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 SpellHit (Unit *, SpellInfo const *spellInfo) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) 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
 

Public Attributes

EventMap events
 
SummonList summons
 
InstanceScriptpInstance
 
bool secondPhase {}
 
bool gateOpened {}
 
uint8 waveCount {}
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
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_gothikAI()

boss_gothik::boss_gothikAI::boss_gothikAI ( Creature c)
inlineexplicit
203 {
205 }
@ BOSS_GOTHIK
Definition: naxxramas.h:41
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
SummonList summons
Definition: boss_gothik.cpp:207
InstanceScript * pInstance
Definition: boss_gothik.cpp:208

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

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
355 {
356 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
357 if (!PlayerList.IsEmpty())
358 {
359 bool checklife = false;
360 bool checkdead = false;
361 for (const auto& i : PlayerList)
362 {
363 Player* player = i.GetSource();
364 if (player->IsAlive() &&
365 player->GetPositionX() <= POS_X_NORTH &&
366 player->GetPositionX() >= POS_X_SOUTH &&
367 player->GetPositionY() <= POS_Y_GATE &&
368 player->GetPositionY() >= POS_Y_EAST)
369 {
370 checklife = true;
371 }
372 else if (player->IsAlive() &&
373 player->GetPositionX() <= POS_X_NORTH &&
374 player->GetPositionX() >= POS_X_SOUTH &&
375 player->GetPositionY() >= POS_Y_GATE &&
376 player->GetPositionY() <= POS_Y_WEST)
377 {
378 checkdead = true;
379 }
380
381 if (checklife && checkdead)
382 return true;
383 }
384 }
385 return false;
386 }
#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
Map * GetMap() const
Definition: Object.h:517
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Player.h:1046
bool IsAlive() const
Definition: Unit.h:1808
PlayerList const & GetPlayers() const
Definition: Map.h:484
Definition: MapRefMgr.h:26

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 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from BossAI.

408 {
409 if (!secondPhase)
410 {
411 damage = 0;
412 }
413 }
bool secondPhase
Definition: boss_gothik.cpp:209

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
214 {
215 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
216 {
218 return false;
219 }
220 return true;
221 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197

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

Referenced by UpdateAI().

◆ JustDied()

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

Reimplemented from BossAI.

308 {
309 BossAI::JustDied(killer);
312 if (pInstance)
313 {
315 {
316 go->SetGoState(GO_STATE_ACTIVE);
317 }
319 {
320 go->SetGoState(GO_STATE_ACTIVE);
321 }
323 {
324 go->SetGoState(GO_STATE_ACTIVE);
325 }
326 }
327 }
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:690
@ SAY_DEATH
Definition: boss_gothik.cpp:32
@ DATA_GOTHIK_INNER_GATE
Definition: naxxramas.h:62
@ DATA_GOTHIK_ENTER_GATE
Definition: naxxramas.h:61
@ DATA_GOTHIK_EXIT_GATE
Definition: naxxramas.h:63
Talk
Definition: boss_fathomlord_karathress.cpp:23
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484
Definition: GameObject.h:122
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3298

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, BossAI::JustDied(), ScriptedAI::me, pInstance, SAY_DEATH, and summons.

◆ JustEngagedWith()

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

Called for reaction when initially engaged.

Reimplemented from BossAI.

253 {
257 events.ScheduleEvent(EVENT_INTRO_2, 4s);
258 events.ScheduleEvent(EVENT_INTRO_3, 9s);
259 events.ScheduleEvent(EVENT_INTRO_4, 14s);
261 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
262 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
263 if (pInstance)
264 {
266 {
267 go->SetGoState(GO_STATE_READY);
268 }
270 {
271 go->SetGoState(GO_STATE_READY);
272 }
273 }
274 }
@ GO_STATE_READY
Definition: GameObjectData.h:691
@ UNIT_FLAG_DISABLE_MOVE
Definition: Unit.h:450
events
Definition: boss_sartura.cpp:43
@ SAY_INTRO_1
Definition: boss_gothik.cpp:27
@ 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
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
void SetInCombatWithZone()
Definition: Creature.cpp:2723
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_INNER_GATE, EVENT_CHECK_PLAYERS, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SUMMON_ADDS, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, pInstance, SAY_INTRO_1, Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustSummoned()

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

Reimplemented from BossAI.

