AzerothCore 3.3.5a
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boss_gothik::boss_gothikAI Struct Reference
Inheritance diagram for boss_gothik::boss_gothikAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_gothikAI (Creature *c)
 
bool IsInRoom ()
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *cr) override
 
void KilledUnit (Unit *who) override
 
void JustDied (Unit *killer) override
 
void SummonHelpers (uint32 entry)
 
bool CheckGroupSplitted ()
 
void OpenGate ()
 
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()
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void 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 JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

EventMap events
 
SummonList summons
 
bool secondPhase {}
 
bool gateOpened {}
 
bool lastTeleportDead {}
 
uint8 waveCount {}
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- 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 BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_gothikAI()

boss_gothik::boss_gothikAI::boss_gothikAI ( Creature c)
inlineexplicit
190 {}
Definition ScriptedCreature.h:485
@ BOSS_GOTHIK
Definition naxxramas.h:38
Creature * me
Definition ScriptedCreature.h:281
SummonList summons
Definition boss_gothik.cpp:193

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
325 {
326 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
327 if (!PlayerList.IsEmpty())
328 {
329 bool checklife = false;
330 bool checkdead = false;
331 for (auto const& i : PlayerList)
332 {
333 Player* player = i.GetSource();
334 if (player->IsAlive() &&
335 player->GetPositionX() <= POS_X_NORTH &&
336 player->GetPositionX() >= POS_X_SOUTH &&
337 player->GetPositionY() <= POS_Y_GATE &&
338 player->GetPositionY() >= POS_Y_EAST)
339 {
340 checklife = true;
341 }
342 else if (player->IsAlive() &&
343 player->GetPositionX() <= POS_X_NORTH &&
344 player->GetPositionX() >= POS_X_SOUTH &&
345 player->GetPositionY() >= POS_Y_GATE &&
346 player->GetPositionY() <= POS_Y_WEST)
347 {
348 checkdead = true;
349 }
350
351 if (checklife && checkdead)
352 return true;
353 }
354 }
355 return false;
356 }
#define POS_Y_EAST
Definition boss_gothik.cpp:172
#define POS_X_SOUTH
Definition boss_gothik.cpp:174
#define POS_X_NORTH
Definition boss_gothik.cpp:173
#define POS_Y_GATE
Definition boss_gothik.cpp:170
#define POS_Y_WEST
Definition boss_gothik.cpp:171
bool IsEmpty() const
Definition LinkedList.h:97
Definition MapRefMgr.h:26
PlayerList const & GetPlayers() const
Definition Map.h:326
Definition Player.h:1084
bool IsAlive() const
Definition Unit.h:1793
Map * GetMap() const
Definition Object.h:625
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References WorldObject::GetMap(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Unit::IsAlive(), LinkedListHead::IsEmpty(), ScriptedAI::me, POS_X_NORTH, POS_X_SOUTH, POS_Y_EAST, POS_Y_GATE, and POS_Y_WEST.

Referenced by UpdateAI().

◆ DamageTaken()

void boss_gothik::boss_gothikAI::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.

371 {
372 if (!secondPhase)
373 {
374 damage = 0;
375 }
376 }
bool secondPhase
Definition boss_gothik.cpp:194

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
200 {
201 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
202 {
204 return false;
205 }
206 return true;
207 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526

References BossAI::EnterEvadeMode(), Position::GetPositionX(), Position::GetPositionY(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ JustDied()

void boss_gothik::boss_gothikAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

293 {
294 BossAI::JustDied(killer);
297 }
@ SAY_DEATH
Definition boss_gothik.cpp:33
void JustDied(Unit *) override
Definition ScriptedCreature.h:527
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
Talk
Definition hyjal.cpp:82

References SummonList::DespawnAll(), BossAI::JustDied(), SAY_DEATH, and summons.

◆ JustEngagedWith()

void boss_gothik::boss_gothikAI::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

225 {
229 events.ScheduleEvent(EVENT_INTRO_2, 4s);
230 events.ScheduleEvent(EVENT_INTRO_3, 9s);
231 events.ScheduleEvent(EVENT_INTRO_4, 14s);
233 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
234 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
235 }
@ UNIT_FLAG_DISABLE_MOVE
Definition UnitDefines.h:259
@ SAY_INTRO_1
Definition boss_gothik.cpp:28
@ EVENT_INTRO_4
Definition boss_gothik.cpp:114
@ EVENT_INTRO_2
Definition boss_gothik.cpp:112
@ EVENT_CHECK_PLAYERS
Definition boss_gothik.cpp:95
@ EVENT_SUMMON_ADDS
Definition boss_gothik.cpp:90
@ EVENT_INTRO_3
Definition boss_gothik.cpp:113
events
Definition boss_sartura.cpp:43
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged - this happens after JustEnteredCombat.
Definition ScriptedCreature.h:525
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2789
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748

