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boss_prince_valanar_icc::boss_prince_valanarAI Struct Reference
Inheritance diagram for boss_prince_valanar_icc::boss_prince_valanarAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_prince_valanarAI (Creature *creature)
void InitializeAI () override
void Reset () override
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
void JustDied (Unit *) override
void JustRespawned () override
void JustReachedHome () override
void JustSummoned (Creature *summon) override
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType) override
void KilledUnit (Unit *victim) override
void SpellHit (Unit *, SpellInfo const *spell) override
void DoAction (int32 action) override
bool CheckRoom ()
void UpdateAI (uint32 diff) override
void EnterEvadeMode (EvadeReason why) 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.
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
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

bool _isEmpowered
bool _evading
bool _canDie
uint32 invocationOrder [3]
uint8 currentInvocationIndex
- 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 _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_prince_valanarAI()

boss_prince_valanar_icc::boss_prince_valanarAI::boss_prince_valanarAI ( Creature creature)
738 {
739 if (!instance)
740 {
741 me->IsAIEnabled = false;
743 }
744 _canDie = true;
745 }
Definition: Unit.h:346
Definition: icecrown_citadel.h:100
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
InstanceScript *const instance
Definition: ScriptedCreature.h:461
void AddUnitState(uint32 f)
Definition: Unit.h:1409
bool IsAIEnabled
Definition: Unit.h:2362
bool _canDie
Definition: boss_blood_prince_council.cpp:767

References _canDie, Unit::AddUnitState(), BossAI::instance, Unit::IsAIEnabled, ScriptedAI::me, and UNIT_STATE_EVADE.

Member Function Documentation

◆ CheckRoom()

bool boss_prince_valanar_icc::boss_prince_valanarAI::CheckRoom ( )
962 {
965 if (keleseth && taldaram && IsInBoundary(me) && IsInBoundary(keleseth) && IsInBoundary(taldaram))
966 return true;
969 return false;
970 }
Definition: icecrown_citadel.h:118
Definition: icecrown_citadel.h:117
Definition: CreatureAI.h:92
bool IsInBoundary(Position const *who=nullptr) const
Definition: CreatureAI.cpp:362
Definition: Creature.h:46
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94
Map * instance
Definition: InstanceScript.h:146
Creature * GetCreature(ObjectGuid const guid)
Definition: Map.cpp:3304
void EnterEvadeMode(EvadeReason why) override
Definition: boss_blood_prince_council.cpp:1047

References DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, Map::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, InstanceScript::instance, CreatureAI::IsInBoundary(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ DamageDealt()

void boss_prince_valanar_icc::boss_prince_valanarAI::DamageDealt ( Unit target,
uint32 damage,

Reimplemented from UnitAI.

908 {
909 if (target->GetTypeId() != TYPEID_PLAYER)
910 return;
912 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
914 }
Definition: ObjectGuid.h:38
Definition: icecrown_citadel.h:116
TypeID GetTypeId() const
Definition: Object.h:121
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DATA_ORB_WHISPERER_ACHIEVEMENT, Object::GetTypeId(), BossAI::instance, ZoneScript::SetData(), and TYPEID_PLAYER.

◆ DamageTaken()

void boss_prince_valanar_icc::boss_prince_valanarAI::DamageTaken ( Unit attacker,
uint32 damage,
DamageEffectType  ,

Reimplemented from BossAI.

898 {
899 if (!_isEmpowered)
900 {
901 if (attacker)
902 me->AddThreat(attacker, float(damage));
903 damage = 0;
904 }
905 }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14641
bool _isEmpowered
Definition: boss_blood_prince_council.cpp:765

References _isEmpowered, Unit::AddThreat(), and ScriptedAI::me.

◆ DoAction()

void boss_prince_valanar_icc::boss_prince_valanarAI::DoAction ( int32  action)

Reimplemented from UnitAI.

