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boss_high_astromancer_solarian::boss_high_astromancer_solarianAI Struct Reference
Inheritance diagram for boss_high_astromancer_solarian::boss_high_astromancer_solarianAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_high_astromancer_solarianAI (Creature *creature)
void Reset () override
void AttackStart (Unit *who) override
void KilledUnit (Unit *victim) override
void JustDied (Unit *killer) override
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
void JustSummoned (Creature *summon) 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 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

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_high_astromancer_solarianAI()

boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::boss_high_astromancer_solarianAI ( Creature creature)
76 : BossAI(creature, DATA_ASTROMANCER)
77 {
78 }
Definition: the_eye.h:34
Definition: ScriptedCreature.h:456

Member Function Documentation

◆ AttackStart()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::AttackStart ( Unit who)

Reimplemented from ScriptedAI.

87 {
88 if (who && me->Attack(who, true))
89 me->GetMotionMaster()->MoveChase(who, (events.GetNextEventTime(EVENT_SPELL_VOID_BOLT) == 0 ? 30.0f : 0.0f));
90 }
Definition: boss_sartura.cpp:43
Definition: boss_astromancer.cpp:58
Creature * me
Definition: ScriptedCreature.h:282
MotionMaster * GetMotionMaster()
Definition: Unit.h:2274
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10264
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Definition: MotionMaster.cpp:299

References Unit::Attack(), EVENT_SPELL_VOID_BOLT, Unit::GetMotionMaster(), ScriptedAI::me, and MotionMaster::MoveChase().

◆ CheckEvadeIfOutOfCombatArea()

bool boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::CheckEvadeIfOutOfCombatArea ( ) const

Reimplemented from ScriptedAI.

233 {
234 return me->GetDistance2d(432.59f, -371.93f) > 105.0f;
235 }
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263

References WorldObject::GetDistance2d(), and ScriptedAI::me.

◆ JustDied()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::JustDied ( Unit killer)

Reimplemented from BossAI.

99 {
100 me->SetModelVisible(true);
102 BossAI::JustDied(killer);
103 }
Definition: boss_fathomlord_karathress.cpp:23
Definition: boss_astromancer.cpp:28
void JustDied(Unit *) override
Definition: ScriptedCreature.h:485
void SetModelVisible(bool on)
Definition: Unit.cpp:14232

References BossAI::JustDied(), ScriptedAI::me, SAY_DEATH, and Unit::SetModelVisible().

◆ JustEngagedWith()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

106 {
109 me->CallForHelp(105.0f);
111 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
112 events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
113 events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 1000);
114 events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
115 events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000);
116 }
Definition: boss_astromancer.cpp:53
Definition: boss_astromancer.cpp:50
Definition: boss_astromancer.cpp:54
Definition: boss_astromancer.cpp:52
Definition: boss_astromancer.cpp:51
Definition: boss_astromancer.cpp:24
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:484
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition: Creature.cpp:2393


◆ JustSummoned()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::JustSummoned ( Creature summon)

Reimplemented from BossAI.

119 {
120 summons.Summon(summon);
121 if (!summon->IsTrigger())
122 summon->SetInCombatWithZone();
123 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:498
void SetInCombatWithZone()
Definition: Creature.cpp:2717
bool IsTrigger() const
Definition: Creature.h:77

References Creature::IsTrigger(), Creature::SetInCombatWithZone(), SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::KilledUnit ( Unit victim)

Reimplemented from ScriptedAI.

93 {
94 if (victim->GetTypeId() == TYPEID_PLAYER && roll_chance_i(50))
96 }
bool roll_chance_i(int chance)
Definition: Random.h:59
Definition: ObjectGuid.h:38
Definition: boss_astromancer.cpp:27
TypeID GetTypeId() const
Definition: Object.h:121

References Object::GetTypeId(), roll_chance_i(), SAY_KILL, and TYPEID_PLAYER.

◆ Reset()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::Reset ( )

Reimplemented from BossAI.

81 {
83 me->SetModelVisible(true);
84 }
void Reset() override
Definition: ScriptedCreature.h:483

References ScriptedAI::me, BossAI::Reset(), and Unit::SetModelVisible().

