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

Public Member Functions

 boss_lady_vashj (Creature *creature)
 
void Reset () override
 
void KilledUnit (Unit *) override
 
void JustDied (Unit *killer) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void ScheduleSpells ()
 
void MoveInLineOfSight (Unit *who) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 
bool CheckEvadeIfOutOfCombatArea () const 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 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
 

Private Attributes

bool _recentlySpoken
 
bool _intro
 
int32 _count
 
std::chrono::seconds _batTimer
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
bool _ProccessHealthCheckEvent (uint8 healthPct, uint32 damage, std::function< void()> exec) const
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- 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

◆ boss_lady_vashj()

boss_lady_vashj::boss_lady_vashj ( Creature creature)
inline
72 : BossAI(creature, DATA_LADY_VASHJ)
73 {
75 {
77 });
78
79 _intro = false;
80 }
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ DATA_LADY_VASHJ
Definition: serpent_shrine.h:40
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:197
TaskScheduler scheduler
Definition: CreatureAI.h:76
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:469
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
bool _intro
Definition: boss_lady_vashj.cpp:260

References _intro, Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ CheckEvadeIfOutOfCombatArea()

bool boss_lady_vashj::CheckEvadeIfOutOfCombatArea ( ) const
inlineoverridevirtual

Reimplemented from ScriptedAI.

254 {
255 return me->GetHomePosition().GetExactDist2d(me) > 80.0f || !SelectTargetFromPlayerList(100.0f);
256 }
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:553
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:332

References Creature::GetHomePosition(), ScriptedAI::me, and ScriptedAI::SelectTargetFromPlayerList().

◆ JustDied()

void boss_lady_vashj::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

110 {
112 BossAI::JustDied(killer);
113 }
Talk
Definition: boss_fathomlord_karathress.cpp:25
@ SAY_DEATH
Definition: boss_lady_vashj.cpp:35
void JustDied(Unit *) override
Definition: ScriptedCreature.h:498

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_lady_vashj::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

116 {
120
122 }
@ SAY_AGGRO
Definition: boss_lady_vashj.cpp:29
@ SPELL_REMOVE_TAINTED_CORES
Definition: boss_lady_vashj.cpp:54
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void ScheduleSpells()
Definition: boss_lady_vashj.cpp:141

References UnitAI::DoCastSelf(), BossAI::JustEngagedWith(), SAY_AGGRO, ScheduleSpells(), and SPELL_REMOVE_TAINTED_CORES.

◆ JustSummoned()

void boss_lady_vashj::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

125 {
126 summons.Summon(summon);
127 if (summon->GetEntry() == WORLD_TRIGGER)
128 {
129 summon->CastSpell(summon, SPELL_MAGIC_BARRIER);
130 }
131 else if (summon->GetEntry() == NPC_TOXIC_SPOREBAT)
132 {
133 summon->GetMotionMaster()->MoveRandom(30.0f);
134 }
135 else if (summon->GetEntry() != NPC_TAINTED_ELEMENTAL && summon->GetEntry() != NPC_ENCHANTED_ELEMENTAL)
136 {
138 }
139 }
#define WORLD_TRIGGER
Definition: Unit.h:36
@ POINT_HOME
Definition: boss_lady_vashj.cpp:67
@ SPELL_MAGIC_BARRIER
Definition: boss_lady_vashj.cpp:45
@ NPC_ENCHANTED_ELEMENTAL
Definition: serpent_shrine.h:66
@ NPC_TAINTED_ELEMENTAL
Definition: serpent_shrine.h:69
@ NPC_TOXIC_SPOREBAT
Definition: serpent_shrine.h:70
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:510
uint32 GetEntry() const
Definition: Object.h:109
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
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 MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:211
void MoveRandom(float wanderDistance=0.0f)
Definition: MotionMaster.cpp:239

References Unit::CastSpell(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), ScriptedAI::me, MotionMaster::MovePoint(), MotionMaster::MoveRandom(), NPC_ENCHANTED_ELEMENTAL, NPC_TAINTED_ELEMENTAL, NPC_TOXIC_SPOREBAT, POINT_HOME, SPELL_MAGIC_BARRIER, SummonList::Summon(), BossAI::summons, and WORLD_TRIGGER.

