AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
npc_ulduar_vx001 Struct Reference
Inheritance diagram for npc_ulduar_vx001:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_vx001 (Creature *creature)
 
void Reset () override
 
void AttackStart (Unit *) override
 
void SetData (uint32 id, uint32 value) override
 
uint32 GetData (uint32) const override
 
void DoAction (int32 action) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void MoveInLineOfSight (Unit *) override
 
void KilledUnit (Unit *who) override
 
void EnterEvadeMode (EvadeReason why) override
 
void PassengerBoarded (Unit *p, int8, bool apply) override
 == Fields =======================================
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - 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
 
virtual bool CanRespawn ()
 
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 SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (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.
 
virtual void JustReachedHome ()
 
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 bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void 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
 

Private Attributes

InstanceScriptinstance
 
EventMap _events
 
bool _isEvading
 
bool _fighting
 
bool _leftArm
 
uint32 _spinningUpOrientation
 
uint16 _spinningUpTimer
 
uint8 _phase
 

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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- 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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_ulduar_vx001()

npc_ulduar_vx001::npc_ulduar_vx001 ( Creature creature)
inline
1166 : ScriptedAI(creature)
1167 {
1169 _isEvading = false;
1170 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1238
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
InstanceScript * instance
Definition boss_mimiron.cpp:1469
bool _isEvading
Definition boss_mimiron.cpp:1471

References _isEvading, WorldObject::GetInstanceScript(), instance, and ScriptedAI::me.

Member Function Documentation

◆ AttackStart()

void npc_ulduar_vx001::AttackStart ( Unit )
inlineoverridevirtual

Reimplemented from UnitAI.

1183{}

◆ DamageTaken()

void npc_ulduar_vx001::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.

1248 {
1249 if (damage >= me->GetHealth() || me->GetHealth() < 15000)
1250 {
1251 damage = 0;
1252 if (me->GetReactState() == REACT_PASSIVE)
1253 return;
1255 if (_phase == 2)
1256 {
1258 {
1260 SetData(1, 0);
1266 if (Creature* c = GetMimiron())
1267 c->AI()->SetData(0, 2);
1268 }
1269 }
1270 else if (_phase == 4)
1271 {
1273 {
1277 me->CastSpell(me, SPELL_SELF_REPAIR, false);
1278 if (Creature* c = GetMimiron())
1279 {
1280 if (c->AI()->GetData(1))
1282 if (c->AI()->GetData(2))
1283 me->CastSpell(me, SPELL_BERSERK, true);
1284 c->AI()->SetData(0, 5);
1285 }
1286 }
1287 }
1288 }
1289 }
@ EMOTE_ONESHOT_CUSTOM_SPELL_06
Definition SharedDefines.h:2008
@ SPELL_AURA_CONTROL_VEHICLE
Definition SpellAuraDefines.h:299
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ REACT_PASSIVE
Definition Unit.h:566
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
#define GetMimiron()
Definition boss_mimiron.cpp:258
@ SPELL_EMERGENCY_MODE
Definition boss_mimiron.cpp:115
@ SPELL_SELF_REPAIR
Definition boss_mimiron.cpp:83
@ SPELL_BERSERK
Definition boss_mimiron.cpp:36
Definition Creature.h:47
ReactStates GetReactState() const
Definition Creature.h:100
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4302
void RemoveAllAurasExceptType(AuraType type)
Definition Unit.cpp:5654
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:747
uint32 GetHealth() const
Definition Unit.h:1108
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
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:17323
void SendMeleeAttackStop(Unit *victim=nullptr)
Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side or int...
Definition Unit.cpp:3236
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2172
uint8 _phase
Definition boss_mimiron.cpp:1476
void SetData(uint32 id, uint32 value) override
Definition boss_mimiron.cpp:1185

