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npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI Struct Reference
Inheritance diagram for npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_aerial_command_unitAI (Creature *pCreature)
 
void Reset () override
 
void AttackStart (Unit *who) override
 
void SetData (uint32 id, uint32 value) override
 
void DoAction (int32 param) 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 JustSummoned (Creature *s) override
 
void SummonedCreatureDespawn (Creature *s) override
 
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 void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual 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
 
SummonList summons
 
bool bIsEvading
 
uint8 Phase
 
bool immobilized
 
- 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_aerial_command_unitAI()

npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::npc_ulduar_aerial_command_unitAI ( Creature pCreature)
inline
1569 : ScriptedAI(pCreature), summons(me)
1570 {
1572 bIsEvading = false;
1573 immobilized = false;
1574 me->SetDisableGravity(true);
1575 }
void SetDisableGravity(bool disable)
Definition Unit.cpp:20331
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1221
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition boss_mimiron.cpp:1579
InstanceScript * pInstance
Definition boss_mimiron.cpp:1577

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

Member Function Documentation

◆ AttackStart()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

1592 {
1593 if (who)
1594 me->Attack(who, true); // skip following
1595 }
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:10323

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

Referenced by SetData().

◆ DamageTaken()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::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.

1649 {
1650 if (damage >= me->GetHealth() || me->GetHealth() < 15000)
1651 {
1652 damage = 0;
1653 if (me->GetReactState() == REACT_PASSIVE)
1654 return;
1656 if (Phase == 3)
1657 {
1659 {
1661 me->GetMotionMaster()->Clear();
1662 me->StopMoving();
1663 me->AttackStop();
1665 SetData(1, 0);
1668
1669 me->GetMotionMaster()->MovePoint(0, 2744.65f, 2569.46f, 381.34f);
1670
1671 if (Creature* c = GetMimiron())
1672 c->AI()->SetData(0, 3);
1673 }
1674 }
1675 else if (Phase == 4)
1676 {
1678 {
1682 me->CastSpell(me, SPELL_SELF_REPAIR, false);
1683 if (Creature* c = GetMimiron())
1684 {
1685 if (c->AI()->GetData(1))
1687 if (c->AI()->GetData(2))
1688 me->CastSpell(me, SPELL_BERSERK, true);
1689 c->AI()->SetData(0, 6);
1690 }
1691 }
1692 }
1693 }
1694 }
@ 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 MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:228
void Clear(bool reset=true)
Definition MotionMaster.h:182
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
void StopMoving()
Definition Unit.cpp:16660
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:1597

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

◆ DoAction()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

1643 {
1644 if (param == 1337)
1646 }
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:71

References SummonList::DespawnAll(), and summons.

◆ EnterEvadeMode()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1812 {
1813 if (bIsEvading)
1814 return;
1815 bIsEvading = true;
1816
1817 me->RemoveAllAuras();
1818 me->ExitVehicle();
1820 Reset();
1821 if (Creature* mimiron = GetMimiron())
1822 mimiron->AI()->EnterEvadeMode(why);
1823
1824 bIsEvading = false;
1825 }
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:1584

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

◆ JustSummoned()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::JustSummoned ( Creature s)
inlineoverridevirtual

Reimplemented from CreatureAI.

1828 {
1829 summons.Summon(s);
1830 if (s->GetEntry() == NPC_BOMB_BOT)
1831 s->m_positionZ = 364.34f;
1832 }
@ NPC_BOMB_BOT
Definition boss_mimiron.cpp:94
uint32 GetEntry() const
Definition Object.h:116
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
float m_positionZ
Definition Position.h:57

References Object::GetEntry(), Position::m_positionZ, NPC_BOMB_BOT, SummonList::Summon(), and summons.

◆ KilledUnit()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1796 {
1797 if (who->IsPlayer())
1798 if (Creature* c = GetMimiron())
1799 {
1800 if (Phase == 3)
1801 {
1802 c->AI()->Talk(SAY_AERIAL_SLAY);
1803 }
1804 else
1805 {
1806 c->AI()->Talk(SAY_V07TRON_SLAY);
1807 }
1808 }
1809 }
@ SAY_AERIAL_SLAY
Definition boss_mimiron.cpp:227
@ SAY_V07TRON_SLAY
Definition boss_mimiron.cpp:230
bool IsPlayer() const
Definition Object.h:201

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

◆ MoveInLineOfSight()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1793{}

◆ Reset()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1585 {
1586 Phase = 0;
1587 events.Reset();
1589 }
events
Definition boss_sartura.cpp:43

References SummonList::DespawnAll(), and summons.

Referenced by EnterEvadeMode().

