AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_eye_of_cthun Struct Reference
Inheritance diagram for boss_eye_of_cthun:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_eye_of_cthun (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void MoveInLineOfSight (Unit *who) override
 
void DoAction (int32 action) override
 
void JustSummoned (Creature *summon) override
 
void ScheduleTask (bool onEngage=false)
 
void UpdateAI (uint32 diff) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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 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 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 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)
 
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, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
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 ==================
 
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 ()
 
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, 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)
 
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 (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
 
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

uint32 DarkGlareTick
 
float DarkGlareAngle
 
bool ClockWise
 
uint32 _eyeTentacleCounter
 
ObjectGuid _beamTarget
 

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 BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
bool _ProccessHealthCheckEvent (uint8 healthPct, uint32 damage, std::function< void()> exec) const
 
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
 
TaskScheduler scheduler
 
- 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_eye_of_cthun()

boss_eye_of_cthun::boss_eye_of_cthun ( Creature creature)
inline
147 : BossAI(creature, DATA_CTHUN)
148 {
149 SetCombatMovement(false);
150 me->m_SightDistance = 90.f;
151 }
@ DATA_CTHUN
Definition: temple_of_ahnqiraj.h:36
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:513
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
float m_SightDistance
Definition: Creature.h:363

References Creature::m_SightDistance, ScriptedAI::me, and ScriptedAI::SetCombatMovement().

Member Function Documentation

◆ DamageTaken()

void boss_eye_of_cthun::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from BossAI.

342 {
343 //Only if it will kill
344 if (damage < me->GetHealth() || !me->GetHealth())
345 return;
346
347 //Fake death in phase 0 or 1 (green beam or dark glare phase)
349
350 //Remove Red coloration from c'thun
352
353 //Reset to normal emote state and prevent select and attack
355
356 //Remove Target field
357 me->SetTarget();
358
359 me->SetHealth(0);
360 damage = 0;
361
365
367 {
369 {
370 cthun->AI()->DoAction(ACTION_START_PHASE_TWO);
371 }
372 }, 3s);
373 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition: Unit.h:449
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ SPELL_RED_COLORATION
Definition: boss_cthun.cpp:38
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:109
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
InstanceScript *const instance
Definition: ScriptedCreature.h:461
TaskScheduler scheduler
Definition: ScriptedCreature.h:498
Definition: Creature.h:46
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3424
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4069
void SetHealth(uint32 val)
Definition: Unit.cpp:15370
EventProcessor m_Events
Definition: Unit.h:2094
uint32 GetHealth() const
Definition: Unit.h:1440
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4835
void RemoveAllAuras()
Definition: Unit.cpp:5239
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99

References DATA_CTHUN, SPELL_RED_COLORATION, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ DoAction()

void boss_eye_of_cthun::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

204 {
205 if (action == ACTION_SPAWN_EYE_TENTACLES)
206 {
209
211 {
213 }
214 }
215 }
@ ACTION_SPAWN_EYE_TENTACLES
Definition: boss_cthun.cpp:85
@ MAX_TENTACLE_GROUPS
Definition: boss_cthun.cpp:102
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition: Object.cpp:2395
uint32 _eyeTentacleCounter
Definition: boss_cthun.cpp:381

References _eyeTentacleCounter, ACTION_SPAWN_EYE_TENTACLES, MAX_TENTACLE_GROUPS, ScriptedAI::me, and WorldObject::SummonCreatureGroup().

◆ JustDied()

void boss_eye_of_cthun::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

177 {
179 {
180 cthun->AI()->DoAction(ACTION_START_PHASE_TWO);
181 }
182 }
@ ACTION_START_PHASE_TWO
Definition: boss_cthun.cpp:87

References ACTION_START_PHASE_TWO, DATA_CTHUN, InstanceScript::GetCreature(), and BossAI::instance.

◆ JustEngagedWith()

void boss_eye_of_cthun::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

185 {
186 ScheduleTask(true);
188 _beamTarget = who->GetGUID();
189 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
void ScheduleTask(bool onEngage=false)
Definition: boss_cthun.cpp:227
ObjectGuid _beamTarget
Definition: boss_cthun.cpp:382

References _beamTarget, Object::GetGUID(), BossAI::JustEngagedWith(), and ScheduleTask().

◆ JustSummoned()

void boss_eye_of_cthun::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

218 {
219 summons.Summon(summon);
220
222 {
223 cthun->AI()->JustSummoned(summon);
224 }
225 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:497

References DATA_CTHUN, InstanceScript::GetCreature(), BossAI::instance, SummonList::Summon(), and BossAI::summons.

◆ MoveInLineOfSight()

void boss_eye_of_cthun::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

192 {
193 if (who->GetTypeId() == TYPEID_PLAYER && !me->IsInCombat())
194 {
195 // Z checks are necessary here because AQ maps do funky stuff.
196 if (me->IsWithinLOSInMap(who) && me->IsWithinDist2d(who, 90.0f) && who->GetPositionZ() > 100.0f)
197 {
198 AttackStart(who);
199 }
200 }
201 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
TypeID GetTypeId() const
Definition: Object.h:121
bool IsWithinDist2d(float x, float y, float dist) const
Definition: Object.cpp:1305
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition: Object.cpp:1347
float GetPositionZ() const
Definition: Position.h:119
bool IsInCombat() const
Definition: Unit.h:1688

References ScriptedAI::AttackStart(), Position::GetPositionZ(), Object::GetTypeId(), Unit::IsInCombat(), WorldObject::IsWithinDist2d(), WorldObject::IsWithinLOSInMap(), ScriptedAI::me, and TYPEID_PLAYER.

