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boss_gyth::boss_gythAI Struct Reference
Inheritance diagram for boss_gyth::boss_gythAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_gythAI (Creature *creature)
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void EnterEvadeMode (EvadeReason why) override
void IsSummonedBy (WorldObject *) override
void JustSummoned (Creature *summon) override
void JustDied (Unit *) override
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
void UpdateAI (uint32 diff) override
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 ~BossAI () override
bool CanRespawn () override
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
void JustSummoned (Creature *summon) override
void SummonedCreatureDespawn (Creature *summon) override
void SummonedCreatureDespawnAll () override
void UpdateAI (uint32 diff) override
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
virtual void ExecuteEvent (uint32)
virtual void ScheduleTasks ()
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void JustDied (Unit *) override
void JustReachedHome () override
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 ~ScriptedAI () override
void AttackStartNoMove (Unit *target)
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
void UpdateAI (uint32 diff) override
void JustDied (Unit *) override
void KilledUnit (Unit *) override
void JustSummoned (Creature *) override
void SummonedCreatureDespawn (Creature *) override
void SpellHit (Unit *, SpellInfo const *) override
void SpellHitTarget (Unit *, SpellInfo const *) override
void MovementInform (uint32, uint32) override
void OnPossess (bool)
bool IsInRoom (const Position *pos, Axis axis, bool above)
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void AttackStart (Unit *) override
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
void DoStartNoMovement (Unit *target)
void DoStopAttack ()
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
void DoPlayMusic (uint32 soundId, bool zone)
void DoAddThreat (Unit *unit, float amount)
void DoModifyThreatByPercent (Unit *unit, int32 pct)
void DoResetThreat (Unit *unit)
void DoResetThreatList ()
float DoGetThreat (Unit *unit)
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
void DoTeleportAll (float x, float y, float z, float o)
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
std::list< Creature * > DoFindFriendlyCC (float range)
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
PlayerGetPlayerAtMinimumRange (float minRange)
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
bool HealthBelowPct (uint32 pct) const
bool HealthAbovePct (uint32 pct) const
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
void SetCombatMovement (bool allowMovement)
bool IsCombatMovementAllowed () const
virtual bool CheckEvadeIfOutOfCombatArea () const
bool IsHeroic () const
Difficulty GetDifficulty () const
bool Is25ManRaid () const
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
void Talk (uint8 id, Milliseconds delay)
 CreatureAI (Creature *creature)
 ~CreatureAI () override
void MoveCircleChecks ()
void MoveBackwardsChecks ()
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
void TriggerAlert (Unit const *who) const
virtual bool CanRespawn ()
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
virtual void JustDied (Unit *)
virtual void KilledUnit (Unit *)
virtual void JustSummoned (Creature *)
virtual void IsSummonedBy (WorldObject *)
virtual void SummonedCreatureDespawn (Creature *)
virtual void SummonedCreatureDies (Creature *, Unit *)
virtual void SummonedCreatureDespawnAll ()
virtual void SpellHit (Unit *, SpellInfo const *)
virtual void SpellHitTarget (Unit *, SpellInfo const *)
virtual void AttackedBy (Unit *)
virtual bool IsEscorted ()
virtual void JustRespawned ()
virtual void MovementInform (uint32, uint32)
virtual void PathEndReached (uint32)
void OnCharmed (bool apply) override
virtual void JustReachedHome ()
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
virtual void ReceiveEmote (Player *, uint32)
virtual void OwnerAttackedBy (Unit *)
virtual void OwnerAttacked (Unit *)
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
virtual bool BeforeSpellClick (Unit *)
virtual void OnSpellClick (Unit *, bool &)
virtual bool CanSeeAlways (WorldObject const *)
virtual bool CanBeSeen (Player const *)
virtual bool CanAlwaysBeDetectable (WorldObject const *)
virtual void PetStopAttack ()
virtual bool CheckInRoom ()
CreatureBoundary const * GetBoundary () const
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
bool IsInBoundary (Position const *who=nullptr) const
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
virtual bool OnTeleportUnreacheablePlayer (Player *)
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
virtual ~UnitAI ()
virtual bool CanAIAttack (Unit const *) const
virtual void AttackStart (Unit *)
virtual void UpdateAI (uint32)=0
virtual void InitializeAI ()
virtual void Reset ()
virtual void OnCharmed (bool apply)=0
virtual void DoAction (int32)
virtual uint32 GetData (uint32) const
virtual void SetData (uint32, uint32)
virtual void SetGUID (ObjectGuid, int32=0)
virtual ObjectGuid GetGUID (int32=0) const
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
virtual void HealReceived (Unit *, uint32 &)
virtual void HealDone (Unit *, uint32 &)
void AttackStartCaster (Unit *victim, float dist)
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
SpellCastResult DoCast (uint32 spellId)
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always be the current victim.
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
void DoMeleeAttackIfReady ()
bool DoSpellAttackIfReady (uint32 spell)
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
virtual void SummonMovementInform (Creature *, uint32, uint32)
virtual void sGossipHello (Player *)
virtual void sGossipSelect (Player *, uint32, uint32)
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
virtual void sQuestAccept (Player *, Quest const *)
virtual void sQuestSelect (Player *, Quest const *)
virtual void sQuestComplete (Player *, Quest const *)
virtual void sQuestReward (Player *, Quest const *, uint32)
virtual void sOnGameEvent (bool, uint16)
virtual std::string GetDebugInfo () const

