AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_ulduar_vx001::npc_ulduar_vx001AI Struct Reference
Inheritance diagram for npc_ulduar_vx001::npc_ulduar_vx001AI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_ulduar_vx001AI (Creature *pCreature)
 
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
 
void UpdateAI (uint32 diff) override
 
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
 
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 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=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, 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)
 
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 OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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

InstanceScriptpInstance
 
EventMap events
 
bool bIsEvading
 
uint8 Phase
 
bool fighting
 
bool leftarm
 
uint32 spinningUpOrientation
 
uint16 spinningUpTimer
 
- 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 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 CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_ulduar_vx001AI()

npc_ulduar_vx001::npc_ulduar_vx001AI::npc_ulduar_vx001AI ( Creature pCreature)
inline
1239 : ScriptedAI(pCreature)
1240 {
1242 bIsEvading = false;
1243 }
Definition: ScriptedCreature.h:192
Creature * me
Definition: ScriptedCreature.h:282
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * pInstance
Definition: boss_mimiron.cpp:1245
bool bIsEvading
Definition: boss_mimiron.cpp:1247

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

Member Function Documentation

◆ AttackStart()

void npc_ulduar_vx001::npc_ulduar_vx001AI::AttackStart ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1264{}

◆ DamageTaken()

void npc_ulduar_vx001::npc_ulduar_vx001AI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1329 {
1330 if (damage >= me->GetHealth() || me->GetHealth() < 15000)
1331 {
1332 damage = 0;
1333 if (me->GetReactState() == REACT_PASSIVE)
1334 return;
1336 if (Phase == 2)
1337 {
1339 {
1341 SetData(1, 0);
1347 if (Creature* c = GetMimiron())
1348 c->AI()->SetData(0, 2);
1349 }
1350 }
1351 else if (Phase == 4)
1352 {
1354 {
1358 me->CastSpell(me, SPELL_SELF_REPAIR, false);
1359 if (Creature* c = GetMimiron())
1360 {
1361 if (c->AI()->GetData(1))
1363 if (c->AI()->GetData(2))
1364 me->CastSpell(me, SPELL_BERSERK, true);
1365 c->AI()->SetData(0, 5);
1366 }
1367 }
1368 }
1369 }
1370 }
@ UNIT_NPC_EMOTESTATE
Definition: UpdateFields.h:140
@ REACT_PASSIVE
Definition: Unit.h:1035
@ UNIT_FLAG_NON_ATTACKABLE
Definition: Unit.h:449
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ SPELL_AURA_CONTROL_VEHICLE
Definition: SpellAuraDefines.h:299
Phase
Definition: boss_zuljin.cpp:84
#define GetMimiron()
Definition: boss_mimiron.cpp:266
@ SPELL_EMERGENCY_MODE
Definition: boss_mimiron.cpp:119
@ SPELL_SELF_REPAIR
Definition: boss_mimiron.cpp:88
@ SPELL_BERSERK
Definition: boss_mimiron.cpp:35
@ EMOTE_ONESHOT_CUSTOM_SPELL_06
Definition: SharedDefines.h:2002
Definition: Creature.h:46
void SetReactState(ReactStates st)
Definition: Creature.h:90
ReactStates GetReactState() const
Definition: Creature.h:91
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:650
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4081
void RemoveAllAurasExceptType(AuraType type)
Definition: Unit.cpp:5333
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:1494
uint32 GetHealth() const
Definition: Unit.h:1454
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
void SendMeleeAttackStop(Unit *victim=nullptr)
Definition: Unit.cpp:3045
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1980
void SetData(uint32 id, uint32 value) override
Definition: boss_mimiron.cpp:1266