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

◆ DoAction()

void npc_ulduar_vx001::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1238 {
1239 if (action == 1337)
1240 if (Vehicle* vk = me->GetVehicleKit())
1241 for (uint8 i = 0; i < 2; ++i)
1242 if (Unit* r = vk->GetPassenger(5 + i))
1243 if (r->IsCreature())
1244 r->ToCreature()->DespawnOrUnsummon(1ms);
1245 }
std::uint8_t uint8
Definition Define.h:109
Definition Unit.h:664
Vehicle * GetVehicleKit() const
Definition Unit.h:1925
Definition Vehicle.h:28

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

◆ EnterEvadeMode()

void npc_ulduar_vx001::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1438 {
1439 if (_isEvading)
1440 return;
1441 _isEvading = true;
1442
1443 me->RemoveAllAuras();
1444 me->ExitVehicle();
1446 Reset();
1447 if (Creature* mimiron = GetMimiron())
1448 mimiron->AI()->EnterEvadeMode(why);
1449
1450 _isEvading = false;
1451 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:382
void RemoveAllAuras()
Definition Unit.cpp:5580
void ExitVehicle(Position const *exitPosition=nullptr)
Definition Unit.cpp:15674
void Reset() override
Definition boss_mimiron.cpp:1172

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

◆ GetData()

uint32 npc_ulduar_vx001::GetData ( uint32  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

1233 {
1235 }
uint32 _spinningUpOrientation
Definition boss_mimiron.cpp:1474

References _spinningUpOrientation.

◆ KilledUnit()

void npc_ulduar_vx001::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

1422 {
1423 if (who->IsPlayer())
1424 if (Creature* c = GetMimiron())
1425 {
1426 if (_phase == 2)
1427 {
1428 c->AI()->Talk(SAY_VX001_SLAY);
1429 }
1430 else
1431 {
1432 c->AI()->Talk(SAY_V07TRON_SLAY);
1433 }
1434 }
1435 }
@ SAY_V07TRON_SLAY
Definition boss_mimiron.cpp:235
@ SAY_VX001_SLAY
Definition boss_mimiron.cpp:229
bool IsPlayer() const
Definition Object.h:201

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

◆ MoveInLineOfSight()

void npc_ulduar_vx001::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1419{}

◆ PassengerBoarded()

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

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

Reimplemented from CreatureAI.

1454 {
1455 if (p->GetEntry() == NPC_ROCKET_VISUAL && !apply)
1456 p->ToCreature()->DespawnOrUnsummon(8s);
1457 }
@ NPC_ROCKET_VISUAL
Definition boss_mimiron.cpp:54

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

◆ Reset()

void npc_ulduar_vx001::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

1173 {
1174 _phase = 0;
1175 _fighting = false;
1176 _leftArm = false;
1178 _spinningUpTimer = 0;
1179 me->SetRegeneratingHealth(false);
1180 _events.Reset();
1181 }
void SetRegeneratingHealth(bool enable)
Definition Creature.h:326
void Reset()
Definition EventMap.cpp:21
bool _fighting
Definition boss_mimiron.cpp:1472
uint16 _spinningUpTimer
Definition boss_mimiron.cpp:1475
bool _leftArm
Definition boss_mimiron.cpp:1473
EventMap _events
Definition boss_mimiron.cpp:1470

References _events, _fighting, _leftArm, _phase, _spinningUpOrientation, _spinningUpTimer, ScriptedAI::me, EventMap::Reset(), and Creature::SetRegeneratingHealth().

Referenced by EnterEvadeMode().

◆ SetData()

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

Reimplemented from UnitAI.

