npc_ulduar_vx001::npc_ulduar_vx001AI::spinningUpTimer

Referenced by Reset(), and UpdateAI().


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