References 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(), Object::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::npc_ulduar_vx001AI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1319 {
1320 if (action == 1337)
1321 if( Vehicle* vk = me->GetVehicleKit() )
1322 for (uint8 i = 0; i < 2; ++i)
1323 if (Unit* r = vk->GetPassenger(5 + i))
1324 if (r->GetTypeId() == TYPEID_UNIT)
1325 r->ToCreature()->DespawnOrUnsummon(1);
1326 }
std::uint8_t uint8
Definition: Define.h:110
@ TYPEID_UNIT
Definition: ObjectGuid.h:37
Definition: Unit.h:1302
Vehicle * GetVehicleKit() const
Definition: Unit.h:2367
Definition: Vehicle.h:30

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

◆ EnterEvadeMode()

void npc_ulduar_vx001::npc_ulduar_vx001AI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1519 {
1520 if (bIsEvading)
1521 return;
1522 bIsEvading = true;
1523
1524 me->RemoveAllAuras();
1525 me->ExitVehicle();
1527 Reset();
1528 if (Creature* mimiron = GetMimiron())
1529 mimiron->AI()->EnterEvadeMode(why);
1530
1531 bIsEvading = false;
1532 }
bool _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:291
void RemoveAllAuras()
Definition: Unit.cpp:5259
void ExitVehicle(Position const *exitPosition=nullptr)
Definition: Unit.cpp:19992
void Reset() override
Definition: boss_mimiron.cpp:1254

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

◆ GetData()

uint32 npc_ulduar_vx001::npc_ulduar_vx001AI::GetData ( uint32  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

1314 {
1315 return spinningUpOrientation;
1316 }
uint32 spinningUpOrientation
Definition: boss_mimiron.cpp:1251

References spinningUpOrientation.

◆ KilledUnit()

void npc_ulduar_vx001::npc_ulduar_vx001AI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1503 {
1504 if (who->GetTypeId() == TYPEID_PLAYER)
1505 if (Creature* c = GetMimiron())
1506 {
1507 if (Phase == 2)
1508 {
1509 c->AI()->Talk(SAY_VX001_SLAY);
1510 }
1511 else
1512 {
1513 c->AI()->Talk(SAY_V07TRON_SLAY);
1514 }
1515 }
1516 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_V07TRON_SLAY
Definition: boss_mimiron.cpp:243
@ SAY_VX001_SLAY
Definition: boss_mimiron.cpp:237
TypeID GetTypeId() const
Definition: Object.h:121

References GetMimiron, Object::GetTypeId(), SAY_V07TRON_SLAY, SAY_VX001_SLAY, and TYPEID_PLAYER.

◆ MoveInLineOfSight()

void npc_ulduar_vx001::npc_ulduar_vx001AI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1500{}

◆ PassengerBoarded()

void npc_ulduar_vx001::npc_ulduar_vx001AI::PassengerBoarded ( Unit ,
int8  ,
bool   
)
inlineoverridevirtual

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

Reimplemented from CreatureAI.

1535 {
1536 if (p->GetEntry() == NPC_ROCKET_VISUAL && !apply)
1537 p->ToCreature()->DespawnOrUnsummon(8000);
1538 }
@ NPC_ROCKET_VISUAL
Definition: boss_mimiron.cpp:56

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

◆ Reset()

void npc_ulduar_vx001::npc_ulduar_vx001AI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1255 {
1256 Phase = 0;
1257 fighting = false;
1258 leftarm = false;
1259 spinningUpTimer = 0;
1260 me->SetRegeneratingHealth(false);
1261 events.Reset();
1262 }
events
Definition: boss_sartura.cpp:43
void SetRegeneratingHealth(bool c)
Definition: Creature.h:312
bool leftarm
Definition: boss_mimiron.cpp:1250
bool fighting
Definition: boss_mimiron.cpp:1249
uint16 spinningUpTimer
Definition: boss_mimiron.cpp:1252

References fighting, leftarm, ScriptedAI::me, Creature::SetRegeneratingHealth(), and spinningUpTimer.

Referenced by EnterEvadeMode().