1186 {
1187 if (id == 1) // setting phase to start fighting
1188 {
1189 switch (value)
1190 {
1191 case 0:
1192 _phase = 0;
1193 _fighting = false;
1195 _events.Reset();
1196 break;
1197 case 2:
1198 _phase = 2;
1199 _fighting = true;
1202 _events.Reset();
1208 if (Creature* c = GetMimiron())
1209 if (c->AI()->GetData(1))
1210 {
1213 }
1214 break;
1215 case 4:
1216 _phase = 4;
1217 _fighting = true;
1219 _events.Reset();
1224 if (Creature* c = GetMimiron())
1225 if (c->AI()->GetData(1))
1227 break;
1228 }
1229 }
1230 }
@ EMOTE_ONESHOT_SPELL_CAST_OMNI
Definition SharedDefines.h:2063
@ EMOTE_ONESHOT_NONE
Definition SharedDefines.h:1900
@ EVENT_FROST_BOMB
Definition boss_mimiron.cpp:208
@ EVENT_SPELL_SPINNING_UP
Definition boss_mimiron.cpp:189
@ EVENT_FLAME_SUPPRESSION_10
Definition boss_mimiron.cpp:207
@ EVENT_SPELL_HEAT_WAVE
Definition boss_mimiron.cpp:184
@ EVENT_HAND_PULSE
Definition boss_mimiron.cpp:190
@ EVENT_SPELL_RAPID_BURST
Definition boss_mimiron.cpp:187
@ EVENT_SPELL_ROCKET_STRIKE
Definition boss_mimiron.cpp:185
@ EVENT_REINSTALL_ROCKETS
Definition boss_mimiron.cpp:186
void ScheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:48
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749

References _events, _fighting, _phase, EMOTE_ONESHOT_NONE, EMOTE_ONESHOT_SPELL_CAST_OMNI, EVENT_FLAME_SUPPRESSION_10, EVENT_FROST_BOMB, EVENT_HAND_PULSE, EVENT_REINSTALL_ROCKETS, EVENT_SPELL_HEAT_WAVE, EVENT_SPELL_RAPID_BURST, EVENT_SPELL_ROCKET_STRIKE, EVENT_SPELL_SPINNING_UP, GetMimiron, ScriptedAI::me, Unit::RemoveUnitFlag(), EventMap::Reset(), EventMap::ScheduleEvent(), Unit::SetUInt32Value(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_EMOTESTATE.

Referenced by DamageTaken().

◆ SpellHit()

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

Reimplemented from CreatureAI.

1460 {
1461 if (spell->Id == SPELL_SELF_REPAIR)
1462 {
1465 }
1466 }
@ REACT_AGGRESSIVE
Definition Unit.h:568

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

◆ UpdateAI()