929 {
930 switch (action)
931 {
935 me->SetImmuneToAll(false);
939 me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
943 break;
945 if (me->IsInCombat())
949 _isEmpowered = true;
950 break;
952 _isEmpowered = false;
955 break;
956 default:
957 break;
958 }
959 }
Definition: UpdateFields.h:139
Definition: Unit.h:36
Definition: Unit.h:488
Definition: Unit.h:1037
Definition: Unit.h:477
Definition: Unit.h:473
Definition: boss_blood_prince_council.cpp:140
Definition: boss_blood_prince_council.cpp:139
Definition: boss_blood_prince_council.cpp:141
Definition: boss_blood_prince_council.cpp:65
Definition: boss_blood_prince_council.cpp:62
Definition: boss_blood_prince_council.cpp:49
Definition: boss_fathomlord_karathress.cpp:23
Definition: SharedDefines.h:3098
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition: EventProcessor.h:105
uint64 CalculateTime(uint64 t_offset) const
Definition: EventProcessor.cpp:159
void DespawnEntry(uint32 entry)
Definition: ScriptedCreature.cpp:50
SummonList summons
Definition: ScriptedCreature.h:498
void SetReactState(ReactStates st)
Definition: Creature.h:89
virtual void RemoveDynamicFlag(uint32 flag)
Definition: Object.h:118
void ForceValuesUpdateAtIndex(uint32)
Definition: Object.cpp:2067
uint32 GetMaxHealth() const
Definition: Unit.h:1453
void SetHealth(uint32 val)
Definition: Unit.cpp:15463
EventProcessor m_Events
Definition: Unit.h:2106
void RemoveUnitFlag2(UnitFlags2 flags)
Definition: Unit.h:1500
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 RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4837
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition: Unit.h:1690
bool IsInCombat() const
Definition: Unit.h:1700
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1494
Definition: boss_blood_prince_council.cpp:152
void DoAction(int32 action) override
Definition: boss_blood_prince_council.cpp:928

References _isEmpowered, ACTION_CAST_INVOCATION, ACTION_REMOVE_INVOCATION, ACTION_STAND_UP, EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), SummonList::DespawnEntry(), DoAction(), Object::ForceValuesUpdateAtIndex(), Unit::GetMaxHealth(), Unit::IsInCombat(), Unit::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), Unit::RemoveUnitFlag(), Unit::RemoveUnitFlag2(), SAY_VALANAR_INVOCATION, Unit::SetHealth(), Unit::SetImmuneToAll(), Creature::SetReactState(), SPELL_INVOCATION_OF_BLOOD_VALANAR, SPELL_INVOCATION_VISUAL_ACTIVE, BossAI::summons, UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, UNIT_FLAG_NOT_SELECTABLE, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT, UNIT_NPC_FLAGS, and WORLD_TRIGGER.

Referenced by DoAction(), EnterEvadeMode(), JustEngagedWith(), JustReachedHome(), and SpellHit().

◆ EnterEvadeMode()

void boss_prince_valanar_icc::boss_prince_valanarAI::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

1048 {
1049 if (_evading)
1050 return;
1051 _canDie = false;
1054 _evading = true;
1056 keleseth->AI()->EnterEvadeMode(why);
1058 taldaram->AI()->EnterEvadeMode(why);
1060 _evading = false;
1061 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
bool _evading
Definition: boss_blood_prince_council.cpp:766

References _canDie, _evading, ACTION_REMOVE_INVOCATION, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DoAction(), CreatureAI::EnterEvadeMode(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), BossAI::instance, ScriptedAI::me, and Unit::SetHealth().

Referenced by CheckRoom(), JustEngagedWith(), and UpdateAI().

◆ InitializeAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::InitializeAI ( )

Reimplemented from UnitAI.

748 {
750 if (me->IsAlive())
751 {
753 {
754 c->SetObjectScale(1.75f);
755 c->CastSpell(c, SPELL_FEIGN_DEATH, true);
756 }
760 me->SetImmuneToAll(true);
762 }
763 }
Definition: Unit.h:1035
Definition: boss_blood_prince_council.cpp:60
virtual void InitializeAI()
Definition: UnitAI.h:193
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:330
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:117
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
void SetUnitFlag2(UnitFlags2 flags)
Definition: Unit.h:1499
bool IsAlive() const
Definition: Unit.h:1820

References Creature::GetHomePosition(), UnitAI::InitializeAI(), Unit::IsAlive(), ScriptedAI::me, REACT_PASSIVE, Object::SetDynamicFlag(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag2(), SPELL_FEIGN_DEATH, WorldObject::SummonCreature(), UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, and WORLD_TRIGGER.