277 {
278 summons.Summon(summon);
279 if (gateOpened)
280 {
282 }
283 else if (Unit* target = me->SelectNearestTarget(50.0f))
284 {
285 AttackStart(target);
287 }
288 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void DoZoneInCombat(uint32 entry=0)
Definition: ScriptedCreature.cpp:36
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
Unit * SelectNearestTarget(float dist=0, bool playerOnly=false) const
Definition: Creature.cpp:2314
Definition: Unit.h:1290
bool gateOpened
Definition: boss_gothik.cpp:210

References ScriptedAI::AttackStart(), CreatureAI::DoZoneInCombat(), SummonList::DoZoneInCombat(), gateOpened, ScriptedAI::me, Creature::SelectNearestTarget(), SummonList::Summon(), and summons.

◆ KilledUnit()

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

Reimplemented from ScriptedAI.

296 {
297 if (who->GetTypeId() != TYPEID_PLAYER)
298 return;
299
300 Talk(SAY_KILL);
301 if (pInstance)
302 {
304 }
305 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_KILL
Definition: boss_gothik.cpp:33
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:73
TypeID GetTypeId() const
Definition: Object.h:121
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

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

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

224 {
226 events.Reset();
229 me->SetImmuneToPC(false);
231 secondPhase = false;
232 gateOpened = false;
233 waveCount = 0;
234 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
235 if (pInstance)
236 {
238 {
239 go->SetGoState(GO_STATE_ACTIVE);
240 }
242 {
243 go->SetGoState(GO_STATE_ACTIVE);
244 }
246 {
247 go->SetGoState(GO_STATE_READY);
248 }
249 }
250 }
@ REACT_PASSIVE
Definition: Unit.h:1023
void Reset() override
Definition: ScriptedCreature.h:482
void SetReactState(ReactStates st)
Definition: Creature.h:89
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:20148
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13518
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
uint8 waveCount
Definition: boss_gothik.cpp:211

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), gateOpened, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, GO_STATE_READY, ScriptedAI::me, Unit::NearTeleportTo(), pInstance, REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), secondPhase, Unit::SetImmuneToPC(), Creature::SetReactState(), summons, UNIT_FLAG_DISABLE_MOVE, and waveCount.

◆ SpellHit()

void boss_gothik::boss_gothikAI::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

389 {
390 uint8 pos = urand(0, 4);
391 switch (spellInfo->Id)
392 {
394 me->SummonCreature(NPC_DEAD_TRAINEE, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
395 break;
397 me->SummonCreature(NPC_DEAD_KNIGHT, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
398 break;
400 me->SummonCreature(NPC_DEAD_RIDER, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
401 me->SummonCreature(NPC_DEAD_HORSE, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
402 break;
403 }
405 }
std::uint8_t uint8
Definition: Define.h:110
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
const Position PosSummonDead[5]
Definition: boss_gothik.cpp:155
@ NPC_DEAD_HORSE
Definition: boss_gothik.cpp:82
@ NPC_DEAD_TRAINEE
Definition: boss_gothik.cpp:80
@ NPC_DEAD_RIDER
Definition: boss_gothik.cpp:83
@ NPC_DEAD_KNIGHT
Definition: boss_gothik.cpp:81
@ SPELL_INFORM_LIVING_TRAINEE
Definition: boss_gothik.cpp:49
@ SPELL_INFORM_LIVING_RIDER
Definition: boss_gothik.cpp:51
@ SPELL_INFORM_LIVING_KNIGHT
Definition: boss_gothik.cpp:50
@ EMOTE_ONESHOT_SPELL_CAST
Definition: SharedDefines.h:1907
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
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1970

References EMOTE_ONESHOT_SPELL_CAST, Unit::HandleEmoteCommand(), SpellInfo::Id, ScriptedAI::me, NPC_DEAD_HORSE, NPC_DEAD_KNIGHT, NPC_DEAD_RIDER, NPC_DEAD_TRAINEE, PosSummonDead, SPELL_INFORM_LIVING_KNIGHT, SPELL_INFORM_LIVING_RIDER, SPELL_INFORM_LIVING_TRAINEE, WorldObject::SummonCreature(), and urand().

◆ SummonedCreatureDespawn()

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

Reimplemented from BossAI.

291 {
292 summons.Despawn(cr);
293 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:91

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
330 {
331 switch(entry)
332 {
334 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
335 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
336 if (Is25ManRaid())
337 {
338 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
339 }
340 break;
342 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
343 if (Is25ManRaid())
344 {
345 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
346 }
347 break;
348 case NPC_LIVING_RIDER:
349 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
350 break;
351 }
352 }
@ 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
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  diff)
inlineoverridevirtual

Reimplemented from BossAI.