void npc_ulduar_vx001::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1292 {
1293 if (!_fighting)
1294 return;
1295
1296 _events.Update(diff);
1297
1298 if (_spinningUpTimer) // executed about a second after starting casting to ensure players can see the correct direction
1299 {
1300 if (_spinningUpTimer <= diff)
1301 {
1302 float angle = (_spinningUpOrientation * 2 * M_PI) / 100.0f;
1303 me->SetFacingTo(angle);
1304
1305 _spinningUpTimer = 0;
1306 }
1307 else
1308 _spinningUpTimer -= diff;
1309 }
1310
1312 return;
1313
1314 switch (_events.ExecuteEvent())
1315 {
1316 case 0:
1317 break;
1319 me->CastSpell(me, SPELL_HEAT_WAVE, true);
1320 _events.Repeat(10s);
1321 break;
1323 if (Vehicle* vk = me->GetVehicleKit())
1324 {
1325 for( int i = 0; i < (_phase / 2); ++i )
1326 {
1327 uint8 index = (_phase == 2 ? rand() % 2 : i);
1328 if (Unit* r = vk->GetPassenger(5 + index))
1329 if (Player* temp = SelectTargetFromPlayerList(100.0f))
1330 {
1331 if (Creature* trigger = me->SummonCreature(NPC_ROCKET_STRIKE_N, temp->GetPositionX(), temp->GetPositionY(), temp->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN, 6000))
1332 trigger->CastSpell(trigger, SPELL_ROCKET_STRIKE_AURA, true);
1333 Position exitPos = r->GetPosition();
1334 exitPos.m_positionX += cos(me->GetOrientation()) * 2.35f;
1335 exitPos.m_positionY += std::sin(me->GetOrientation()) * 2.35f;
1336 exitPos.m_positionZ += 2.0f * _phase;
1337 r->_ExitVehicle(&exitPos);
1339 if (r->IsCreature())
1340 r->ToCreature()->AI()->SetData(0, 0);
1341 }
1342 }
1343 _events.Repeat(20s);
1345 }
1346 break;
1348 if (Vehicle* vk = me->GetVehicleKit())
1349 {
1350 for (uint8 i = 5; i <= 6; ++i)
1351 if (!vk->GetPassenger(i))
1353 if (!me->HandleSpellClick(accessory, i))
1354 accessory->UnSummon();
1355 }
1356 break;
1358 if (Player* p = SelectTargetFromPlayerList(80.0f))
1359 {
1360 me->CastSpell(p, SPELL_RAPID_BURST, true);
1362 }
1363 _events.Repeat(3200ms);
1364 break;
1365 case EVENT_HAND_PULSE:
1366 if (Player* p = SelectTargetFromPlayerList(80.0f))
1367 {
1369 if (Unit* vb = me->GetVehicleBase())
1370 {
1371 vb->SendMeleeAttackStop();
1372 vb->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
1373
1374 if (!_leftArm)
1375 {
1376 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_03);
1377 me->CastSpell(p, SPELL_HAND_PULSE_R, false);
1378 }
1379 else
1380 {
1381 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_04);
1382 me->CastSpell(p, SPELL_HAND_PULSE_L, false);
1383 }
1384 }
1385
1386 _leftArm = !_leftArm;
1387 }
1388 _events.Repeat(1750ms);
1389 break;
1391 _events.Repeat(45s);
1392 if (Player* p = SelectTargetFromPlayerList(80.0f))
1393 {
1394 float angle = me->GetAngle(p);
1395
1396 _spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
1397 _spinningUpTimer = 1500;
1398 me->SetFacingTo(angle);
1399 me->CastSpell(p, SPELL_SPINNING_UP, true);
1400 if (Unit* vehicle = me->GetVehicleBase())
1401 {
1402 vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
1403 vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
1404 }
1406 }
1407 break;
1410 _events.Repeat(10s);
1411 break;
1412 case EVENT_FROST_BOMB:
1414 _events.Repeat(45s);
1415 break;
1416 }
1417 }
std::uint32_t uint32
Definition Define.h:107
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:56
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:51
@ EMOTE_ONESHOT_CUSTOM_SPELL_03
Definition SharedDefines.h:2005
@ EMOTE_ONESHOT_CUSTOM_SPELL_04
Definition SharedDefines.h:2006
@ EMOTE_STATE_CUSTOM_SPELL_01
Definition SharedDefines.h:2016
@ SPELLVALUE_MAX_TARGETS
Definition SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_FLAME_SUPPRESSANT_10yd
Definition boss_mimiron.cpp:131
@ SPELL_VX001_FROST_BOMB
Definition boss_mimiron.cpp:124
@ SPELL_RAPID_BURST
Definition boss_mimiron.cpp:57
@ NPC_ROCKET_STRIKE_N
Definition boss_mimiron.cpp:55
@ SPELL_ROCKET_STRIKE_AURA
Definition boss_mimiron.cpp:53
@ SPELL_HAND_PULSE_R
Definition boss_mimiron.cpp:80
@ SPELL_HEAT_WAVE
Definition boss_mimiron.cpp:51
@ SPELL_SPINNING_UP
Definition boss_mimiron.cpp:62
@ SPELL_HAND_PULSE_L
Definition boss_mimiron.cpp:81
void Update(uint32 time)
Definition EventMap.h:67
void Repeat(Milliseconds time)
Definition EventMap.cpp:76
EventId ExecuteEvent()
Definition EventMap.cpp:86
void RescheduleEvent(EventId eventId, Milliseconds time, GroupIndex group=0u, PhaseIndex phase=0u)
Definition EventMap.cpp:70
Definition Player.h:1084
Definition TemporarySummon.h:50
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:16421
void SetFacingTo(float ori)
Definition Unit.cpp:16411
Unit * GetVehicleBase() const
Definition Unit.cpp:14967
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1407
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
bool HandleSpellClick(Unit *clicker, int8 seatId=-1)
Definition Unit.cpp:15493
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition Unit.cpp:5365
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
Definition Position.h:27
float m_positionZ
Definition Position.h:57
float m_positionX
Definition Position.h:55
float GetPositionZ() const
Definition Position.h:123
float m_positionY
Definition Position.h:56
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
void GetPosition(float &x, float &y) const
Definition Position.h:126
float GetPositionY() const
Definition Position.h:122
float GetAngle(const Position *pos) const
Definition Position.cpp:85
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:591