◆ SetData()

void npc_ulduar_vx001::npc_ulduar_vx001AI::SetData ( uint32  id,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1267 {
1268 if (id == 1) // setting phase to start fighting
1269 {
1270 switch (value)
1271 {
1272 case 0:
1273 Phase = 0;
1274 fighting = false;
1276 events.Reset();
1277 break;
1278 case 2:
1279 Phase = 2;
1280 fighting = true;
1283 events.Reset();
1284 events.ScheduleEvent(EVENT_SPELL_HEAT_WAVE, 10s);
1285 events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16s);
1286 events.ScheduleEvent(EVENT_SPELL_RAPID_BURST, 0ms);
1287 events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30s);
1288 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3s);
1289 if (Creature* c = GetMimiron())
1290 if (c->AI()->GetData(1))
1291 {
1292 events.ScheduleEvent(EVENT_FLAME_SUPPRESSION_10, 7s);
1293 events.ScheduleEvent(EVENT_FROST_BOMB, 1s);
1294 }
1295 break;
1296 case 4:
1297 Phase = 4;
1298 fighting = true;
1300 events.Reset();
1301 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 3s);
1302 events.ScheduleEvent(EVENT_SPELL_ROCKET_STRIKE, 16s);
1303 events.ScheduleEvent(EVENT_HAND_PULSE, 1ms);
1304 events.ScheduleEvent(EVENT_SPELL_SPINNING_UP, 30s);
1305 if (Creature* c = GetMimiron())
1306 if (c->AI()->GetData(1))
1307 events.ScheduleEvent(EVENT_FROST_BOMB, 1s);
1308 break;
1309 }
1310 }
1311 }
@ EVENT_FROST_BOMB
Definition: boss_mimiron.cpp:214
@ EVENT_SPELL_SPINNING_UP
Definition: boss_mimiron.cpp:192
@ EVENT_FLAME_SUPPRESSION_10
Definition: boss_mimiron.cpp:213
@ EVENT_SPELL_HEAT_WAVE
Definition: boss_mimiron.cpp:187
@ EVENT_HAND_PULSE
Definition: boss_mimiron.cpp:193
@ EVENT_SPELL_RAPID_BURST
Definition: boss_mimiron.cpp:190
@ EVENT_SPELL_ROCKET_STRIKE
Definition: boss_mimiron.cpp:188
@ EVENT_REINSTALL_ROCKETS
Definition: boss_mimiron.cpp:189
@ EMOTE_ONESHOT_SPELL_CAST_OMNI
Definition: SharedDefines.h:2057
@ EMOTE_ONESHOT_NONE
Definition: SharedDefines.h:1894
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496

References 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, fighting, GetMimiron, ScriptedAI::me, Unit::RemoveUnitFlag(), Object::SetUInt32Value(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_NPC_EMOTESTATE.

Referenced by DamageTaken().

◆ SpellHit()

void npc_ulduar_vx001::npc_ulduar_vx001AI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1541 {
1542 if( spell->Id == SPELL_SELF_REPAIR )
1543 {
1546 }
1547 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1037

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

◆ UpdateAI()