Private Attributes

bool _summonedRend

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 ()
- Public Attributes inherited from BossAI
InstanceScript *const instance
- Public Attributes inherited from ScriptedAI
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
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_gythAI()

boss_gyth::boss_gythAI::boss_gythAI ( Creature creature)
60: BossAI(creature, DATA_GYTH) { }
Definition: blackrock_spire.h:42
Definition: ScriptedCreature.h:456

Member Function Documentation

◆ DamageTaken()

void boss_gyth::boss_gythAI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,

Reimplemented from BossAI.

107 {
108 if (!_summonedRend && me->HealthBelowPctDamaged(25, damage))
109 {
110 if (damage >= me->GetHealth())
111 {
112 // Let creature fall to 1 HP but prevent it from dying before boss is summoned.
113 damage = me->GetHealth() - 1;
114 }
117 _summonedRend = true;
118 }
119 }
Definition: boss_gyth.cpp:25
Definition: boss_gyth.cpp:30
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
Creature * me
Definition: ScriptedCreature.h:282
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4708
uint32 GetHealth() const
Definition: Unit.h:1440
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445
bool _summonedRend
Definition: boss_gyth.cpp:177

References _summonedRend, UnitAI::DoCast(), Unit::GetHealth(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, Unit::RemoveAura(), SPELL_REND_MOUNTS, and SPELL_SUMMON_REND.

◆ EnterEvadeMode()

void boss_gyth::boss_gythAI::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

84 {
87 }
Definition: InstanceScript.h:58
Definition: blackrock_spire.h:41
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
InstanceScript *const instance
Definition: ScriptedCreature.h:461
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:317

References DATA_WARCHIEF_REND_BLACKHAND, CreatureAI::EnterEvadeMode(), FAIL, BossAI::instance, and InstanceScript::SetBossState().

◆ IsSummonedBy()

void boss_gyth::boss_gythAI::IsSummonedBy ( WorldObject )

Reimplemented from CreatureAI.

90 {
91 events.ScheduleEvent(EVENT_SUMMONED_1, 1000);
92 }
Definition: boss_gyth.cpp:49
Definition: boss_sartura.cpp:43

References EVENT_SUMMONED_1.

◆ JustDied()

void boss_gyth::boss_gythAI::JustDied ( Unit )

Reimplemented from BossAI.

102 {
104 }
Definition: InstanceScript.h:59

References DATA_GYTH, DONE, BossAI::instance, and InstanceScript::SetBossState().

◆ JustEngagedWith()

void boss_gyth::boss_gythAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

74 {
77 events.ScheduleEvent(EVENT_CORROSIVE_ACID, 8s, 16s);
78 events.ScheduleEvent(EVENT_FREEZE, 8s, 16s);
79 events.ScheduleEvent(EVENT_FLAME_BREATH, 8s, 16s);
80 events.ScheduleEvent(EVENT_KNOCK_AWAY, 12s, 18s);
81 }
Definition: boss_gyth.cpp:47
Definition: boss_gyth.cpp:48
Definition: boss_gyth.cpp:46
Definition: boss_gyth.cpp:45
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598


◆ JustSummoned()

void boss_gyth::boss_gythAI::JustSummoned ( Creature summon)

Reimplemented from BossAI.