References _events, _fighting, _leftArm, _phase, _spinningUpOrientation, _spinningUpTimer, Unit::CastCustomSpell(), Unit::CastSpell(), EMOTE_ONESHOT_CUSTOM_SPELL_03, EMOTE_ONESHOT_CUSTOM_SPELL_04, EMOTE_ONESHOT_NONE, EMOTE_STATE_CUSTOM_SPELL_01, EVENT_FLAME_SUPPRESSION_10, EVENT_FROST_BOMB, EVENT_HAND_PULSE, EVENT_REINSTALL_ROCKETS, EVENT_SPELL_HEAT_WAVE, EVENT_SPELL_RAPID_BURST, EVENT_SPELL_ROCKET_STRIKE, EVENT_SPELL_SPINNING_UP, EventMap::ExecuteEvent(), Position::GetAngle(), Position::GetOrientation(), Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVehicleBase(), Unit::GetVehicleKit(), Unit::HandleSpellClick(), Unit::HasUnitState(), Position::m_positionX, Position::m_positionY, Position::m_positionZ, ScriptedAI::me, NPC_ROCKET_STRIKE_N, NPC_ROCKET_VISUAL, Unit::RemoveAurasByType(), EventMap::Repeat(), EventMap::RescheduleEvent(), EventMap::ScheduleEvent(), ScriptedAI::SelectTargetFromPlayerList(), Unit::SetFacingTo(), Unit::SetFacingToObject(), SPELL_AURA_CONTROL_VEHICLE, SPELL_FLAME_SUPPRESSANT_10yd, SPELL_HAND_PULSE_L, SPELL_HAND_PULSE_R, SPELL_HEAT_WAVE, SPELL_RAPID_BURST, SPELL_ROCKET_STRIKE_AURA, SPELL_SPINNING_UP, SPELL_VX001_FROST_BOMB, SPELLVALUE_MAX_TARGETS, WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, TEMPSUMMON_TIMED_DESPAWN, UNIT_NPC_EMOTESTATE, UNIT_STATE_CASTING, and EventMap::Update().

Member Data Documentation

◆ _events

EventMap npc_ulduar_vx001::_events
private

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

◆ _fighting

bool npc_ulduar_vx001::_fighting
private

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

◆ _isEvading

bool npc_ulduar_vx001::_isEvading
private

Referenced by EnterEvadeMode(), and npc_ulduar_vx001().

◆ _leftArm

bool npc_ulduar_vx001::_leftArm
private

Referenced by Reset(), and UpdateAI().

◆ _phase

uint8 npc_ulduar_vx001::_phase
private

◆ _spinningUpOrientation

uint32 npc_ulduar_vx001::_spinningUpOrientation
private

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

◆ _spinningUpTimer

uint16 npc_ulduar_vx001::_spinningUpTimer
private

Referenced by Reset(), and UpdateAI().

◆ instance

InstanceScript* npc_ulduar_vx001::instance
private

Referenced by npc_ulduar_vx001().


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