void npc_ulduar_vx001::npc_ulduar_vx001AI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1373 {
1374 if (!fighting)
1375 return;
1376
1377 events.Update(diff);
1378
1379 if (spinningUpTimer) // executed about a second after starting casting to ensure players can see the correct direction
1380 {
1381 if (spinningUpTimer <= diff)
1382 {
1383 float angle = (spinningUpOrientation * 2 * M_PI) / 100.0f;
1384 me->SetFacingTo(angle);
1385
1386 spinningUpTimer = 0;
1387 }
1388 else
1389 spinningUpTimer -= diff;
1390 }
1391
1393 return;
1394
1395 switch (events.ExecuteEvent())
1396 {
1397 case 0:
1398 break;
1400 me->CastSpell(me, SPELL_HEAT_WAVE, true);
1401 events.Repeat(10s);
1402 break;
1404 if( Vehicle* vk = me->GetVehicleKit() )
1405 {
1406 for( int i = 0; i < (Phase / 2); ++i )
1407 {
1408 uint8 index = (Phase == 2 ? rand() % 2 : i);
1409 if( Unit* r = vk->GetPassenger(5 + index) )
1410 if (Player* temp = SelectTargetFromPlayerList(100.0f))
1411 {
1412 if( Creature* trigger = me->SummonCreature(NPC_ROCKET_STRIKE_N, temp->GetPositionX(), temp->GetPositionY(), temp->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN, 6000) )
1413 trigger->CastSpell(trigger, SPELL_ROCKET_STRIKE_AURA, true);
1414 Position exitPos = r->GetPosition();
1415 exitPos.m_positionX += cos(me->GetOrientation()) * 2.35f;
1416 exitPos.m_positionY += std::sin(me->GetOrientation()) * 2.35f;
1417 exitPos.m_positionZ += 2.0f * Phase;
1418 r->_ExitVehicle(&exitPos);
1420 if (r->GetTypeId() == TYPEID_UNIT)
1421 r->ToCreature()->AI()->SetData(0, 0);
1422 }
1423 }
1424 events.Repeat(20s);
1425 events.ScheduleEvent(EVENT_REINSTALL_ROCKETS, 10s);
1426 }
1427 break;
1429 if (Vehicle* vk = me->GetVehicleKit())
1430 {
1431 for (uint8 i = 5; i <= 6; ++i)
1432 if (!vk->GetPassenger(i))
1434 if (!me->HandleSpellClick(accessory, i))
1435 accessory->UnSummon();
1436 }
1437 break;
1439 if (Player* p = SelectTargetFromPlayerList(80.0f))
1440 {
1441 me->CastSpell(p, SPELL_RAPID_BURST, true);
1443 }
1444 events.Repeat(3200ms);
1445 break;
1446 case EVENT_HAND_PULSE:
1447 if (Player* p = SelectTargetFromPlayerList(80.0f))
1448 {
1450 if (Unit* vb = me->GetVehicleBase())
1451 {
1452 vb->SendMeleeAttackStop();
1453 vb->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
1454
1455 if( !leftarm )
1456 {
1457 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_03);
1458 me->CastSpell(p, SPELL_HAND_PULSE_R, false);
1459 }
1460 else
1461 {
1462 vb->HandleEmoteCommand(EMOTE_ONESHOT_CUSTOM_SPELL_04);
1463 me->CastSpell(p, SPELL_HAND_PULSE_L, false);
1464 }
1465 }
1466
1467 leftarm = !leftarm;
1468 }
1469 events.Repeat(1750ms);
1470 break;
1472 events.Repeat(45s);
1473 if (Player* p = SelectTargetFromPlayerList(80.0f))
1474 {
1475 float angle = me->GetAngle(p);
1476
1477 spinningUpOrientation = (uint32)((angle * 100.0f) / (2 * M_PI));
1478 spinningUpTimer = 1500;
1479 me->SetFacingTo(angle);
1480 me->CastSpell(p, SPELL_SPINNING_UP, true);
1481 if (Unit* vehicle = me->GetVehicleBase())
1482 {
1483 vehicle->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_CUSTOM_SPELL_01);
1484 vehicle->HandleEmoteCommand(EMOTE_STATE_CUSTOM_SPELL_01);
1485 }
1486 events.RescheduleEvent((Phase == 2 ? EVENT_SPELL_RAPID_BURST : EVENT_HAND_PULSE), 14s + 500ms);
1487 }
1488 break;
1491 events.Repeat(10s);
1492 break;
1493 case EVENT_FROST_BOMB:
1495 events.Repeat(45s);
1496 break;
1497 }
1498 }
std::uint32_t uint32
Definition: Define.h:108
@ TEMPSUMMON_MANUAL_DESPAWN
Definition: Object.h:49
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ SPELLVALUE_MAX_TARGETS
Definition: SpellDefines.h:118
@ SPELL_FLAME_SUPPRESSANT_10yd
Definition: boss_mimiron.cpp:135
@ SPELL_VX001_FROST_BOMB
Definition: boss_mimiron.cpp:128
#define SPELL_HAND_PULSE_L
Definition: boss_mimiron.cpp:225
@ SPELL_RAPID_BURST
Definition: boss_mimiron.cpp:59
@ NPC_ROCKET_STRIKE_N
Definition: boss_mimiron.cpp:57
@ SPELL_ROCKET_STRIKE_AURA
Definition: boss_mimiron.cpp:55
@ SPELL_HEAT_WAVE
Definition: boss_mimiron.cpp:53
@ SPELL_SPINNING_UP
Definition: boss_mimiron.cpp:66
#define SPELL_HAND_PULSE_R
Definition: boss_mimiron.cpp:224
@ EMOTE_ONESHOT_CUSTOM_SPELL_03
Definition: SharedDefines.h:1999
@ EMOTE_ONESHOT_CUSTOM_SPELL_04
Definition: SharedDefines.h:2000
@ EMOTE_STATE_CUSTOM_SPELL_01
Definition: SharedDefines.h:2010
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:553
Definition: TemporarySummon.h:40
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:2343
Definition: Position.h:28
float m_positionZ
Definition: Position.h:58
float m_positionX
Definition: Position.h:56
float GetPositionZ() const
Definition: Position.h:119
float m_positionY
Definition: Position.h:57
float GetOrientation() const
Definition: Position.h:120
float GetPositionX() const
Definition: Position.h:117
void GetPosition(float &x, float &y) const
Definition: Position.h:122
float GetPositionY() const
Definition: Position.h:118
float GetAngle(const Position *pos) const
Definition: Position.cpp:77
Definition: Player.h:1056
void SetFacingTo(float ori)
Definition: Unit.cpp:20884
Unit * GetVehicleBase() const
Definition: Unit.cpp:19006
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:1226
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20894
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
bool HandleSpellClick(Unit *clicker, int8 seatId=-1)
Definition: Unit.cpp:19809
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition: Unit.cpp:5045
uint8 Phase
Definition: boss_mimiron.cpp:1248