◆ SetData()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1598 {
1599 if (id == 1) // setting phase to start fighting
1600 {
1601 switch (value)
1602 {
1603 case 0:
1604 Phase = 0;
1605 events.Reset();
1606 immobilized = false;
1607 break;
1608 case 3:
1609 Phase = 3;
1611 if (Unit* target = SelectTargetFromPlayerList(75.0f))
1612 AttackStart(target);
1614 events.Reset();
1615 events.ScheduleEvent(EVENT_SPELL_PLASMA_BALL, 0ms);
1616 events.ScheduleEvent(EVENT_SUMMON_BOMB_BOT, 15s);
1617 events.ScheduleEvent(EVENT_SUMMON_ASSAULT_BOT, 1s);
1618 events.ScheduleEvent(EVENT_SUMMON_JUNK_BOT, 10s);
1619 if (Creature* c = GetMimiron())
1620 if (c->AI()->GetData(1))
1621 events.ScheduleEvent(EVENT_SUMMON_EMERGENCY_FIRE_BOTS, 0ms);
1622 break;
1623 case 4:
1626 Phase = 4;
1628 if (Unit* target = SelectTargetFromPlayerList(75.0f))
1629 AttackStart(target);
1631 events.Reset();
1632 events.ScheduleEvent(EVENT_SPELL_PLASMA_BALL, 0ms);
1633 }
1634 }
1635 else if (id == 2 && !immobilized && Phase == 3) // magnetic core
1636 {
1637 immobilized = true;
1638 events.ScheduleEvent(EVENT_MAGNETIC_CORE_PULL_DOWN, 2s);
1639 }
1640 }
@ REACT_AGGRESSIVE
Definition Unit.h:552
@ EVENT_SUMMON_JUNK_BOT
Definition boss_mimiron.cpp:196
@ EVENT_MAGNETIC_CORE_PULL_DOWN
Definition boss_mimiron.cpp:197
@ EVENT_SUMMON_ASSAULT_BOT
Definition boss_mimiron.cpp:195
@ EVENT_SUMMON_BOMB_BOT
Definition boss_mimiron.cpp:192
@ EVENT_SUMMON_EMERGENCY_FIRE_BOTS
Definition boss_mimiron.cpp:210
@ EVENT_SPELL_PLASMA_BALL
Definition boss_mimiron.cpp:191
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:113
Definition Unit.h:650
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:734
void DoResetThreatList()
Definition ScriptedCreature.cpp:445
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:563
void AttackStart(Unit *who) override
Definition boss_mimiron.cpp:1591

References AttackStart(), ScriptedAI::DoResetThreatList(), CreatureAI::DoZoneInCombat(), EVENT_MAGNETIC_CORE_PULL_DOWN, EVENT_SPELL_PLASMA_BALL, EVENT_SUMMON_ASSAULT_BOT, EVENT_SUMMON_BOMB_BOT, EVENT_SUMMON_EMERGENCY_FIRE_BOTS, EVENT_SUMMON_JUNK_BOT, GetMimiron, immobilized, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), ScriptedAI::SelectTargetFromPlayerList(), Creature::SetReactState(), and UNIT_FLAG_NOT_SELECTABLE.

Referenced by DamageTaken(), and UpdateAI().

◆ SpellHit()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

◆ SummonedCreatureDespawn()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::SummonedCreatureDespawn ( Creature s)
inlineoverridevirtual

Reimplemented from CreatureAI.

