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

Public Member Functions

 boss_attumenAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
bool CanMeleeHit ()
 
void EnterEvadeMode (EvadeReason why) override
 
void ScheduleTasks () override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *summon) override
 
void IsSummonedBy (WorldObject *summoner) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 
void SpellHit (Unit *, SpellInfo const *spellInfo) 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 ,
  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
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_attumenAI()

boss_attumen::boss_attumenAI::boss_attumenAI ( Creature creature)
inline
75 : BossAI(creature, DATA_ATTUMEN)
76 {
77 Initialize();
78 }
@ DATA_ATTUMEN
Definition: karazhan.h:30
Definition: ScriptedCreature.h:456
void Initialize()
Definition: boss_midnight.cpp:80

References Initialize().

Member Function Documentation

◆ CanMeleeHit()

bool boss_attumen::boss_attumenAI::CanMeleeHit ( )
inline
91 {
92 return me->GetVictim() && (me->GetVictim()->GetPositionZ() < 53.0f || me->GetVictim()->GetDistance(me->GetHomePosition()) < 50.0f);
93 }
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_attumen::boss_attumenAI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from BossAI.

131 {
132 // Attumen does not die until he mounts Midnight, let health fall to 1 and prevent further damage.
133 if (damage >= me->GetHealth() && _phase != PHASE_MOUNTED)
134 {
135 damage = me->GetHealth() - 1;
136 }
137
139 {
141
142 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
143 {
144 midnight->AI()->DoCastAOE(SPELL_MOUNT, true);
145 }
146 }
147 }
@ SPELL_MOUNT
Definition: boss_midnight.cpp:52
@ PHASE_MOUNTED
Definition: boss_midnight.cpp:60
@ PHASE_NONE
Definition: boss_midnight.cpp:58
@ PHASE_ATTUMEN_ENGAGES
Definition: boss_midnight.cpp:59
@ DATA_MIDNIGHT
Definition: karazhan.h:63
InstanceScript *const instance
Definition: ScriptedCreature.h:461
Definition: Creature.h:46
uint32 GetHealth() const
Definition: Unit.h:1440
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99
uint8 _phase
Definition: boss_midnight.cpp:299

References _phase, DATA_MIDNIGHT, InstanceScript::GetCreature(), Unit::GetHealth(), Unit::HealthBelowPctDamaged(), BossAI::instance, ScriptedAI::me, PHASE_ATTUMEN_ENGAGES, PHASE_MOUNTED, PHASE_NONE, and SPELL_MOUNT.

◆ EnterEvadeMode()

void boss_attumen::boss_attumenAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

96 {
98 {
99 midnight->AI()->EnterEvadeMode(why);
100 }
101
103 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2108

References DATA_MIDNIGHT, Creature::DespawnOrUnsummon(), InstanceScript::GetCreature(), BossAI::instance, and ScriptedAI::me.

◆ Initialize()

void boss_attumen::boss_attumenAI::Initialize ( )
inline
81 {
83 }

References _phase, and PHASE_NONE.

Referenced by boss_attumenAI(), and Reset().

◆ IsSummonedBy()

void boss_attumen::boss_attumenAI::IsSummonedBy ( WorldObject summoner)
inlineoverridevirtual

Reimplemented from CreatureAI.