◆ JustDied()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustDied ( Unit )

Reimplemented from BossAI.

836 {
837 events.Reset();
841 if (!_canDie)
842 {
843 me->RemoveCorpse(false);
844 me->SetRespawnTime(10);
848 me->GetMotionMaster()->Clear(false);
851 return;
852 }
857 if (keleseth->IsAlive())
858 Unit::Kill(keleseth, keleseth);
860 if (taldaram->IsAlive())
861 Unit::Kill(taldaram, taldaram);
862 }
Definition: InstanceScript.h:59
Definition: InstanceScript.h:45
Position const homePos
Definition: boss_chromaggus.cpp:69
Definition: boss_sartura.cpp:43
Definition: boss_blood_prince_council.cpp:55
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void SaveRespawnTime() override
Definition: Creature.cpp:2535
void SetRespawnTime(uint32 respawn)
Definition: Creature.cpp:3652
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition: Creature.cpp:347
Definition: Position.h:28
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17955
MotionMaster * GetMotionMaster()
Definition: Unit.h:2274
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition: Unit.cpp:20295
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16956
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:320
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition: InstanceScript.cpp:697
void MoveIdle()
Definition: MotionMaster.cpp:231
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References _canDie, MotionMaster::Clear(), DATA_BLOOD_PRINCE_COUNCIL, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, SummonList::DespawnAll(), DONE, ENCOUNTER_FRAME_DISENGAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), Unit::GetMotionMaster(), homePos, BossAI::instance, Unit::Kill(), ScriptedAI::me, MotionMaster::MoveIdle(), Creature::RemoveCorpse(), Creature::SaveRespawnTime(), SAY_VALANAR_DEATH, InstanceScript::SendEncounterUnit(), InstanceScript::SetBossState(), Creature::SetRespawnTime(), Unit::StopMovingOnCurrentPos(), BossAI::summons, and Unit::UpdatePosition().

◆ JustEngagedWith()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

783 {
784 bool valid = true;
786 if (!keleseth->IsAlive() || keleseth->IsInEvadeMode())
787 valid = false;
789 if (!taldaram->IsAlive() || taldaram->IsInEvadeMode())
790 valid = false;
792 if (!valanar->IsAlive() || valanar->IsInEvadeMode())
793 valid = false;
794 if (!valid)
795 {
797 return;
798 }
803 me->setActive(true);
805 if (!me->hasLootRecipient())
806 me->SetLootRecipient(who);
812 if (!keleseth->IsInEvadeMode())
813 keleseth->SetInCombatWithZone();
815 if (!taldaram->IsInEvadeMode())
816 taldaram->SetInCombatWithZone();
824 events.ScheduleEvent(EVENT_BERSERK, 10min);
825 events.ScheduleEvent(EVENT_KINETIC_BOMB, 18s, 24s);
826 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 15s, 20s);
827 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 45s);
828 if (IsHeroic())
829 {
832 }
833 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
Definition: InstanceScript.h:57
Definition: InstanceScript.h:44
Definition: boss_blood_prince_council.cpp:68
Definition: boss_blood_prince_council.cpp:70
Definition: boss_blood_prince_council.cpp:131
Definition: boss_blood_prince_council.cpp:120
Definition: boss_blood_prince_council.cpp:132
Definition: boss_blood_prince_council.cpp:121
Definition: icecrown_citadel.h:119
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
bool IsHeroic() const
Definition: ScriptedCreature.h:379
void SetLootRecipient(Unit *unit, bool withGroup=true)
Definition: Creature.cpp:1292
bool hasLootRecipient() const
Definition: Creature.h:223
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition: Creature.cpp:3683
void setActive(bool isActiveObject)
Definition: Object.cpp:1085
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:19126
uint8 currentInvocationIndex
Definition: boss_blood_prince_council.cpp:769
uint32 invocationOrder[3]
Definition: boss_blood_prince_council.cpp:768