References EVENT_CHECK_PLAYERS, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SUMMON_ADDS, BossAI::JustEngagedWith(), ScriptedAI::me, SAY_INTRO_1, Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustSummoned()

void boss_gothik::boss_gothikAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

238 {
239 summons.Summon(summon);
240 // If central gate is open, attack any one
241 if (gateOpened)
242 {
243 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
244 {
245 summon->AI()->AttackStart(target);
246 summon->SetInCombatWithZone();
248 summon->CallForHelp(150.0f);
249 }
250 }
251 // Else look for a random target on the side the summoned NPC is
252 else
253 {
254 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
255 std::vector<Player*> tList;
256 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
257 {
258 if (!me->IsWithinDistInMap(itr->GetSource(), 200.0f, true, false, false) || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
259 {
260 continue;
261 }
262 if (IN_LIVE_SIDE(itr->GetSource()) != IN_LIVE_SIDE(summon))
263 {
264 continue;
265 }
266 tList.push_back(itr->GetSource());
267 }
268 if (!tList.empty())
269 {
270 Player* target = tList[urand(0, tList.size() - 1)];
271 summon->AI()->AttackStart(target);
272 summon->SetInCombatWithZone();
274 }
275 }
276 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ REACT_AGGRESSIVE
Definition Unit.h:568
#define IN_LIVE_SIDE(who)
Definition boss_gothik.cpp:175
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition Creature.cpp:2435
CreatureAI * AI() const
Definition Creature.h:143
Definition LinkedList.h:139
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:28
Definition Unit.h:664
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1377
bool gateOpened
Definition boss_gothik.cpp:195

References Creature::AI(), UnitAI::AttackStart(), MapRefMgr::begin(), Creature::CallForHelp(), MapRefMgr::end(), gateOpened, WorldObject::GetMap(), Map::GetPlayers(), IN_LIVE_SIDE, WorldObject::IsWithinDistInMap(), ScriptedAI::me, MinDistance, REACT_AGGRESSIVE, UnitAI::SelectTarget(), Creature::SetInCombatWithZone(), Creature::SetReactState(), SummonList::Summon(), summons, and urand().

◆ KilledUnit()

void boss_gothik::boss_gothikAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

284 {
285 if (!who->IsPlayer())
286 return;
287
288 Talk(SAY_KILL);
290 }
@ SAY_KILL
Definition boss_gothik.cpp:34
InstanceScript *const instance
Definition ScriptedCreature.h:492
void StorePersistentData(uint32 index, uint32 data)
Definition InstanceScript.cpp:427
bool IsPlayer() const
Definition Object.h:201
@ PERSISTENT_DATA_IMMORTAL_FAIL
Definition naxxramas.h:87

References BossAI::instance, Object::IsPlayer(), PERSISTENT_DATA_IMMORTAL_FAIL, SAY_KILL, and InstanceScript::StorePersistentData().

◆ OpenGate()

void boss_gothik::boss_gothikAI::OpenGate ( )
inline
359 {
360 if (gateOpened)
361 return;
362
364 go->SetGoState(GO_STATE_ACTIVE);
365
366 gateOpened = true;
368 }
@ GO_STATE_ACTIVE
Definition GameObjectData.h:708
@ EMOTE_GATE_OPENED
Definition boss_gothik.cpp:37
Definition GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
@ DATA_GOTHIK_INNER_GATE
Definition naxxramas.h:66

References DATA_GOTHIK_INNER_GATE, EMOTE_GATE_OPENED, gateOpened, InstanceScript::GetGameObject(), GO_STATE_ACTIVE, and BossAI::instance.

Referenced by UpdateAI().

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

210 {
212 events.Reset();
215 me->SetImmuneToPC(false);
217 secondPhase = false;
218 gateOpened = false;
219 lastTeleportDead = false;
220 waveCount = 0;
221 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
222 }
@ REACT_PASSIVE
Definition Unit.h:566
void Reset() override
Definition ScriptedCreature.h:524
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition Unit.cpp:15921
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10597
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749
uint8 waveCount
Definition boss_gothik.cpp:197
bool lastTeleportDead
Definition boss_gothik.cpp:196

References SummonList::DespawnAll(), gateOpened, lastTeleportDead, ScriptedAI::me, Unit::NearTeleportTo(), REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), secondPhase, Unit::SetImmuneToPC(), Creature::SetReactState(), summons, UNIT_FLAG_DISABLE_MOVE, and waveCount.

