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

Public Member Functions

 boss_high_king_maulgar (Creature *creature)
 
void Reset () override
 
void KilledUnit (Unit *) override
 
void JustDied (Unit *) override
 
void DoAction (int32 actionId) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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.
 
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
 

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_high_king_maulgar()

boss_high_king_maulgar::boss_high_king_maulgar ( Creature creature)
inline
65 : BossAI(creature, DATA_MAULGAR)
66 {
68 {
70 });
71 }
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ DATA_MAULGAR
Definition: gruuls_lair.h:31
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

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

Member Function Documentation

◆ DoAction()

void boss_high_king_maulgar::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

116 {
117 if (me->IsAlive())
118 {
120 if (actionId == MAX_ADD_NUMBER)
121 {
122 me->AddLootMode(1);
123 }
124 }
125 else if (actionId == MAX_ADD_NUMBER)
126 {
127 me->AddLootMode(1);
128 me->loot.clear();
131 _JustDied();
132 }
133 }
LootStore LootTemplates_Creature("creature_loot_template", "creature entry", true)
Talk
Definition: boss_fathomlord_karathress.cpp:25
@ SAY_OGRE_DEATH
Definition: boss_high_king_maulgar.cpp:27
@ MAX_ADD_NUMBER
Definition: gruuls_lair.h:36
@ UNIT_DYNFLAG_LOOTABLE
Definition: SharedDefines.h:3121
void _JustDied()
Definition: ScriptedCreature.cpp:620
Loot loot
Definition: Creature.h:220
uint16 GetLootMode() const
Definition: Creature.h:234
Player * GetLootRecipient() const
Definition: Creature.cpp:1244
CreatureTemplate const * GetCreatureTemplate() const
Definition: Creature.h:199
void AddLootMode(uint16 lootMode)
Definition: Creature.h:237
uint32 lootid
Definition: CreatureData.h:217
virtual void SetDynamicFlag(uint32 flag)
Definition: Object.h:117
bool IsAlive() const
Definition: Unit.h:1822
void clear()
Definition: LootMgr.h:343
bool FillLoot(uint32 lootId, LootStore const &store, Player *lootOwner, bool personal, bool noEmptyError=false, uint16 lootMode=LOOT_MODE_DEFAULT, WorldObject *lootSource=nullptr)
Definition: LootMgr.cpp:553

References BossAI::_JustDied(), Creature::AddLootMode(), Loot::clear(), Loot::FillLoot(), Creature::GetCreatureTemplate(), Creature::GetLootMode(), Creature::GetLootRecipient(), Unit::IsAlive(), Creature::loot, CreatureTemplate::lootid, LootTemplates_Creature, MAX_ADD_NUMBER, ScriptedAI::me, SAY_OGRE_DEATH, Object::SetDynamicFlag(), and UNIT_DYNFLAG_LOOTABLE.

◆ JustDied()

void boss_high_king_maulgar::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

109 {
112 _JustDied();
113 }
@ SAY_DEATH
Definition: boss_high_king_maulgar.cpp:29
@ DATA_ADDS_KILLED
Definition: gruuls_lair.h:35
InstanceScript *const instance
Definition: ScriptedCreature.h:474
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:52

References BossAI::_JustDied(), DATA_ADDS_KILLED, ZoneScript::GetData(), BossAI::instance, MAX_ADD_NUMBER, and SAY_DEATH.

◆ JustEngagedWith()

void boss_high_king_maulgar::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

136 {
139
140 scheduler.Schedule(9500ms, [this](TaskContext context)
141 {
143 context.Repeat(9500ms, 12s);
144 }).Schedule(15700ms, [this](TaskContext context)
145 {
147 context.Repeat(16200ms, 19s);
148 }).Schedule(67000ms, [this](TaskContext context)
149 {
150 scheduler.DelayAll(15s);
152 context.Repeat(45s, 60s);
153 });
154 }
@ SAY_AGGRO
Definition: boss_high_king_maulgar.cpp:25
@ SPELL_ARCING_SMASH
Definition: boss_high_king_maulgar.cpp:32
@ SPELL_MIGHTY_BLOW
Definition: boss_high_king_maulgar.cpp:33
@ SPELL_WHIRLWIND
Definition: boss_high_king_maulgar.cpp:34
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:283
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:633

References BossAI::_JustEngagedWith(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_ARCING_SMASH, SPELL_MIGHTY_BLOW, and SPELL_WHIRLWIND.

◆ KilledUnit()

void boss_high_king_maulgar::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

95 {
97 {
99 _recentlySpoken = true;
100 }
101
102 scheduler.Schedule(5s, [this](TaskContext)
103 {
104 _recentlySpoken = false;
105 });
106 }
@ SAY_SLAY
Definition: boss_high_king_maulgar.cpp:28
bool _recentlySpoken
Definition: boss_high_king_maulgar.cpp:166

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

◆ Reset()

void boss_high_king_maulgar::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

74 {
75 _Reset();
76 _recentlySpoken = false;
77 me->SetLootMode(0);
81
82 scheduler.Schedule(0ms, [this](TaskContext context)
83 {
85 context.Repeat(35s);
86 }).Schedule(0ms, [this](TaskContext context)
87 {
89 context.Repeat(20600ms, 29100ms);
90 });
91 });
92 }
@ SPELL_ROAR
Definition: boss_high_king_maulgar.cpp:36
@ SPELL_BERSERKER_C
Definition: boss_high_king_maulgar.cpp:35
@ SPELL_FLURRY
Definition: boss_high_king_maulgar.cpp:37
@ SAY_ENRAGE
Definition: boss_high_king_maulgar.cpp:26
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:256
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()
Definition: ScriptedCreature.cpp:604
void SetLootMode(uint16 lootMode)
Definition: Creature.h:236

References _recentlySpoken, BossAI::_Reset(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::me, TaskContext::Repeat(), SAY_ENRAGE, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Creature::SetLootMode(), SPELL_BERSERKER_C, SPELL_FLURRY, and SPELL_ROAR.

◆ UpdateAI()

void boss_high_king_maulgar::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

157 {
158 if (!UpdateVictim())
159 return;
160
161 scheduler.Update(diff);
162
164 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268

References UnitAI::DoMeleeAttackIfReady(), CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _recentlySpoken

bool boss_high_king_maulgar::_recentlySpoken
private

Referenced by KilledUnit(), and Reset().