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boss_grobbulus::boss_grobbulusAI Struct Reference
Inheritance diagram for boss_grobbulus::boss_grobbulusAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_grobbulusAI (Creature *c)
void Reset () override
void PullChamberAdds ()
void EnterCombat (Unit *who) override
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
void JustSummoned (Creature *cr) override
void SummonedCreatureDespawn (Creature *summon) override
void JustDied (Unit *killer) override
void KilledUnit (Unit *who) override
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 ~BossAI () override
void JustSummoned (Creature *summon) override
void SummonedCreatureDespawn (Creature *summon) override
void SummonedCreatureDespawnAll () override
void UpdateAI (uint32 diff) override
virtual void ExecuteEvent (uint32)
void Reset () override
void EnterCombat (Unit *) 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
void UpdateAI (uint32 diff) override
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 EnterCombat (Unit *) override
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)
 Cast Spell. More...
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 Play sound. More...
void DoPlayMusic (uint32 soundId, bool zone)
void DoResetThreat ()
 Reset Threat. More...
float DoGetThreat (Unit *unit)
void DoModifyThreatPercent (Unit *unit, int32 pct)
 Modify Unit Threat. More...
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 Teleport player. More...
void DoTeleportAll (float x, float y, float z, float o)
 Teleport all. More...
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 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)
void SetCombatMovement (bool allowMovement)
 Set Combat Movement. More...
bool IsCombatMovementAllowed () const
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
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 CreatureAI (Creature *creature)
 ~CreatureAI () override
void MoveCircleChecks ()
void MoveBackwardsChecks ()
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
void TriggerAlert (Unit const *who) const
virtual bool CanRespawn ()
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
virtual void EnterCombat (Unit *)
virtual void JustDied (Unit *)
virtual void KilledUnit (Unit *)
virtual void JustSummoned (Creature *)
virtual void IsSummonedBy (Unit *)
virtual void SummonedCreatureDespawn (Creature *)
virtual void SummonedCreatureDies (Creature *, Unit *)
virtual void SummonedCreatureDespawnAll ()
virtual void SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void AttackedBy (Unit *)
virtual bool IsEscorted ()
virtual void JustRespawned ()
virtual void MovementInform (uint32, uint32)
virtual void PathEndReached (uint32)
void OnCharmed (bool apply) override
virtual void JustReachedHome ()
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
virtual void ReceiveEmote (Player *, uint32)
virtual void OwnerAttackedBy (Unit *)
virtual void OwnerAttacked (Unit *)
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
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 ()
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 *)
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
virtual ~UnitAI ()
virtual bool CanAIAttack (Unit const *) const
virtual void AttackStart (Unit *)
virtual void UpdateAI (uint32)=0
virtual void InitializeAI ()
virtual void Reset ()
virtual void OnCharmed (bool apply)=0
virtual void DoAction (int32)
virtual uint32 GetData (uint32) const
virtual void SetData (uint32, uint32)
virtual void SetGUID (ObjectGuid, int32=0)
virtual ObjectGuid GetGUID (int32=0) const
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectTargetMethod targetType)
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
virtual void HealReceived (Unit *, uint32 &)
virtual void HealDone (Unit *, uint32 &)
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)
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)
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)
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
uint32 dropSludgeTimer {}
- Public Attributes inherited from BossAI
InstanceScript *const instance
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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 _EnterCombat ()
void _JustDied ()
void _JustReachedHome ()
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
EventMap events
SummonList summons
- Protected Attributes inherited from CreatureAI
Creature *const me
EventMap events
CreatureBoundary const * _boundary
bool _negateBoundary
- Protected Attributes inherited from UnitAI
Unit *const me

Detailed Description

Constructor & Destructor Documentation

◆ boss_grobbulusAI()

boss_grobbulus::boss_grobbulusAI::boss_grobbulusAI ( Creature c)
72 {
74 }
Definition: naxxramas.h:29
Creature * me
Definition: ScriptedCreature.h:267
Definition: ScriptedCreature.h:424
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1194
InstanceScript * pInstance
Definition: boss_grobbulus.cpp:78
SummonList summons
Definition: boss_grobbulus.cpp:77

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

Member Function Documentation

◆ EnterCombat()

void boss_grobbulus::boss_grobbulusAI::EnterCombat ( Unit who)

Reimplemented from BossAI.