◆ Reset()

void boss_eye_of_cthun::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

154 {
155 //Dark Beam phase 35 seconds (each tick = 1 second, 35 ticks)
156 DarkGlareTick = 0;
157 DarkGlareAngle = 0;
158 ClockWise = false;
159
161
162 //Reset flags
164 me->SetVisible(true);
165
166 //to avoid having a following void zone
168 if (pPortal)
170
172
174 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ NPC_CTHUN_PORTAL
Definition: temple_of_ahnqiraj.h:56
void Reset() override
Definition: ScriptedCreature.h:482
void SetReactState(ReactStates st)
Definition: Creature.h:89
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2409
void SetVisible(bool x)
Definition: Unit.cpp:14129
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
bool ClockWise
Definition: boss_cthun.cpp:379
float DarkGlareAngle
Definition: boss_cthun.cpp:378
uint32 DarkGlareTick
Definition: boss_cthun.cpp:377

References _eyeTentacleCounter, TaskScheduler::CancelAll(), ClockWise, DarkGlareAngle, DarkGlareTick, WorldObject::FindNearestCreature(), ScriptedAI::me, NPC_CTHUN_PORTAL, REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), BossAI::scheduler, Creature::SetReactState(), Unit::SetVisible(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ ScheduleTask()

void boss_eye_of_cthun::ScheduleTask ( bool  onEngage = false)
inline
228 {
229 scheduler.
230 Schedule(3s, [this, onEngage](TaskContext task)
231 {
232 if (task.GetRepeatCounter() < 3 && onEngage)
233 {
234 if (Unit* target = ObjectAccessor::GetUnit(*me, _beamTarget))
235 {
236 DoCast(target, SPELL_GREEN_BEAM);
237 }
238
239 task.Repeat();
240 }
241 else
242 {
243 scheduler.Schedule(5s, [this](TaskContext task)
244 {
246
248 task.Repeat(3s);
249 });
250 }
251
253 })
254 .Schedule(8s, [this](TaskContext task)
255 {
256 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
257 {
259 {
260 tentacle->AI()->AttackStart(target);
261 }
262 }
263
265 task.Repeat();
266 })
267 .Schedule(45s, [this](TaskContext task)
268 {
271 task.Repeat();
272 })
273 .Schedule(46s, [this](TaskContext /*task*/)
274 {
276
277 me->StopMoving();
281
282 //Freeze animation
284
285 scheduler.Schedule(1s, [this](TaskContext /*task*/)
286 {
287 //Select random target for dark beam to start on
288 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
289 {
290 //Face our target
291 DarkGlareAngle = me->GetAngle(target);
292 DarkGlareTick = 0;
293 ClockWise = RAND(true, false);
294
295 //Add red coloration to C'thun
297
298 me->StopMoving();
299 me->SetFacingToObject(target);
301 }
302
303 scheduler.Schedule(3s, [this](TaskContext tasker)
304 {
306 me->StopMoving();
307
308 float angle = ClockWise ? DarkGlareAngle + DarkGlareTick * float(M_PI) / 35 : DarkGlareAngle - DarkGlareTick * float(M_PI) / 35;
309 me->SetFacingTo(angle);
310 me->SetOrientation(angle);
311
313
315
316 if (tasker.GetRepeatCounter() >= 35)
317 {
323 ScheduleTask();
324 }
325 else
326 tasker.Repeat(1s);
327 });
328 });
329 });
330 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:47
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ SPELL_FREEZE_ANIM
Definition: boss_cthun.cpp:35
@ SPELL_GREEN_BEAM
Definition: boss_cthun.cpp:36
@ SPELL_DARK_GLARE
Definition: boss_cthun.cpp:37
@ GROUP_BEAM_PHASE
Definition: boss_cthun.cpp:92
@ NPC_CLAW_TENTACLE
Definition: temple_of_ahnqiraj.h:57
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:217
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:41
Definition: TaskScheduler.h:400
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
TaskContext & SetGroup(TaskScheduler::group_t const group)
Sets the event in the given group.
Definition: TaskScheduler.cpp:187
TaskScheduler::repeated_t GetRepeatCounter() const
Returns the repeat counter which increases every time the task is repeated.
Definition: TaskScheduler.cpp:199
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:257
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
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:2318
static ObjectGuid const Empty
Definition: ObjectGuid.h:122
void SetOrientation(float orientation)
Definition: Position.h:112
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
Definition: Unit.h:1290
void SetFacingTo(float ori)
Definition: Unit.cpp:20782
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20792
void StopMoving()
Definition: Unit.cpp:16824
void DoAction(int32 action) override
Definition: boss_cthun.cpp:203

References UnitAI::DoCastRandomTarget(), TaskContext::GetRepeatCounter(), GROUP_BEAM_PHASE, TaskContext::Repeat(), TaskScheduler::Schedule(), BossAI::scheduler, TaskContext::SetGroup(), and SPELL_GREEN_BEAM.

Referenced by JustEngagedWith().

◆ UpdateAI()

void boss_eye_of_cthun::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

333 {
334 //Check if we have a target
335 if (!UpdateVictim())
336 return;
337
338 scheduler.Update(diff);
339 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
bool UpdateVictim()
Definition: CreatureAI.cpp:269

Member Data Documentation

◆ _beamTarget

ObjectGuid boss_eye_of_cthun::_beamTarget
private

Referenced by JustEngagedWith().

◆ _eyeTentacleCounter

uint32 boss_eye_of_cthun::_eyeTentacleCounter
private

Referenced by DoAction(), and Reset().

◆ ClockWise

bool boss_eye_of_cthun::ClockWise
private

Referenced by Reset().

◆ DarkGlareAngle

float boss_eye_of_cthun::DarkGlareAngle
private

Referenced by Reset().

◆ DarkGlareTick

uint32 boss_eye_of_cthun::DarkGlareTick
private

Referenced by Reset().