416 {
417 if (!IsInRoom())
418 return;
419
420 if (!UpdateVictim())
421 return;
422
423 events.Update(diff);
425 return;
426
427 switch (events.ExecuteEvent())
428 {
429 case EVENT_INTRO_2:
431 break;
432 case EVENT_INTRO_3:
434 break;
435 case EVENT_INTRO_4:
437 break;
440 events.Repeat(1s);
441 break;
444 events.Repeat(15s);
445 break;
446 case EVENT_TELEPORT:
447 me->AttackStop();
448 if (IN_LIVE_SIDE(me))
449 {
451 }
452 else
453 {
455 }
457 if (Unit* pTarget = SelectTarget(SelectTargetMethod::MaxDistance, 0))
458 {
459 me->GetThreatMgr().AddThreat(pTarget, 100.0f);
460 AttackStart(pTarget);
461 }
462 events.Repeat(20s);
463 break;
465 if (me->HealthBelowPct(30) && pInstance)
466 {
468 {
469 go->SetGoState(GO_STATE_ACTIVE);
470 }
471 events.CancelEvent(EVENT_TELEPORT);
472 break;
473 }
474 events.Repeat(1s);
475 break;
477 if (gothikWaves[waveCount][0])
478 {
480 events.RepeatEvent(gothikWaves[waveCount][1]);
481 }
482 else
483 {
484 secondPhase = true;
490 me->SetImmuneToPC(false);
493 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
494 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
495 events.ScheduleEvent(EVENT_TELEPORT, 20s);
496 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
497 }
498 waveCount++;
499 break;
501 if (!CheckGroupSplitted())
502 {
504 {
505 go->SetGoState(GO_STATE_ACTIVE);
506 }
508 gateOpened = true;
510 }
511 break;
512 }
514 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ SAY_INTRO_2
Definition: boss_gothik.cpp:28
@ SAY_PHASE_TWO
Definition: boss_gothik.cpp:31
@ EMOTE_PHASE_TWO
Definition: boss_gothik.cpp:35
@ SAY_INTRO_3
Definition: boss_gothik.cpp:29
@ SAY_INTRO_4
Definition: boss_gothik.cpp:30
@ EMOTE_GATE_OPENED
Definition: boss_gothik.cpp:36
const uint32 gothikWaves[24][2]
Definition: boss_gothik.cpp:117
@ SPELL_SHADOW_BOLT_10
Definition: boss_gothik.cpp:43
@ SPELL_HARVEST_SOUL
Definition: boss_gothik.cpp:42
@ SPELL_TELEPORT_LIVE
Definition: boss_gothik.cpp:47
@ SPELL_TELEPORT_DEAD
Definition: boss_gothik.cpp:46
@ SPELL_SHADOW_BOLT_25
Definition: boss_gothik.cpp:44
#define IN_LIVE_SIDE(who)
Definition: boss_gothik.cpp:173
@ 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
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
bool UpdateVictim()
Definition: CreatureAI.cpp:269
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:404
void resetAggro(PREDICATE predicate)
Definition: ThreatMgr.h:256
void AddThreat(Unit *victim, float threat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: ThreatMgr.cpp:437
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1444
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:1169
Unit * GetVictim() const
Definition: Unit.h:1386
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
void RemoveAllAuras()
Definition: Unit.cpp:5239
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2145
bool AttackStop()
Definition: Unit.cpp:10368
Definition: boss_gothik.cpp:177
bool CheckGroupSplitted()
Definition: boss_gothik.cpp:354
bool IsInRoom()
Definition: boss_gothik.cpp:213
void SummonHelpers(uint32 entry)
Definition: boss_gothik.cpp:329

References ThreatMgr::AddThreat(), ScriptedAI::AttackStart(), Unit::AttackStop(), Unit::CastSpell(), CheckGroupSplitted(), DATA_GOTHIK_INNER_GATE, UnitAI::DoMeleeAttackIfReady(), SummonList::DoZoneInCombat(), 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, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Unit::GetThreatMgr(), Unit::GetVictim(), GO_STATE_ACTIVE, gothikWaves, Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, IsInRoom(), ScriptedAI::me, pInstance, ScriptedAI::RAID_MODE(), 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_10, SPELL_SHADOW_BOLT_25, SPELL_TELEPORT_DEAD, SPELL_TELEPORT_LIVE, SummonHelpers(), summons, 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 {}

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

◆ pInstance

InstanceScript* boss_gothik::boss_gothikAI::pInstance

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}

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

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}

Referenced by Reset(), and UpdateAI().