100 {
104 events.ScheduleEvent(EVENT_POISON_CLOUD, 15000);
105 events.ScheduleEvent(EVENT_MUTATING_INJECTION, 20000);
106 events.ScheduleEvent(EVENT_SLIME_SPRAY, 10000);
107 events.ScheduleEvent(EVENT_BERSERK, RAID_MODE(720000, 540000));
108 }
Definition: boss_sartura.cpp:43
Definition: boss_grobbulus.cpp:47
Definition: boss_grobbulus.cpp:48
Definition: boss_grobbulus.cpp:46
Definition: boss_grobbulus.cpp:49
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:380
void EnterCombat(Unit *) override
Definition: ScriptedCreature.h:444
void SetInCombatWithZone()
Definition: Creature.cpp:2810
void PullChamberAdds()
Definition: boss_grobbulus.cpp:89

References BossAI::EnterCombat(), EVENT_BERSERK, EVENT_MUTATING_INJECTION, EVENT_POISON_CLOUD, EVENT_SLIME_SPRAY, ScriptedAI::me, PullChamberAdds(), ScriptedAI::RAID_MODE(), and Creature::SetInCombatWithZone().

◆ JustDied()

void boss_grobbulus::boss_grobbulusAI::JustDied ( Unit killer)

Reimplemented from BossAI.

133 {
134 BossAI::JustDied(killer);
136 }
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void JustDied(Unit *) override
Definition: ScriptedCreature.h:445

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

◆ JustSummoned()

void boss_grobbulus::boss_grobbulusAI::JustSummoned ( Creature cr)

Reimplemented from BossAI.

119 {
120 if (cr->GetEntry() == NPC_FALLOUT_SLIME)
121 {
123 }
124 summons.Summon(cr);
125 }
Definition: boss_grobbulus.cpp:54
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:89
uint32 GetEntry() const
Definition: Object.h:109

References Object::GetEntry(), NPC_FALLOUT_SLIME, Creature::SetInCombatWithZone(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_grobbulus::boss_grobbulusAI::KilledUnit ( Unit who)

Reimplemented from ScriptedAI.

139 {
140 if (who->GetTypeId() == TYPEID_PLAYER && pInstance)
141 {
143 }
144 }
Definition: ObjectGuid.h:38
Definition: naxxramas.h:71
TypeID GetTypeId() const
Definition: Object.h:121
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DATA_IMMORTAL_FAIL, Object::GetTypeId(), pInstance, ZoneScript::SetData(), and TYPEID_PLAYER.

◆ PullChamberAdds()

void boss_grobbulus::boss_grobbulusAI::PullChamberAdds ( )
90 {
91 std::list<Creature*> StichedGiants;
92 me->GetCreaturesWithEntryInRange(StichedGiants, 300.0f, NPC_STICHED_GIANT);
93 for (std::list<Creature*>::const_iterator itr = StichedGiants.begin(); itr != StichedGiants.end(); ++itr)
94 {
95 (*itr)->ToCreature()->AI()->AttackStart(me->GetVictim());
96 }
97 }
Definition: boss_grobbulus.cpp:56
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition: Object.cpp:3000
Unit * GetVictim() const
Definition: Unit.h:1386

References WorldObject::GetCreaturesWithEntryInRange(), Unit::GetVictim(), ScriptedAI::me, and NPC_STICHED_GIANT.

Referenced by EnterCombat().

◆ Reset()

void boss_grobbulus::boss_grobbulusAI::Reset ( )

Reimplemented from BossAI.

82 {
84 events.Reset();
87 }
void Reset() override
Definition: ScriptedCreature.h:443
uint32 dropSludgeTimer
Definition: boss_grobbulus.cpp:79

References SummonList::DespawnAll(), dropSludgeTimer, BossAI::Reset(), and summons.

◆ SpellHitTarget()

void boss_grobbulus::boss_grobbulusAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 

Reimplemented from ScriptedAI.