◆ SummonedCreatureDespawn()

void boss_gothik::boss_gothikAI::SummonedCreatureDespawn ( Creature cr)
inlineoverridevirtual

Reimplemented from CreatureAI.

279 {
280 summons.Despawn(cr);
281 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
300 {
301 switch (entry)
302 {
304 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
305 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
306 if (Is25ManRaid())
307 {
308 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
309 }
310 break;
312 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
313 if (Is25ManRaid())
314 {
315 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
316 }
317 break;
318 case NPC_LIVING_RIDER:
319 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
320 break;
321 }
322 }
@ NPC_LIVING_RIDER
Definition boss_gothik.cpp:79
@ NPC_LIVING_KNIGHT
Definition boss_gothik.cpp:78
@ NPC_LIVING_TRAINEE
Definition boss_gothik.cpp:77
const Position PosSummonLiving[6]
Definition boss_gothik.cpp:147
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2394
bool Is25ManRaid() const
Definition ScriptedCreature.h:389

References ScriptedAI::Is25ManRaid(), ScriptedAI::me, NPC_LIVING_KNIGHT, NPC_LIVING_RIDER, NPC_LIVING_TRAINEE, PosSummonLiving, and WorldObject::SummonCreature().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_gothik::boss_gothikAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

379 {
380 if (!IsInRoom())
381 return;
382
383 if (!UpdateVictim())
384 return;
385
386 // Safety net: if our victim is on the wrong side, find a
387 // same-side target or open the gate
390 {
391 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
392 Player* newTarget = nullptr;
393 for (auto const& itr : pList)
394 {
395 Player* player = itr.GetSource();
396 if (player && player->IsAlive() && !player->IsGameMaster()
397 && me->IsValidAttackTarget(player)
398 && IN_LIVE_SIDE(me) == IN_LIVE_SIDE(player))
399 {
400 newTarget = player;
401 break;
402 }
403 }
404
405 if (newTarget)
406 {
408 me->GetThreatMgr().AddThreat(newTarget, 1.0f);
409 AttackStart(newTarget);
410 }
411 else
412 OpenGate();
413 }
414
415 events.Update(diff);
417 return;
418
419 switch (events.ExecuteEvent())
420 {
421 case EVENT_INTRO_2:
423 break;
424 case EVENT_INTRO_3:
426 break;
427 case EVENT_INTRO_4:
429 break;
432 events.Repeat(1s);
433 break;
436 events.Repeat(15s);
437 break;
438 case EVENT_TELEPORT:
439 {
440 if (me->HealthBelowPct(30))
441 break;
442
443 me->CastStop();
444 me->AttackStop();
449
450 events.CancelEvent(EVENT_SHADOW_BOLT);
451 events.ScheduleEvent(EVENT_RESUME_ATTACK, 2s);
452 events.Repeat(20s);
453 break;
454 }
457 events.ScheduleEvent(EVENT_SHADOW_BOLT, 0s);
458 return UpdateAI(0);
460 if (me->HealthBelowPct(30))
461 {
462 OpenGate();
463 events.CancelEvent(EVENT_TELEPORT);
464 break;
465 }
466 events.Repeat(1s);
467 break;
469 if (gothikWaves[waveCount][0])
470 {
473 }
474 else
475 {
476 secondPhase = true;
482 me->SetImmuneToPC(false);
484 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
485 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
486 events.ScheduleEvent(EVENT_TELEPORT, 20s);
487 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
488 }
489 waveCount++;
490 break;
492 if (!CheckGroupSplitted())
493 {
494 OpenGate();
496 {
497 if (Creature* gothikMinion = summon->ToCreature())
498 if (gothikMinion->IsAlive())
499 {
500 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
501 {
502 gothikMinion->AI()->AttackStart(target);
503 gothikMinion->SetReactState(REACT_AGGRESSIVE);
504 gothikMinion->SetInCombatWithZone();
505 }
506 }
507 });
508 }
509 break;
510 }
512 }
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SAY_INTRO_2
Definition boss_gothik.cpp:29
@ SAY_PHASE_TWO
Definition boss_gothik.cpp:32
@ EMOTE_PHASE_TWO
Definition boss_gothik.cpp:36
@ SAY_INTRO_3
Definition boss_gothik.cpp:30
@ SAY_INTRO_4
Definition boss_gothik.cpp:31
const uint32 gothikWaves[24][2]
Definition boss_gothik.cpp:119
@ SPELL_SHADOW_BOLT
Definition boss_gothik.cpp:44
@ SPELL_HARVEST_SOUL
Definition boss_gothik.cpp:43
@ SPELL_TELEPORT_LIVE
Definition boss_gothik.cpp:47
@ SPELL_TELEPORT_DEAD
Definition boss_gothik.cpp:46
@ EVENT_HARVEST_SOUL
Definition boss_gothik.cpp:91
@ EVENT_CHECK_HEALTH
Definition boss_gothik.cpp:94
@ EVENT_TELEPORT
Definition boss_gothik.cpp:93
@ EVENT_RESUME_ATTACK
Definition boss_gothik.cpp:116
@ EVENT_SHADOW_BOLT
Definition boss_gothik.cpp:92
bool UpdateVictim()
Definition CreatureAI.cpp:353
Definition Creature.h:47
bool HasReactState(ReactStates state) const
Definition Creature.h:101
Creature * ToCreature()
Definition Object.h:206
bool IsGameMaster() const
Definition Player.h:1174
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition ScriptedCreature.h:140
void AddThreat(Unit *target, float amount, SpellInfo const *spell=nullptr, bool ignoreModifiers=false, bool ignoreRedirects=false)
== AFFECT MY THREAT LIST ==
Definition ThreatManager.cpp:388
void ResetAllThreat()
Definition ThreatManager.cpp:559
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
void CastStop(uint32 except_spellid=0, bool withInstant=true)
Interrupt the unit cast for all the current spells.
Definition Unit.cpp:1343
bool HealthBelowPct(int32 pct) const
Definition Unit.h:1116
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:1350
Unit * GetVictim() const
Definition Unit.h:903
ThreatManager & GetThreatMgr()
Definition Unit.h:951
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
void RemoveAllAuras()
Definition Unit.cpp:5580
bool IsValidAttackTarget(Unit const *target, SpellInfo const *bySpell=nullptr) const
Definition Unit.cpp:10705
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7436
Definition Object.h:475
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:228
bool CheckGroupSplitted()
Definition boss_gothik.cpp:324
void OpenGate()
Definition boss_gothik.cpp:358
bool IsInRoom()
Definition boss_gothik.cpp:199
void SummonHelpers(uint32 entry)
Definition boss_gothik.cpp:299
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition boss_gothik.cpp:378

