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boss_midnight::boss_midnightAI Struct Reference
Inheritance diagram for boss_midnight::boss_midnightAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_midnightAI (Creature *creature)
void Reset () override
bool CanMeleeHit ()
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
void JustSummoned (Creature *summon) override
void DoAction (int32 actionId) override
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
void EnterEvadeMode (EvadeReason) override
void KilledUnit (Unit *) 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

uint8 _phase

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_midnightAI()

boss_midnight::boss_midnightAI::boss_midnightAI ( Creature creature)
315: BossAI(creature, DATA_ATTUMEN), _phase(PHASE_NONE) { }
Definition: boss_midnight.cpp:58
Definition: karazhan.h:30
Definition: ScriptedCreature.h:456
uint8 _phase
Definition: boss_midnight.cpp:417

Member Function Documentation

◆ CanMeleeHit()

bool boss_midnight::boss_midnightAI::CanMeleeHit ( )
325 {
326 return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
327 }
Creature * me
Definition: ScriptedCreature.h:282
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:330
float GetDistance(WorldObject const *obj) const
Definition: Object.cpp:1245
float GetPositionZ() const
Definition: Position.h:119
Unit * GetVictim() const
Definition: Unit.h:1386

References WorldObject::GetDistance(), Creature::GetHomePosition(), Position::GetPositionZ(), Unit::GetVictim(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ DamageTaken()

void boss_midnight::boss_midnightAI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,

Reimplemented from BossAI.

330 {
331 // Midnight never dies, let health fall to 1 and prevent further damage.
332 if (damage >= me->GetHealth())
333 {
334 damage = me->GetHealth() - 1;
335 }
337 if (_phase == PHASE_NONE && me->HealthBelowPctDamaged(95, damage))
338 {
342 }
343 else if (_phase == PHASE_ATTUMEN_ENGAGES && me->HealthBelowPctDamaged(25, damage))
344 {
346 DoCastAOE(SPELL_MOUNT, true);
347 }
348 }
Definition: boss_midnight.cpp:52
Definition: boss_midnight.cpp:51
Definition: boss_midnight.cpp:60
Definition: boss_midnight.cpp:59
Definition: boss_midnight.cpp:37
Definition: boss_fathomlord_karathress.cpp:23
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:249
uint32 GetHealth() const
Definition: Unit.h:1440
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445

References _phase, UnitAI::DoCastAOE(), EMOTE_CALL_ATTUMEN, Unit::GetHealth(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, PHASE_ATTUMEN_ENGAGES, PHASE_MOUNTED, PHASE_NONE, SPELL_MOUNT, and SPELL_SUMMON_ATTUMEN.

◆ DoAction()

void boss_midnight::boss_midnightAI::DoAction ( int32  actionId)

Reimplemented from UnitAI.

362 {
363 if (actionId == ACTION_SET_MIDNIGHT_PHASE)
364 {
366 }
367 }
Definition: boss_midnight.cpp:65


◆ EnterEvadeMode()

void boss_midnight::boss_midnightAI::EnterEvadeMode ( EvadeReason  )

Reimplemented from CreatureAI.

381 {
382 me->DespawnOnEvade(10s);
384 }
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition: Creature.cpp:2116

References _phase, Creature::DespawnOnEvade(), ScriptedAI::me, and PHASE_NONE.

◆ JustEngagedWith()

void boss_midnight::boss_midnightAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

370 {
373 scheduler.Schedule(Seconds(15), Seconds(25), [this](TaskContext task)
374 {
376 task.Repeat(Seconds(15), Seconds(25));
377 });
378 }
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition: Duration.h:30
Definition: boss_midnight.cpp:50
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:217
Definition: TaskScheduler.h:400
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
TaskScheduler scheduler
Definition: ScriptedCreature.h:498

References UnitAI::DoCastVictim(), BossAI::JustEngagedWith(), TaskContext::Repeat(), TaskScheduler::Schedule(), BossAI::scheduler, and SPELL_KNOCKDOWN.

◆ JustSummoned()

void boss_midnight::boss_midnightAI::JustSummoned ( Creature summon)

Reimplemented from BossAI.

351 {
352 if (summon->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
353 {
354 summon->AI()->AttackStart(me->GetVictim());
355 summon->AI()->Talk(SAY_APPEAR);
356 }
358 BossAI::JustSummoned(summon);
359 }
Definition: boss_midnight.cpp:31
Definition: karazhan.h:87
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:28
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
void JustSummoned(Creature *summon) override
Definition: ScriptedCreature.cpp:628
CreatureAI * AI() const
Definition: Creature.h:135
uint32 GetEntry() const
Definition: Object.h:109

References Creature::AI(), UnitAI::AttackStart(), Object::GetEntry(), Unit::GetVictim(), BossAI::JustSummoned(), ScriptedAI::me, NPC_ATTUMEN_THE_HUNTSMAN, SAY_APPEAR, and CreatureAI::Talk().

◆ KilledUnit()

void boss_midnight::boss_midnightAI::KilledUnit ( Unit )

Reimplemented from ScriptedAI.

387 {
389 {
390 if (Creature* attumen = instance->GetCreature(DATA_ATTUMEN))
391 {
392 Talk(SAY_MIDNIGHT_KILL, attumen);
393 }
394 }
395 }
Definition: boss_midnight.cpp:30
InstanceScript *const instance
Definition: ScriptedCreature.h:461
Definition: Creature.h:46
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99

References _phase, DATA_ATTUMEN, InstanceScript::GetCreature(), BossAI::instance, PHASE_ATTUMEN_ENGAGES, and SAY_MIDNIGHT_KILL.

◆ Reset()

void boss_midnight::boss_midnightAI::Reset ( )

Reimplemented from BossAI.

318 {
320 me->SetVisible(true);
322 }
Definition: Unit.h:1024
void Reset() override
Definition: ScriptedCreature.h:482
void SetReactState(ReactStates st)
Definition: Creature.h:89
void SetVisible(bool x)
Definition: Unit.cpp:14129

References ScriptedAI::me, REACT_DEFENSIVE, BossAI::Reset(), Creature::SetReactState(), and Unit::SetVisible().

◆ UpdateAI()

void boss_midnight::boss_midnightAI::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

398 {
399 if (_phase != PHASE_MOUNTED)
400 {
401 if (!UpdateVictim())
402 {
403 return;
404 }
406 if (!CanMeleeHit())
407 {
409 }
410 }
412 scheduler.Update(diff,
413 std::bind(&BossAI::DoMeleeAttackIfReady, this));
414 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
Definition: CreatureAI.h:89
bool UpdateVictim()
Definition: CreatureAI.cpp:269
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
bool CanMeleeHit()
Definition: boss_midnight.cpp:324

References _phase, CanMeleeHit(), UnitAI::DoMeleeAttackIfReady(), CreatureAI::EnterEvadeMode(), CreatureAI::EVADE_REASON_BOUNDARY, PHASE_MOUNTED, BossAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _phase

uint8 boss_midnight::boss_midnightAI::_phase