References ACTION_CAST_INVOCATION, Unit::AddAura(), Unit::CastSpell(), currentInvocationIndex, DATA_BLOOD_PRINCE_COUNCIL, DATA_ORB_WHISPERER_ACHIEVEMENT, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::DoZoneInCombat(), ENCOUNTER_FRAME_ENGAGE, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), Creature::hasLootRecipient(), IN_PROGRESS, BossAI::instance, InstanceScript::instance, invocationOrder, ScriptedAI::IsHeroic(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, RAND(), REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), InstanceScript::SendEncounterUnit(), WorldObject::setActive(), InstanceScript::SetBossState(), ZoneScript::SetData(), Creature::SetLootRecipient(), Creature::SetReactState(), SPELL_FEIGN_DEATH, SPELL_SHADOW_PRISON, and SPELL_SHADOW_PRISON_DUMMY.

◆ JustReachedHome()

◆ JustRespawned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustRespawned ( )

Reimplemented from CreatureAI.

865 {
868 }
virtual void JustRespawned()
Definition: CreatureAI.h:149
void JustReachedHome() override
Definition: boss_blood_prince_council.cpp:870

References JustReachedHome(), and CreatureAI::JustRespawned().

◆ JustSummoned()

void boss_prince_valanar_icc::boss_prince_valanarAI::JustSummoned ( Creature summon)

Reimplemented from BossAI.

881 {
882 summons.Summon(summon);
883 switch (summon->GetEntry())
884 {
887 summon->CastSpell(summon, SPELL_KINETIC_BOMB, true, nullptr, nullptr, me->GetGUID());
888 break;
890 summon->m_Events.AddEvent(new ShockVortexExplodeEvent(*summon), summon->m_Events.CalculateTime(4500));
891 break;
892 default:
893 break;
894 }
895 }
Definition: boss_blood_prince_council.cpp:99
Definition: icecrown_citadel.h:289
Definition: icecrown_citadel.h:287
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
uint32 GetEntry() const
Definition: Object.h:109
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
Definition: boss_blood_prince_council.cpp:167

References EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), Object::GetEntry(), Object::GetGUID(), Unit::m_Events, ScriptedAI::me, NPC_KINETIC_BOMB_TARGET, NPC_SHOCK_VORTEX, REACT_PASSIVE, Creature::SetReactState(), SPELL_KINETIC_BOMB, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_prince_valanar_icc::boss_prince_valanarAI::KilledUnit ( Unit victim)

Reimplemented from ScriptedAI.

917 {
918 if (victim->GetTypeId() == TYPEID_PLAYER)
920 }
Definition: boss_blood_prince_council.cpp:53

References Object::GetTypeId(), SAY_VALANAR_KILL, and TYPEID_PLAYER.

◆ Reset()

void boss_prince_valanar_icc::boss_prince_valanarAI::Reset ( )

◆ SpellHit()

void boss_prince_valanar_icc::boss_prince_valanarAI::SpellHit ( Unit ,
SpellInfo const *  spell 

Reimplemented from ScriptedAI.

923 {
924 if (spell->Id == 71070 && me->IsInCombat() && !me->IsInEvadeMode())
926 }
bool IsInEvadeMode() const
Definition: Creature.h:129

References ACTION_CAST_INVOCATION, DoAction(), SpellInfo::Id, Unit::IsInCombat(), Creature::IsInEvadeMode(), and ScriptedAI::me.

