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.
 
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 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 OnSpellCastFinished (SpellInfo const *spell, SpellFinishReason reason) 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.
 
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.
 
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 void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (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 *)
 
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 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 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

EventMap events
 
SummonList summons
 
bool secondPhase {}
 
bool gateOpened {}
 
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
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_gothikAI()

boss_gothik::boss_gothikAI::boss_gothikAI ( Creature c)
inlineexplicit
203 {}
Definition ScriptedCreature.h:481
@ BOSS_GOTHIK
Definition naxxramas.h:38
Creature * me
Definition ScriptedCreature.h:280
SummonList summons
Definition boss_gothik.cpp:206

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
337 {
338 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
339 if (!PlayerList.IsEmpty())
340 {
341 bool checklife = false;
342 bool checkdead = false;
343 for (auto const& i : PlayerList)
344 {
345 Player* player = i.GetSource();
346 if (player->IsAlive() &&
347 player->GetPositionX() <= POS_X_NORTH &&
348 player->GetPositionX() >= POS_X_SOUTH &&
349 player->GetPositionY() <= POS_Y_GATE &&
350 player->GetPositionY() >= POS_Y_EAST)
351 {
352 checklife = true;
353 }
354 else if (player->IsAlive() &&
355 player->GetPositionX() <= POS_X_NORTH &&
356 player->GetPositionX() >= POS_X_SOUTH &&
357 player->GetPositionY() >= POS_Y_GATE &&
358 player->GetPositionY() <= POS_Y_WEST)
359 {
360 checkdead = true;
361 }
362
363 if (checklife && checkdead)
364 return true;
365 }
366 }
367 return false;
368 }
#define POS_Y_EAST
Definition boss_gothik.cpp:170
#define POS_X_SOUTH
Definition boss_gothik.cpp:172
#define POS_X_NORTH
Definition boss_gothik.cpp:171
#define POS_Y_GATE
Definition boss_gothik.cpp:168
#define POS_Y_WEST
Definition boss_gothik.cpp:169
bool IsEmpty() const
Definition LinkedList.h:97
Definition MapRefMgr.h:26
PlayerList const & GetPlayers() const
Definition Map.h:326
Definition Player.h:1071
bool IsAlive() const
Definition Unit.h:1748
Map * GetMap() const
Definition Object.h:621
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:207

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
212 {
213 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
214 {
216 return false;
217 }
218 return true;
219 }
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:520

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.

305 {
306 BossAI::JustDied(killer);
309 }
@ SAY_DEATH
Definition boss_gothik.cpp:33
void JustDied(Unit *) override
Definition ScriptedCreature.h:521
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:71
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.

Reimplemented from CreatureAI.

236 {
240 events.ScheduleEvent(EVENT_INTRO_2, 4s);
241 events.ScheduleEvent(EVENT_INTRO_3, 9s);
242 events.ScheduleEvent(EVENT_INTRO_4, 14s);
244 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
245 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
246 }
@ UNIT_FLAG_DISABLE_MOVE
Definition UnitDefines.h:256
@ 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.
Definition ScriptedCreature.h:519
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2829
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:733

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.

249 {
250 summons.Summon(summon);
251 // If central gate is open, attack any one
252 if (gateOpened)
253 {
254 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
255 {
256 summon->AI()->AttackStart(target);
257 summon->SetInCombatWithZone();
259 summon->CallForHelp(150.0f);
260 }
261 }
262 // Else look for a random target on the side the summoned NPC is
263 else
264 {
265 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
266 std::vector<Player*> tList;
267 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
268 {
269 if (!me->IsWithinDistInMap(itr->GetSource(), 200.0f, true, false, false) || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
270 {
271 continue;
272 }
273 if (IN_LIVE_SIDE(itr->GetSource()) != IN_LIVE_SIDE(summon))
274 {
275 continue;
276 }
277 tList.push_back(itr->GetSource());
278 }
279 if (!tList.empty())
280 {
281 Player* target = tList[urand(0, tList.size() - 1)];
282 summon->AI()->AttackStart(target);
283 summon->SetInCombatWithZone();
285 summon->CallForHelp(150.0f);
286 }
287 }
288 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ REACT_AGGRESSIVE
Definition Unit.h:552
#define IN_LIVE_SIDE(who)
Definition boss_gothik.cpp:173
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:2473
CreatureAI * AI() const
Definition Creature.h:145
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:110
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:27
Definition Unit.h:650
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1354
bool gateOpened
Definition boss_gothik.cpp:208

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.

296 {
297 if (!who->IsPlayer())
298 return;
299
300 Talk(SAY_KILL);
302 }
@ SAY_KILL
Definition boss_gothik.cpp:34
InstanceScript *const instance
Definition ScriptedCreature.h:488
void StorePersistentData(uint32 index, uint32 data)
Definition InstanceScript.cpp:422
bool IsPlayer() const
Definition Object.h:201
@ PERSISTENT_DATA_IMMORTAL_FAIL
Definition naxxramas.h:88

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

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

222 {
224 events.Reset();
227 me->SetImmuneToPC(false);
229 secondPhase = false;
230 gateOpened = false;
231 waveCount = 0;
232 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
233 }
@ REACT_PASSIVE
Definition Unit.h:550
void Reset() override
Definition ScriptedCreature.h:518
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition Unit.cpp:19738
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13689
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:734
uint8 waveCount
Definition boss_gothik.cpp:209

References SummonList::DespawnAll(), gateOpened, 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.

