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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.
 
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 ,
  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_high_astromancer_solarianAI()

boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::boss_high_astromancer_solarianAI ( Creature creature)
inline
76 : BossAI(creature, DATA_ASTROMANCER)
77 {
78 }
@ DATA_ASTROMANCER
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)
inlineoverridevirtual

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 }
events
Definition: boss_sartura.cpp:43
@ EVENT_SPELL_VOID_BOLT
Definition: boss_astromancer.cpp:58
Creature * me
Definition: ScriptedCreature.h:282
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10245
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
inlineoverridevirtual

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)
inlineoverridevirtual

Reimplemented from BossAI.

99 {
100 me->SetModelVisible(true);
102 BossAI::JustDied(killer);
103 }
Talk
Definition: boss_fathomlord_karathress.cpp:23
@ SAY_DEATH
Definition: boss_astromancer.cpp:28
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484
void SetModelVisible(bool on)
Definition: Unit.cpp:14139

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

◆ JustEngagedWith()

void boss_high_astromancer_solarian::boss_high_astromancer_solarianAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

106 {
109 me->CallForHelp(105.0f);
110
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 }
@ EVENT_SPELL_BLINDING_LIGHT
Definition: boss_astromancer.cpp:53
@ EVENT_CHECK_HEALTH
Definition: boss_astromancer.cpp:50
@ EVENT_SPAWN_PORTALS
Definition: boss_astromancer.cpp:54
@ EVENT_SPELL_WRATH_OF_ASTROMANCER
Definition: boss_astromancer.cpp:52
@ EVENT_SPELL_ARCANE_MISSILES
Definition: boss_astromancer.cpp:51
@ SAY_AGGRO
Definition: boss_astromancer.cpp:24
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition: Creature.cpp:2393

References Creature::CallForHelp(), EVENT_CHECK_HEALTH, EVENT_SPAWN_PORTALS, EVENT_SPELL_ARCANE_MISSILES, EVENT_SPELL_BLINDING_LIGHT, EVENT_SPELL_WRATH_OF_ASTROMANCER, BossAI::JustEngagedWith(), ScriptedAI::me, and SAY_AGGRO.

◆ JustSummoned()

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

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:497
void SetInCombatWithZone()
Definition: Creature.cpp:2723
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)
inlineoverridevirtual

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
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_KILL
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 ( )
inlineoverridevirtual

Reimplemented from BossAI.

81 {
83 me->SetModelVisible(true);
84 }
void Reset() override
Definition: ScriptedCreature.h:482

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

◆ UpdateAI()

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

Reimplemented from BossAI.

126 {
127 if (!UpdateVictim())
128 return;
129
130 events.Update(diff);
132 return;
133
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))
183 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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;
195 case EVENT_REAPPEAR:
197 for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
198 {
199 if (Creature* light = ObjectAccessor::GetCreature(*me, *itr))
200 {
201 if (light->GetEntry() == NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT)
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 }
228
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
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition: Object.h:47
@ BASE_ATTACK
Definition: Unit.h:396
@ UNIT_STATE_CASTING
Definition: Unit.h:340
#define PORTAL_Z
Definition: boss_astromancer.cpp:67
@ EVENT_REAPPEAR
Definition: boss_astromancer.cpp:56
@ EVENT_SPELL_PSYCHIC_SCREAM
Definition: boss_astromancer.cpp:57
@ NPC_ASTROMANCER_SOLARIAN_SPOTLIGHT
Definition: boss_astromancer.cpp:46
@ NPC_SOLARIUM_AGENT
Definition: boss_astromancer.cpp:47
@ NPC_SOLARIUM_PRIEST
Definition: boss_astromancer.cpp:48
@ EVENT_SUMMON_ADDS
Definition: boss_astromancer.cpp:55
@ SAY_SUMMON2
Definition: boss_astromancer.cpp:26
@ SAY_SUMMON1
Definition: boss_astromancer.cpp:25
#define OUTER_PORTAL_RADIUS
Definition: boss_astromancer.cpp:62
@ SPELL_BLINDING_LIGHT
Definition: boss_astromancer.cpp:38
@ SPELL_SOLARIAN_TRANSFORM
Definition: boss_astromancer.cpp:35
@ SPELL_VOID_BOLT
Definition: boss_astromancer.cpp:40
@ SPELL_PSYCHIC_SCREAM
Definition: boss_astromancer.cpp:39
@ SPELL_WRATH_OF_THE_ASTROMANCER
Definition: boss_astromancer.cpp:37
@ SPELL_ARCANE_MISSILES
Definition: boss_astromancer.cpp:36
#define CENTER_Y
Definition: boss_astromancer.cpp:64
#define INNER_PORTAL_RADIUS
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:3055
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:2318
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Unit.h:1290
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1340
uint32 GetDisplayId() const
Definition: Unit.h:2168
uint32 GetNativeDisplayId() const
Definition: Unit.h:2170
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1444
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:1386
void StopMovingOnCurrentPos()
Definition: Unit.cpp:16863
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398

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().