◆ KilledUnit()

void boss_lady_vashj::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

97 {
99 {
100 Talk(SAY_SLAY);
101 _recentlySpoken = true;
102 }
103 scheduler.Schedule(6s, [this](TaskContext)
104 {
105 _recentlySpoken = false;
106 });
107 }
@ SAY_SLAY
Definition: boss_lady_vashj.cpp:34
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
bool _recentlySpoken
Definition: boss_lady_vashj.cpp:259

References _recentlySpoken, SAY_SLAY, TaskScheduler::Schedule(), and CreatureAI::scheduler.

◆ MoveInLineOfSight()

void boss_lady_vashj::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

159 {
160 if (!_intro && who->GetTypeId() == TYPEID_PLAYER)
161 {
162 _intro = true;
164 }
165
167 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_INTRO
Definition: boss_lady_vashj.cpp:28
virtual void MoveInLineOfSight(Unit *)
Definition: CreatureAI.cpp:157
TypeID GetTypeId() const
Definition: Object.h:121

References _intro, Object::GetTypeId(), CreatureAI::MoveInLineOfSight(), SAY_INTRO, and TYPEID_PLAYER.

◆ MovementInform()

void boss_lady_vashj::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

170 {
171 if (type != POINT_MOTION_TYPE || id != POINT_HOME)
172 {
173 return;
174 }
175
176 me->SetFacingTo(me->GetHomePosition().GetOrientation());
179
180 scheduler.Schedule(2400ms, [this](TaskContext context)
181 {
183 context.Repeat(2400ms, 12450ms);
184 }).Schedule(0s, [this](TaskContext context)
185 {
187 context.Repeat(2500ms);
188 }).Schedule(45s, [this](TaskContext context)
189 {
191 context.Repeat(45s);
192 }).Schedule(60s, [this](TaskContext context)
193 {
195 context.Repeat(60s);
196 }).Schedule(50s, [this](TaskContext context)
197 {
199 context.Repeat(50s);
200 }).Schedule(1s, [this](TaskContext context)
201 {
203 {
208
210 scheduler.Schedule(5s, [this](TaskContext context)
211 {
213 _batTimer = 20s - static_cast<std::chrono::seconds>(std::min(_count++, 16));
214 context.Repeat(_batTimer);
215 });
216 }
217 else
218 {
219 context.Repeat(1s);
220 }
221 });
222 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1037
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ SAY_PHASE3
Definition: boss_lady_vashj.cpp:32
@ SPELL_SUMMON_COILFANG_ELITE
Definition: boss_lady_vashj.cpp:49
@ SPELL_SUMMON_TOXIC_SPOREBAT
Definition: boss_lady_vashj.cpp:55
@ SPELL_SUMMON_ENCHANTED_ELEMENTAL
Definition: boss_lady_vashj.cpp:48
@ SPELL_SUMMON_COILFANG_STRIDER
Definition: boss_lady_vashj.cpp:50
@ SPELL_SUMMON_TAINTED_ELEMENTAL
Definition: boss_lady_vashj.cpp:51
@ SPELL_FORKED_LIGHTNING
Definition: boss_lady_vashj.cpp:46
@ DATA_ACTIVATE_SHIELD
Definition: serpent_shrine.h:47
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:256
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void SetReactState(ReactStates st)
Definition: Creature.h:90
void SetFacingTo(float ori)
Definition: Unit.cpp:20884
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5636
Unit * GetVictim() const
Definition: Unit.h:1398
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Definition: MotionMaster.cpp:300
std::chrono::seconds _batTimer
Definition: boss_lady_vashj.cpp:262
int32 _count
Definition: boss_lady_vashj.cpp:261

References _batTimer, _count, TaskScheduler::CancelAll(), DATA_ACTIVATE_SHIELD, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), Creature::GetHomePosition(), Unit::GetMotionMaster(), Unit::GetVictim(), Unit::HasAura(), BossAI::instance, ScriptedAI::me, MotionMaster::MoveChase(), POINT_HOME, POINT_MOTION_TYPE, REACT_AGGRESSIVE, TaskContext::Repeat(), SAY_PHASE3, TaskScheduler::Schedule(), CreatureAI::scheduler, ScheduleSpells(), ZoneScript::SetData(), Unit::SetFacingTo(), Creature::SetReactState(), SPELL_FORKED_LIGHTNING, SPELL_MAGIC_BARRIER, SPELL_SUMMON_COILFANG_ELITE, SPELL_SUMMON_COILFANG_STRIDER, SPELL_SUMMON_ENCHANTED_ELEMENTAL, SPELL_SUMMON_TAINTED_ELEMENTAL, and SPELL_SUMMON_TOXIC_SPOREBAT.