291 {
292 summons.Despawn(cr);
293 }
void Despawn(Creature const *summon)
Definition ScriptedCreature.h:89

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
312 {
313 switch (entry)
314 {
316 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
317 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
318 if (Is25ManRaid())
319 {
320 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
321 }
322 break;
324 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
325 if (Is25ManRaid())
326 {
327 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
328 }
329 break;
330 case NPC_LIVING_RIDER:
331 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
332 break;
333 }
334 }
@ 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:145
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
bool Is25ManRaid() const
Definition ScriptedCreature.h:385

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 events.Update(diff);
388 return;
389
390 switch (events.ExecuteEvent())
391 {
392 case EVENT_INTRO_2:
394 break;
395 case EVENT_INTRO_3:
397 break;
398 case EVENT_INTRO_4:
400 break;
403 events.Repeat(1s);
404 break;
407 events.Repeat(15s);
408 break;
409 case EVENT_TELEPORT:
410 me->AttackStop();
411 if (IN_LIVE_SIDE(me))
412 {
414 }
415 else
416 {
418 }
421 {
422 me->GetThreatMgr().AddThreat(pTarget, 100.0f);
423 AttackStart(pTarget);
424 }
425 events.Repeat(20s);
426 break;
428 if (me->HealthBelowPct(30))
429 {
431 go->SetGoState(GO_STATE_ACTIVE);
432
433 events.CancelEvent(EVENT_TELEPORT);
434 break;
435 }
436 events.Repeat(1s);
437 break;
439 if (gothikWaves[waveCount][0])
440 {
443 }
444 else
445 {
446 secondPhase = true;
452 me->SetImmuneToPC(false);
454 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
455 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
456 events.ScheduleEvent(EVENT_TELEPORT, 20s);
457 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
458 }
459 waveCount++;
460 break;
462 if (!CheckGroupSplitted())
463 {
465 go->SetGoState(GO_STATE_ACTIVE);
466
467 gateOpened = true;
469 }
470 break;
471 }
473 }
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
@ GO_STATE_ACTIVE
Definition GameObjectData.h:691
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ 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
@ EMOTE_GATE_OPENED
Definition boss_gothik.cpp:37
const uint32 gothikWaves[24][2]
Definition boss_gothik.cpp:117
@ 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_SHADOW_BOLT
Definition boss_gothik.cpp:92
bool UpdateVictim()
Definition CreatureAI.cpp:287
Definition GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
void resetAggro(PREDICATE predicate)
Definition ThreatMgr.h:255
void AddThreat(Unit *victim, float threat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition ThreatMgr.cpp:436
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
bool HealthBelowPct(int32 pct) const
Definition Unit.h:1078
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
Unit * GetVictim() const
Definition Unit.h:886
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
void RemoveAllAuras()
Definition Unit.cpp:5387
ThreatMgr & GetThreatMgr()
Definition Unit.h:936
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10479
@ DATA_GOTHIK_INNER_GATE
Definition naxxramas.h:65
Definition boss_gothik.cpp:177
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:210
bool CheckGroupSplitted()
Definition boss_gothik.cpp:336
bool IsInRoom()
Definition boss_gothik.cpp:211
void SummonHelpers(uint32 entry)
Definition boss_gothik.cpp:311

References ThreatMgr::AddThreat(), ScriptedAI::AttackStart(), Unit::AttackStop(), Unit::CastSpell(), CheckGroupSplitted(), DATA_GOTHIK_INNER_GATE, UnitAI::DoMeleeAttackIfReady(), EMOTE_GATE_OPENED, EMOTE_PHASE_TWO, EVENT_CHECK_HEALTH, EVENT_CHECK_PLAYERS, EVENT_HARVEST_SOUL, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SHADOW_BOLT, EVENT_SUMMON_ADDS, EVENT_TELEPORT, gateOpened, InstanceScript::GetGameObject(), Unit::GetThreatMgr(), Unit::GetVictim(), GO_STATE_ACTIVE, gothikWaves, Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, BossAI::instance, IsInRoom(), MaxDistance, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), ThreatMgr::resetAggro(), SAY_INTRO_2, SAY_INTRO_3, SAY_INTRO_4, SAY_PHASE_TWO, secondPhase, UnitAI::SelectTarget(), Unit::SetImmuneToPC(), Creature::SetReactState(), SPELL_HARVEST_SOUL, SPELL_SHADOW_BOLT, SPELL_TELEPORT_DEAD, SPELL_TELEPORT_LIVE, SummonHelpers(), UNIT_FLAG_DISABLE_MOVE, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and waveCount.

Member Data Documentation

◆ events

EventMap boss_gothik::boss_gothikAI::events

◆ gateOpened

bool boss_gothik::boss_gothikAI::gateOpened {}
208{};

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

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}
207{};

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

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}
209{};

Referenced by Reset(), and UpdateAI().


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