◆ UpdateAI()

void boss_prince_valanar_icc::boss_prince_valanarAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

973 {
974 if (!UpdateVictim() || !CheckRoom())
975 return;
977 events.Update(diff);
980 return;
982 switch (events.ExecuteEvent())
983 {
985 {
986 uint32 visualSpellId = 0;
988 if (++currentInvocationIndex >= 3)
992 {
994 visualSpellId = 71080;
995 break;
997 visualSpellId = 71081;
998 break;
1000 visualSpellId = 71070;
1001 break;
1002 }
1003 if (!visualSpellId || !current || !next || !current->IsInCombat() || !next->IsInCombat())
1004 {
1006 return;
1007 }
1008 next->SetHealth(current->GetHealth());
1010 current->SetHealth(1);
1011 current->CastSpell((Unit*)nullptr, visualSpellId, true);
1012 next->AI()->Talk(1);
1013 }
1014 events.ScheduleEvent(EVENT_INVOCATION_OF_BLOOD, 46s);
1015 break;
1016 case EVENT_BERSERK:
1017 me->CastSpell(me, SPELL_BERSERK, true);
1019 break;
1021 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1022 {
1023 me->CastSpell(target, SPELL_KINETIC_BOMB_TARGET, false);
1025 }
1026 events.ScheduleEvent(EVENT_KINETIC_BOMB, me->GetMap()->Is25ManRaid() ? 20s + 500ms : 30s + 500ms);
1027 break;
1029 if (_isEmpowered)
1030 {
1033 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 30s);
1034 }
1035 else
1036 {
1037 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1038 me->CastSpell(target, SPELL_SHOCK_VORTEX, false);
1039 events.ScheduleEvent(EVENT_SHOCK_VORTEX, 18s, 23s);
1040 }
1041 break;
1042 }
1045 }
std::uint32_t uint32
Definition: Define.h:108
Definition: Unit.h:340
Definition: boss_blood_prince_council.cpp:98
Definition: boss_blood_prince_council.cpp:101
Definition: boss_blood_prince_council.cpp:100
Definition: boss_blood_prince_council.cpp:51
Definition: boss_blood_prince_council.cpp:52
Definition: boss_blood_prince_council.cpp:54
Definition: boss_ignis.cpp:39
virtual void DoAction(int32)
Definition: UnitAI.h:201
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
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.
Definition: CreatureAI.cpp:50
bool UpdateVictim()
Definition: CreatureAI.cpp:269
CreatureAI * AI() const
Definition: Creature.h:135
Map * GetMap() const
Definition: Object.h:517
Definition: Unit.h:1302
uint32 GetHealth() const
Definition: Unit.h:1452
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
bool Is25ManRaid() const
Definition: Map.h:452
bool CheckRoom()
Definition: boss_blood_prince_council.cpp:961

References _isEmpowered, ACTION_REMOVE_INVOCATION, Creature::AI(), Unit::CastSpell(), CheckRoom(), currentInvocationIndex, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, UnitAI::DoAction(), UnitAI::DoMeleeAttackIfReady(), EMOTE_VALANAR_SHOCK_VORTEX, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_INVOCATION_OF_BLOOD, EVENT_KINETIC_BOMB, EVENT_SHOCK_VORTEX, Map::GetCreature(), InstanceScript::GetGuidData(), Unit::GetHealth(), WorldObject::GetMap(), Unit::HasUnitState(), BossAI::instance, InstanceScript::instance, invocationOrder, Map::Is25ManRaid(), Unit::IsInCombat(), ScriptedAI::me, SAY_VALANAR_BERSERK, SAY_VALANAR_SPECIAL, UnitAI::SelectTarget(), Unit::SetHealth(), SPELL_BERSERK, SPELL_EMPOWERED_SHOCK_VORTEX, SPELL_KINETIC_BOMB_TARGET, SPELL_SHOCK_VORTEX, CreatureAI::Talk(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _canDie

bool boss_prince_valanar_icc::boss_prince_valanarAI::_canDie

◆ _evading

bool boss_prince_valanar_icc::boss_prince_valanarAI::_evading

Referenced by EnterEvadeMode(), and Reset().

◆ _isEmpowered

bool boss_prince_valanar_icc::boss_prince_valanarAI::_isEmpowered

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

◆ currentInvocationIndex

uint8 boss_prince_valanar_icc::boss_prince_valanarAI::currentInvocationIndex

Referenced by JustEngagedWith(), and UpdateAI().

◆ invocationOrder

uint32 boss_prince_valanar_icc::boss_prince_valanarAI::invocationOrder[3]

Referenced by JustEngagedWith(), and UpdateAI().