111 {
112 if (spellInfo->Id == RAID_MODE(SPELL_SLIME_SPRAY_10, SPELL_SLIME_SPRAY_25) && target->GetTypeId() == TYPEID_PLAYER)
113 {
114 me->SummonCreature(NPC_FALLOUT_SLIME, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
115 }
116 }
Definition: boss_grobbulus.cpp:31
Definition: boss_grobbulus.cpp:32
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr) const
Definition: Object.cpp:2303
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118

References Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Object::GetTypeId(), SpellInfo::Id, ScriptedAI::me, NPC_FALLOUT_SLIME, ScriptedAI::RAID_MODE(), SPELL_SLIME_SPRAY_10, SPELL_SLIME_SPRAY_25, WorldObject::SummonCreature(), and TYPEID_PLAYER.

◆ SummonedCreatureDespawn()

void boss_grobbulus::boss_grobbulusAI::SummonedCreatureDespawn ( Creature summon)

Reimplemented from BossAI.

128 {
129 summons.Despawn(summon);
130 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:90

References SummonList::Despawn(), and summons.

◆ UpdateAI()

void boss_grobbulus::boss_grobbulusAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

147 {
148 dropSludgeTimer += diff;
149 if (!me->IsInCombat() && dropSludgeTimer >= 5000)
150 {
151 if (me->IsWithinDist3d(3178, -3305, 319, 5.0f) && !summons.HasEntry(NPC_SEWAGE_SLIME))
152 {
153 me->CastSpell(3128.96f + irand(-20, 20), -3312.96f + irand(-20, 20), 293.25f, SPELL_BOMBARD_SLIME, false);
154 }
155 dropSludgeTimer = 0;
156 }
158 if (!UpdateVictim())
159 return;
161 events.Update(diff);
163 return;
165 switch (events.ExecuteEvent())
166 {
169 events.RepeatEvent(15000);
170 break;
172 me->CastSpell(me, SPELL_BERSERK, true);
173 break;
177 events.RepeatEvent(20000);
178 break;
180 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100.0f, true, -SPELL_MUTATING_INJECTION))
181 {
182 me->CastSpell(target, SPELL_MUTATING_INJECTION, false);
183 }
184 events.RepeatEvent(6000 + uint32(120 * me->GetHealthPct()));
185 break;
186 }
188 }
std::uint32_t uint32
Definition: Define.h:108
int32 irand(int32 min, int32 max)
Definition: Random.cpp:37
Definition: Unit.h:340
Definition: boss_grobbulus.cpp:41
Definition: boss_grobbulus.cpp:55
Definition: boss_grobbulus.cpp:36
Definition: boss_grobbulus.cpp:29
Definition: boss_grobbulus.cpp:35
Definition: boss_grobbulus.cpp:28
Definition: boss_fathomlord_karathress.cpp:23
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
Definition: UnitAI.cpp:111
bool UpdateVictim()
Definition: CreatureAI.cpp:268
bool HasEntry(uint32 entry) const
Definition: ScriptedCreature.cpp:89
bool IsWithinDist3d(float x, float y, float z, float dist) const
Definition: Object.cpp:1297
Definition: Unit.h:1290
float GetHealthPct() const
Definition: Unit.h:1446
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:1428
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
bool IsInCombat() const
Definition: Unit.h:1724

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), dropSludgeTimer, EMOTE_SLIME, EVENT_BERSERK, EVENT_MUTATING_INJECTION, EVENT_POISON_CLOUD, EVENT_SLIME_SPRAY, Unit::GetHealthPct(), Unit::GetVictim(), SummonList::HasEntry(), Unit::HasUnitState(), irand(), Unit::IsInCombat(), WorldObject::IsWithinDist3d(), ScriptedAI::me, NPC_SEWAGE_SLIME, ScriptedAI::RAID_MODE(), UnitAI::SelectTarget(), SPELL_BERSERK, SPELL_BOMBARD_SLIME, SPELL_MUTATING_INJECTION, SPELL_POISON_CLOUD, SPELL_SLIME_SPRAY_10, SPELL_SLIME_SPRAY_25, summons, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ dropSludgeTimer

uint32 boss_grobbulus::boss_grobbulusAI::dropSludgeTimer {}

Referenced by Reset(), and UpdateAI().

◆ events

EventMap boss_grobbulus::boss_grobbulusAI::events

◆ pInstance

InstanceScript* boss_grobbulus::boss_grobbulusAI::pInstance

Referenced by boss_grobbulusAI(), and KilledUnit().

◆ summons

SummonList boss_grobbulus::boss_grobbulusAI::summons