◆ UpdateAI()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

126 {
127 if (!UpdateVictim())
128 return;
130 events.Update(diff);
132 return;
134 switch (events.ExecuteEvent())
135 {
137 if (me->HealthBelowPct(21))
138 {
139 events.Reset();
140 events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 3000);
141 events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 7000);
144 break;
145 }
146 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1000);
147 break;
149 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 40.0f, true))
150 me->CastSpell(target, SPELL_ARCANE_MISSILES, false);
151 events.ScheduleEvent(EVENT_SPELL_ARCANE_MISSILES, 3000);
152 break;
154 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
156 events.ScheduleEvent(EVENT_SPELL_WRATH_OF_ASTROMANCER, 22000);
157 break;
160 events.ScheduleEvent(EVENT_SPELL_BLINDING_LIGHT, 40000);
161 break;
164 me->SetModelVisible(false);
165 events.ScheduleEvent(EVENT_SPAWN_PORTALS, 50000);
166 events.DelayEvents(21000);
167 events.ScheduleEvent(EVENT_SUMMON_ADDS, 6000);
168 events.ScheduleEvent(EVENT_REAPPEAR, 20000);
169 for (uint8 i = 0; i < 3; ++i)
170 {
171 float o = rand_norm() * 2 * M_PI;
172 if (i == 0)
174 else
176 }
177 break;
180 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
181 {
182 if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
184 {
185 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
186 {
187 me->SetPosition(*light);
189 }
190 for (uint8 j = 0; j < 4; ++j)
191 me->SummonCreature(NPC_SOLARIUM_AGENT, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
192 }
193 }
194 break;
197 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
198 {
199 if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
200 {
202 {
203 light->RemoveAllAuras();
204 if (light->GetDistance2d(CENTER_X, CENTER_Y) < 20.0f)
205 me->SetModelVisible(true);
206 else
207 me->SummonCreature(NPC_SOLARIUM_PRIEST, light->GetPositionX() + frand(-3.0f, 3.0f), light->GetPositionY() + frand(-3.0f, 3.0f), light->GetPositionZ(), 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 10000);
208 }
209 }
210 }
211 // protection
213 {
214 me->SetModelVisible(true);
217 }
218 break;
221 events.ScheduleEvent(EVENT_SPELL_VOID_BOLT, 7000);
222 break;
225 events.ScheduleEvent(EVENT_SPELL_PSYCHIC_SCREAM, 12000);
226 break;
227 }
230 }
std::uint8_t uint8
Definition: Define.h:110
float frand(float min, float max)
Definition: Random.cpp:57
double rand_norm()
Definition: Random.cpp:77
Definition: Object.h:44
Definition: Object.h:47
Definition: Unit.h:396
Definition: Unit.h:340
#define PORTAL_Z
Definition: boss_astromancer.cpp:67
Definition: boss_astromancer.cpp:56
Definition: boss_astromancer.cpp:57
Definition: boss_astromancer.cpp:46
Definition: boss_astromancer.cpp:47
Definition: boss_astromancer.cpp:48
Definition: boss_astromancer.cpp:55
Definition: boss_astromancer.cpp:26
Definition: boss_astromancer.cpp:25
Definition: boss_astromancer.cpp:62
Definition: boss_astromancer.cpp:38
Definition: boss_astromancer.cpp:35
Definition: boss_astromancer.cpp:40
Definition: boss_astromancer.cpp:39
Definition: boss_astromancer.cpp:37
Definition: boss_astromancer.cpp:36
#define CENTER_Y
Definition: boss_astromancer.cpp:64
Definition: boss_astromancer.cpp:61
#define CENTER_Z
Definition: boss_astromancer.cpp:65
#define CENTER_X
Definition: boss_astromancer.cpp:63
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
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
bool UpdateVictim()
Definition: CreatureAI.cpp:269
iterator begin()
Definition: ScriptedCreature.h:50
StorageType::const_iterator const_iterator
Definition: ScriptedCreature.h:39
iterator end()
Definition: ScriptedCreature.h:60
Definition: Creature.h:46
void SetPosition(float x, float y, float z, float o)
Definition: Creature.cpp:3049
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
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Unit.h:1302
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1352
uint32 GetDisplayId() const
Definition: Unit.h:2180
uint32 GetNativeDisplayId() const
Definition: Unit.h:2182
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1456
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
Unit * GetVictim() const
Definition: Unit.h:1398
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16956
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410

References BASE_ATTACK, SummonList::begin(), Unit::CastSpell(), CENTER_X, CENTER_Y, CENTER_Z, UnitAI::DoMeleeAttackIfReady(), SummonList::end(), EVENT_CHECK_HEALTH, EVENT_REAPPEAR, EVENT_SPAWN_PORTALS, EVENT_SPELL_ARCANE_MISSILES, EVENT_SPELL_BLINDING_LIGHT, EVENT_SPELL_PSYCHIC_SCREAM, EVENT_SPELL_VOID_BOLT, EVENT_SPELL_WRATH_OF_ASTROMANCER, EVENT_SUMMON_ADDS, frand(), ObjectAccessor::GetCreature(), Unit::GetDisplayId(), Unit::GetMotionMaster(), Unit::GetNativeDisplayId(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVictim(), Unit::HasUnitState(), Unit::HealthBelowPct(), INNER_PORTAL_RADIUS, ScriptedAI::me, MotionMaster::MoveChase(), NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT, NPC_SOLARIUM_AGENT, NPC_SOLARIUM_PRIEST, OUTER_PORTAL_RADIUS, PORTAL_Z, rand_norm(), SAY_SUMMON1, SAY_SUMMON2, UnitAI::SelectTarget(), Unit::setAttackTimer(), Unit::SetModelVisible(), Creature::SetPosition(), SPELL_ARCANE_MISSILES, SPELL_BLINDING_LIGHT, SPELL_PSYCHIC_SCREAM, SPELL_SOLARIAN_TRANSFORM, SPELL_VOID_BOLT, SPELL_WRATH_OF_THE_ASTROMANCER, Unit::StopMovingOnCurrentPos(), WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_CORPSE_TIMED_DESPAWN, TEMPSUMMON_TIMED_DESPAWN, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().