References 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, fighting, Position::GetAngle(), Position::GetOrientation(), Position::GetPosition(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVehicleBase(), Unit::GetVehicleKit(), Unit::HandleSpellClick(), Unit::HasUnitState(), leftarm, Position::m_positionX, Position::m_positionY, Position::m_positionZ, ScriptedAI::me, NPC_ROCKET_STRIKE_N, NPC_ROCKET_VISUAL, Phase, Unit::RemoveAurasByType(), 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, spinningUpOrientation, spinningUpTimer, WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, TEMPSUMMON_TIMED_DESPAWN, TYPEID_UNIT, UNIT_NPC_EMOTESTATE, and UNIT_STATE_CASTING.

Member Data Documentation

◆ bIsEvading

bool npc_ulduar_vx001::npc_ulduar_vx001AI::bIsEvading

◆ events

EventMap npc_ulduar_vx001::npc_ulduar_vx001AI::events

◆ fighting

bool npc_ulduar_vx001::npc_ulduar_vx001AI::fighting

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

◆ leftarm

bool npc_ulduar_vx001::npc_ulduar_vx001AI::leftarm

Referenced by Reset(), and UpdateAI().

◆ Phase

uint8 npc_ulduar_vx001::npc_ulduar_vx001AI::Phase

Referenced by UpdateAI().

◆ pInstance

InstanceScript* npc_ulduar_vx001::npc_ulduar_vx001AI::pInstance

Referenced by npc_ulduar_vx001AI().

◆ spinningUpOrientation

uint32 npc_ulduar_vx001::npc_ulduar_vx001AI::spinningUpOrientation

Referenced by GetData(), and UpdateAI().

◆ spinningUpTimer

uint16 npc_ulduar_vx001::npc_ulduar_vx001AI::spinningUpTimer

Referenced by Reset(), and UpdateAI().