References ThreatManager::AddThreat(), ScriptedAI::AttackStart(), Unit::AttackStop(), Unit::CastSpell(), Unit::CastStop(), CheckGroupSplitted(), SummonList::DoForAllSummons(), EMOTE_PHASE_TWO, EVENT_CHECK_HEALTH, EVENT_CHECK_PLAYERS, EVENT_HARVEST_SOUL, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_RESUME_ATTACK, EVENT_SHADOW_BOLT, EVENT_SUMMON_ADDS, EVENT_TELEPORT, gateOpened, WorldObject::GetMap(), Map::GetPlayers(), Unit::GetThreatMgr(), Unit::GetVictim(), gothikWaves, Creature::HasReactState(), Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, Unit::IsAlive(), Player::IsGameMaster(), IsInRoom(), Unit::IsValidAttackTarget(), lastTeleportDead, ScriptedAI::me, OpenGate(), REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), ThreatManager::ResetAllThreat(), SAY_INTRO_2, SAY_INTRO_3, SAY_INTRO_4, SAY_PHASE_TWO, secondPhase, Unit::SetImmuneToPC(), Creature::SetReactState(), SPELL_HARVEST_SOUL, SPELL_SHADOW_BOLT, SPELL_TELEPORT_DEAD, SPELL_TELEPORT_LIVE, SummonHelpers(), summons, Object::ToCreature(), UNIT_FLAG_DISABLE_MOVE, UNIT_STATE_CASTING, UpdateAI(), CreatureAI::UpdateVictim(), and waveCount.

Referenced by UpdateAI().

Member Data Documentation

◆ events

EventMap boss_gothik::boss_gothikAI::events

◆ gateOpened

bool boss_gothik::boss_gothikAI::gateOpened {}
195{};

Referenced by JustSummoned(), OpenGate(), Reset(), and UpdateAI().

◆ lastTeleportDead

bool boss_gothik::boss_gothikAI::lastTeleportDead {}
196{};

Referenced by Reset(), and UpdateAI().

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}
194{};

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

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}
197{};

Referenced by Reset(), and UpdateAI().


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