95 {
96 summons.Summon(summon);
97 summon->AI()->AttackStart(me->SelectVictim());
98 }
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:28
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:497
Unit * SelectVictim()
Definition: Unit.cpp:14625
CreatureAI * AI() const
Definition: Creature.h:135

References Creature::AI(), UnitAI::AttackStart(), ScriptedAI::me, Creature::SelectVictim(), SummonList::Summon(), and BossAI::summons.

◆ Reset()

void boss_gyth::boss_gythAI::Reset ( )

Reimplemented from BossAI.

63 {
64 _summonedRend = false;
66 {
70 }
71 }
Definition: InstanceScript.h:57
Definition: InstanceScript.h:56
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2108
EncounterState GetBossState(uint32 id) const
Definition: InstanceScript.h:230

References _summonedRend, DATA_GYTH, SummonList::DespawnAll(), Creature::DespawnOrUnsummon(), InstanceScript::GetBossState(), IN_PROGRESS, BossAI::instance, ScriptedAI::me, NOT_STARTED, InstanceScript::SetBossState(), and BossAI::summons.

◆ UpdateAI()

void boss_gyth::boss_gythAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

122 {
123 if (!UpdateVictim())
124 {
125 events.Update(diff);
127 while (uint32 eventId = events.ExecuteEvent())
128 {
129 switch (eventId)
130 {
131 case EVENT_SUMMONED_1:
133 if (GameObject* portcullis = me->FindNearestGameObject(GO_DR_PORTCULLIS, 40.0f))
134 portcullis->UseDoorOrButton();
135 events.ScheduleEvent(EVENT_SUMMONED_2, 2s);
136 break;
137 case EVENT_SUMMONED_2:
139 break;
140 default:
141 break;
142 }
143 }
144 return;
145 }
147 events.Update(diff);
149 while (uint32 eventId = events.ExecuteEvent())
150 {
151 switch (eventId)
152 {
155 events.ScheduleEvent(EVENT_CORROSIVE_ACID, 10s, 16s);
156 break;
157 case EVENT_FREEZE:
159 events.ScheduleEvent(EVENT_FREEZE, 10s, 16s);
160 break;
163 events.ScheduleEvent(EVENT_FLAME_BREATH, 10s, 16s);
164 break;
167 events.ScheduleEvent(EVENT_KNOCK_AWAY, 14s, 20s);
168 break;
169 default:
170 break;
171 }
172 }
174 }
std::uint32_t uint32
Definition: Define.h:108
Definition: blackrock_spire.h:138
Definition: boss_gyth.cpp:40
Definition: boss_gyth.cpp:28
Definition: boss_gyth.cpp:27
Definition: boss_gyth.cpp:29
Definition: boss_gyth.cpp:26
Definition: boss_gyth.cpp:50
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
bool UpdateVictim()
Definition: CreatureAI.cpp:269
Definition: GameObject.h:122
GameObject * FindNearestGameObject(uint32 entry, float range, bool onlySpawned=false) const
Definition: Object.cpp:2418
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:19031
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:758

References Unit::AddAura(), UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_CORROSIVE_ACID, EVENT_FLAME_BREATH, EVENT_FREEZE, EVENT_KNOCK_AWAY, EVENT_SUMMONED_1, EVENT_SUMMONED_2, WorldObject::FindNearestGameObject(), Unit::GetMotionMaster(), GO_DR_PORTCULLIS, GYTH_PATH_1, ScriptedAI::me, MotionMaster::MovePath(), SPELL_CORROSIVE_ACID, SPELL_FLAMEBREATH, SPELL_FREEZE, SPELL_KNOCK_AWAY, SPELL_REND_MOUNTS, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _summonedRend

bool boss_gyth::boss_gythAI::_summonedRend

Referenced by DamageTaken(), and Reset().