◆ Reset()

void boss_lady_vashj::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

83 {
84 _count = 0;
85 _recentlySpoken = false;
86 _batTimer = 20s;
88
92 me->GetMotionMaster()->MovePoint(POINT_HOME, me->GetHomePosition().GetPositionX(), me->GetHomePosition().GetPositionY(), me->GetHomePosition().GetPositionZ(), true, true);
93 });
94 }
@ REACT_PASSIVE
Definition: Unit.h:1035
@ SAY_PHASE2
Definition: boss_lady_vashj.cpp:31
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:724
void Reset() override
Definition: ScriptedCreature.h:496

References _batTimer, _count, _recentlySpoken, Creature::GetHomePosition(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_HOME, REACT_PASSIVE, BossAI::Reset(), SAY_PHASE2, BossAI::ScheduleHealthCheckEvent(), and Creature::SetReactState().

◆ ScheduleSpells()

void boss_lady_vashj::ScheduleSpells ( )
inline
142 {
143 scheduler.Schedule(14550ms, [this](TaskContext context)
144 {
146 context.Repeat(10850ms, 25100ms);
147 }).Schedule(18150ms, [this](TaskContext context)
148 {
150 context.Repeat(7250ms, 27050ms);
151 }).Schedule(25450ms, [this](TaskContext context)
152 {
154 context.Repeat(18200ms, 51500ms);
155 });
156 }
@ SPELL_SHOCK_BLAST
Definition: boss_lady_vashj.cpp:42
@ SPELL_ENTANGLE
Definition: boss_lady_vashj.cpp:44
@ SPELL_STATIC_CHARGE
Definition: boss_lady_vashj.cpp:43
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240

References UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_ENTANGLE, SPELL_SHOCK_BLAST, and SPELL_STATIC_CHARGE.

Referenced by JustEngagedWith(), and MovementInform().

◆ UpdateAI()

void boss_lady_vashj::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

225 {
226 if (!UpdateVictim())
227 return;
228
229 scheduler.Update(diff);
230
232 {
233 return;
234 }
235
237 {
241 if (roll_chance_i(15))
242 {
244 }
245 }
246 else
247 {
250 }
251 }
bool roll_chance_i(int chance)
Definition: Random.h:59
@ SHEATH_STATE_MELEE
Definition: Unit.h:127
@ SHEATH_STATE_RANGED
Definition: Unit.h:128
@ SAY_BOWSHOT
Definition: boss_lady_vashj.cpp:33
@ SPELL_SHOOT
Definition: boss_lady_vashj.cpp:40
@ SPELL_MULTI_SHOT
Definition: boss_lady_vashj.cpp:41
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
ReactStates GetReactState() const
Definition: Creature.h:91
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
virtual void SetSheath(SheathState sheathed)
Definition: Unit.h:1506
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:1355
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:661

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), Creature::GetReactState(), Unit::GetVictim(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::resetAttackTimer(), roll_chance_i(), SAY_BOWSHOT, CreatureAI::scheduler, Unit::SetSheath(), SHEATH_STATE_MELEE, SHEATH_STATE_RANGED, SPELL_MULTI_SHOT, SPELL_SHOOT, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _batTimer

std::chrono::seconds boss_lady_vashj::_batTimer
private

Referenced by MovementInform(), and Reset().

◆ _count

int32 boss_lady_vashj::_count
private

Referenced by MovementInform(), and Reset().

◆ _intro

bool boss_lady_vashj::_intro
private

◆ _recentlySpoken

bool boss_lady_vashj::_recentlySpoken
private

Referenced by KilledUnit(), and Reset().