177 {
178 if (summoner->GetEntry() == NPC_MIDNIGHT)
179 {
181 }
182
183 if (summoner->GetEntry() == NPC_ATTUMEN_THE_HUNTSMAN)
184 {
187
188 scheduler.Schedule(Seconds(10), Seconds(25), [this](TaskContext task)
189 {
190 Unit* target = nullptr;
191 std::vector<Unit*> target_list;
192
193 for (auto* ref : me->GetThreatMgr().GetUnsortedThreatList())
194 {
195 target = ref->GetVictim();
196 if (target && !target->IsWithinDist(me, 8.00f, false) && target->IsWithinDist(me, 25.0f, false))
197 target_list.push_back(target);
198
199 target = nullptr;
200 }
201
202 if (!target_list.empty())
203 {
204 target = Acore::Containers::SelectRandomContainerElement(target_list);
205 }
206
207 DoCast(target, SPELL_CHARGE);
208 task.Repeat(Seconds(10), Seconds(25));
209 });
210
211 scheduler.Schedule(Seconds(25), Seconds(35), [this](TaskContext task)
212 {
214 task.Repeat(Seconds(25), Seconds(35));
215 });
216 }
217 }
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition: Duration.h:30
@ SPELL_CHARGE
Definition: boss_midnight.cpp:47
@ SPELL_SPAWN_SMOKE
Definition: boss_midnight.cpp:46
@ SPELL_KNOCKDOWN
Definition: boss_midnight.cpp:50
@ NPC_ATTUMEN_THE_HUNTSMAN
Definition: karazhan.h:87
@ NPC_MIDNIGHT
Definition: karazhan.h:89
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
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
TaskScheduler scheduler
Definition: ScriptedCreature.h:498
Acore::IteratorPair< std::list< ThreatReference * >::const_iterator > GetUnsortedThreatList() const
Definition: ThreatMgr.h:229
uint32 GetEntry() const
Definition: Object.h:109
Definition: Unit.h:1290
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2145

References _phase, UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Object::GetEntry(), Unit::GetThreatMgr(), ThreatMgr::GetUnsortedThreatList(), ScriptedAI::me, NPC_ATTUMEN_THE_HUNTSMAN, NPC_MIDNIGHT, PHASE_ATTUMEN_ENGAGES, PHASE_MOUNTED, TaskContext::Repeat(), TaskScheduler::Schedule(), BossAI::scheduler, SPELL_CHARGE, SPELL_KNOCKDOWN, and SPELL_SPAWN_SMOKE.

◆ JustDied()

void boss_attumen::boss_attumenAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

220 {
222 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
223 {
224 midnight->KillSelf();
225 }
226
227 _JustDied();
228 }
@ SAY_DEATH
Definition: boss_midnight.cpp:34
Talk
Definition: boss_fathomlord_karathress.cpp:23
void _JustDied()
Definition: ScriptedCreature.cpp:585

References BossAI::_JustDied(), DATA_MIDNIGHT, InstanceScript::GetCreature(), BossAI::instance, and SAY_DEATH.

◆ JustSummoned()

void boss_attumen::boss_attumenAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

155 {
157 {
158 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
159 {
160 if (midnight->GetHealth() > me->GetHealth())
161 {
162 summon->SetHealth(midnight->GetHealth());
163 }
164 else
165 {
166 summon->SetHealth(me->GetHealth());
167 }
168
169 summon->AI()->DoZoneInCombat();
170 }
171 }
172
173 BossAI::JustSummoned(summon);
174 }
@ NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED
Definition: karazhan.h:88
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
void JustSummoned(Creature *summon) override
Definition: ScriptedCreature.cpp:628
CreatureAI * AI() const
Definition: Creature.h:135
void SetHealth(uint32 val)
Definition: Unit.cpp:15370

References Creature::AI(), DATA_MIDNIGHT, CreatureAI::DoZoneInCombat(), InstanceScript::GetCreature(), Object::GetEntry(), Unit::GetHealth(), BossAI::instance, BossAI::JustSummoned(), ScriptedAI::me, NPC_ATTUMEN_THE_HUNTSMAN_MOUNTED, and Unit::SetHealth().

◆ KilledUnit()

void boss_attumen::boss_attumenAI::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

150 {
151 Talk(SAY_KILL);
152 }
@ SAY_KILL
Definition: boss_midnight.cpp:27

References SAY_KILL.

◆ Reset()

void boss_attumen::boss_attumenAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

86 {
87 Initialize();
88 }

References Initialize().

◆ ScheduleTasks()

void boss_attumen::boss_attumenAI::ScheduleTasks ( )
inlineoverridevirtual

Reimplemented from BossAI.