1835 {
1836 summons.Despawn(s);
1837 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1697 {
1698 if (!UpdateVictim())
1699 return;
1700
1701 // following :D
1702 if (Phase == 3 && !immobilized)
1703 if (Unit* victim = me->GetVictim())
1704 if (me->GetExactDist2d(victim) > 25.0f )
1705 {
1706 float angle = victim->GetAngle(me->GetPositionX(), me->GetPositionY());
1707 me->SetOrientation( me->GetAngle(victim->GetPositionX(), victim->GetPositionY()));
1708 float x = victim->GetPositionX() + 15.0f * cos(angle);
1709 float y = victim->GetPositionY() + 15.0f * std::sin(angle);
1710
1711 // check if there's magnetic core in line of movement
1712 Creature* mc = nullptr;
1713 std::list<Creature*> cl;
1715 for( std::list<Creature*>::iterator itr = cl.begin(); itr != cl.end(); ++itr )
1716 {
1717 if ((*itr)->IsInBetween(me, victim, 4.0f) && (*itr)->GetExactDist2d(victim) >= 10.0f) // don't come very close just because there's a magnetic core
1718 {
1719 x = (*itr)->GetPositionX();
1720 y = (*itr)->GetPositionY();
1721 mc = (*itr);
1722 break;
1723 }
1724 }
1725
1726 float speed = me->GetExactDist(x, y, 381.34f);
1727 me->GetMotionMaster()->MovePoint(0, x, y, 381.34f, FORCED_MOVEMENT_NONE, speed);
1728 if (mc)
1729 {
1730 mc->AI()->SetData(0, 0);
1731 SetData(2, 1);
1732 }
1733 }
1734
1735 events.Update(diff);
1736
1738 return;
1739
1740 switch (events.ExecuteEvent())
1741 {
1742 case 0:
1743 break;
1745 if (!immobilized)
1747 events.Repeat(3s);
1748 break;
1750 if (!immobilized)
1752 events.Repeat(15s);
1753 break;
1755 if (GameObject* pad = me->FindNearestGameObject(RAND(194742, 194746, 194745), 200.0f))
1757 trigger->AI()->DoAction(2);
1758 events.Repeat(30s);
1759 break;
1761 if (GameObject* pad = me->FindNearestGameObject(RAND(194741, 194744, 194747), 200.0f))
1763 trigger->AI()->DoAction(1);
1764 events.Repeat(10s);
1765 break;
1767 {
1768 uint32 ids[3] = {194740, 194743, 194748};
1769 for( uint8 i = 0; i < 3; ++i )
1770 if (GameObject* pad = me->FindNearestGameObject(ids[i], 200.0f))
1772 trigger->AI()->DoAction(3);
1773 events.Repeat(45s);
1774 }
1775 break;
1778 me->CastSpell(me, SPELL_SPINNING, true);
1780 events.ScheduleEvent(EVENT_MAGNETIC_CORE_FREE, 20s);
1781 break;
1786 break;
1788 immobilized = false;
1789 break;
1790 }
1791 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:85
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:55
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:50
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ EVENT_MAGNETIC_CORE_REMOVE_IMMOBILIZE
Definition boss_mimiron.cpp:199
@ EVENT_MAGNETIC_CORE_FREE
Definition boss_mimiron.cpp:198
@ NPC_MAGNETIC_CORE
Definition boss_mimiron.cpp:98
@ NPC_BOT_SUMMON_TRIGGER
Definition boss_mimiron.cpp:95
@ SPELL_PLASMA_BALL
Definition boss_mimiron.cpp:65
@ SPELL_SUMMON_BOMB_BOT
Definition boss_mimiron.cpp:70
@ SPELL_MAGNETIC_CORE
Definition boss_mimiron.cpp:67
@ SPELL_SPINNING
Definition boss_mimiron.cpp:68
bool UpdateVictim()
Definition CreatureAI.cpp:287
CreatureAI * AI() const
Definition Creature.h:145
Definition GameObject.h:120
virtual void SetData(uint32, uint32)
Definition UnitAI.h:219
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:276
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4844
Unit * GetVictim() const
Definition Unit.h:886
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
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
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition Object.cpp:2459
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3012
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1278
float GetExactDist2d(const float x, const float y) const
Definition Position.h:170
float GetExactDist(float x, float y, float z) const
Definition Position.h:182
void SetOrientation(float orientation)
Definition Position.h:116
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
float GetAngle(const Position *pos) const
Definition Position.cpp:85

References Creature::AI(), Unit::CastSpell(), UnitAI::DoCastVictim(), EVENT_MAGNETIC_CORE_FREE, EVENT_MAGNETIC_CORE_PULL_DOWN, EVENT_MAGNETIC_CORE_REMOVE_IMMOBILIZE, EVENT_SPELL_PLASMA_BALL, EVENT_SUMMON_ASSAULT_BOT, EVENT_SUMMON_BOMB_BOT, EVENT_SUMMON_EMERGENCY_FIRE_BOTS, EVENT_SUMMON_JUNK_BOT, WorldObject::FindNearestGameObject(), FORCED_MOVEMENT_NONE, Position::GetAngle(), WorldObject::GetCreaturesWithEntryInRange(), WorldObject::GetDistance(), Position::GetExactDist(), Position::GetExactDist2d(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Unit::GetVictim(), Unit::HasUnitState(), immobilized, ScriptedAI::me, MotionMaster::MovePoint(), NPC_BOT_SUMMON_TRIGGER, NPC_MAGNETIC_CORE, RAND(), Unit::RemoveAura(), SetData(), UnitAI::SetData(), Position::SetOrientation(), SPELL_MAGNETIC_CORE, SPELL_PLASMA_BALL, SPELL_SPINNING, SPELL_SUMMON_BOMB_BOT, WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, TEMPSUMMON_TIMED_DESPAWN, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ bIsEvading

bool npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::bIsEvading

◆ events

EventMap npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::events

◆ immobilized

bool npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::immobilized

◆ Phase

uint8 npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::Phase

◆ pInstance

InstanceScript* npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::pInstance

◆ summons

SummonList npc_ulduar_aerial_command_unit::npc_ulduar_aerial_command_unitAI::summons

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