106 {
107 scheduler.Schedule(Seconds(15), Seconds(25), [this](TaskContext task)
108 {
110 task.Repeat(Seconds(15), Seconds(25));
111 });
112
113 scheduler.Schedule(Seconds(25), Seconds(45), [this](TaskContext task)
114 {
115 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
116 {
118 }
119
120 task.Repeat(Seconds(25), Seconds(45));
121 });
122
123 scheduler.Schedule(Seconds(30), Seconds(60), [this](TaskContext task)
124 {
126 task.Repeat(Seconds(30), Seconds(60));
127 });
128 }
@ SPELL_SHADOWCLEAVE
Definition: boss_midnight.cpp:44
@ SPELL_INTANGIBLE_PRESENCE
Definition: boss_midnight.cpp:45
@ SAY_RANDOM
Definition: boss_midnight.cpp:28
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111

References UnitAI::DoCast(), UnitAI::DoCastVictim(), TaskContext::Repeat(), SAY_RANDOM, TaskScheduler::Schedule(), BossAI::scheduler, UnitAI::SelectTarget(), SPELL_INTANGIBLE_PRESENCE, and SPELL_SHADOWCLEAVE.

◆ SpellHit()

void boss_attumen::boss_attumenAI::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

250 {
251 if (spellInfo->Mechanic == MECHANIC_DISARM)
252 {
254 }
255
256 if (spellInfo->Id == SPELL_MOUNT)
257 {
258 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
259 {
262
263 midnight->AI()->DoAction(ACTION_SET_MIDNIGHT_PHASE);
264 midnight->AttackStop();
265 midnight->RemoveAllAttackers();
266 midnight->SetReactState(REACT_PASSIVE);
267 midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
268 midnight->AI()->Talk(EMOTE_MOUNT_UP);
269
270 me->AttackStop();
273 me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
275
276 scheduler.Schedule(Seconds(1), [this](TaskContext task)
277 {
278 if (Creature* midnight = instance->GetCreature(DATA_MIDNIGHT))
279 {
280 if (me->IsWithinDist2d(midnight, 5.0f))
281 {
282 DoCastAOE(SPELL_SUMMON_ATTUMEN_MOUNTED);
283 me->DespawnOrUnsummon(1s, 0s);
284 midnight->SetVisible(false);
285 }
286 else
287 {
288 midnight->GetMotionMaster()->MoveFollow(me, 2.0f, 0.0f);
289 me->GetMotionMaster()->MoveFollow(midnight, 2.0f, 0.0f);
290 task.Repeat();
291 }
292 }
293 });
294 }
295 }
296 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ ACTION_SET_MIDNIGHT_PHASE
Definition: boss_midnight.cpp:65
@ SAY_DISARMED
Definition: boss_midnight.cpp:29
@ EMOTE_MOUNT_UP
Definition: boss_midnight.cpp:38
@ SAY_MOUNT
Definition: boss_midnight.cpp:32
@ MECHANIC_DISARM
Definition: SharedDefines.h:1300
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
void SetReactState(ReactStates st)
Definition: Creature.h:89
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
void RemoveAllAttackers()
Definition: Unit.cpp:10444
bool AttackStop()
Definition: Unit.cpp:10368
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE)
Definition: MotionMaster.cpp:367

References _phase, ACTION_SET_MIDNIGHT_PHASE, Unit::AttackStop(), TaskScheduler::CancelAll(), DATA_MIDNIGHT, EMOTE_MOUNT_UP, InstanceScript::GetCreature(), Unit::GetMotionMaster(), SpellInfo::Id, BossAI::instance, ScriptedAI::me, SpellInfo::Mechanic, MECHANIC_DISARM, MotionMaster::MoveFollow(), PHASE_NONE, REACT_PASSIVE, Unit::RemoveAllAttackers(), SAY_DISARMED, SAY_MOUNT, TaskScheduler::Schedule(), BossAI::scheduler, Creature::SetReactState(), and SPELL_MOUNT.

◆ UpdateAI()

void boss_attumen::boss_attumenAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

231 {
232 if (_phase != PHASE_NONE)
233 {
234 if (!UpdateVictim())
235 {
236 return;
237 }
238 }
239
240 if (!CanMeleeHit())
241 {
243 }
244
245 scheduler.Update(diff,
246 std::bind(&BossAI::DoMeleeAttackIfReady, this));
247 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
@ EVADE_REASON_BOUNDARY
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:90

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

Member Data Documentation

◆ _phase

uint8 boss_attumen::boss_attumenAI::_phase
private