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

Public Member Functions

 boss_ayamiss (Creature *creature)
 
void Reset () override
 
void JustSummoned (Creature *who) override
 
void MovementInform (uint32 type, uint32 id) override
 
void ScheduleTasks () override
 
void DoAction (int32 action) override
 
void JustDied (Unit *killer) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustEngagedWith (Unit *attacker) override
 Called for reaction when initially engaged.
 
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

GuidList _swarmers
 
uint8 _phase
 
bool _enraged
 
Position homePos
 

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_ayamiss()

boss_ayamiss::boss_ayamiss ( Creature creature)
inline
82: BossAI(creature, DATA_AYAMISS) { homePos = creature->GetHomePosition(); }
@ DATA_AYAMISS
Definition: ruins_of_ahnqiraj.h:32
Definition: ScriptedCreature.h:456
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition: Creature.h:330
Position homePos
Definition: boss_ayamiss.cpp:247

References Creature::GetHomePosition(), and homePos.

Member Function Documentation

◆ DamageTaken()

void boss_ayamiss::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from BossAI.

214 {
215 if (_phase == PHASE_AIR && me->HealthBelowPctDamaged(70, damage))
216 {
220 me->SetCanFly(false);
221 me->SetDisableGravity(false);
222 me->GetMotionMaster()->MovePath(me->GetEntry() * 10, false);
225 }
226
227 if (!_enraged && me->HealthBelowPctDamaged(20, damage))
228 {
231 _enraged = true;
232 }
233 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ UNIT_STATE_ROOT
Definition: Unit.h:335
@ EMOTE_FRENZY
Definition: boss_ayamiss.cpp:61
@ SPELL_FRENZY
Definition: boss_ayamiss.cpp:29
@ PHASE_GROUND
Definition: boss_ayamiss.cpp:67
@ PHASE_AIR
Definition: boss_ayamiss.cpp:66
Talk
Definition: boss_fathomlord_karathress.cpp:23
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:41
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
void DoResetThreatList()
Definition: ScriptedCreature.cpp:411
Creature * me
Definition: ScriptedCreature.h:282
TaskScheduler scheduler
Definition: ScriptedCreature.h:498
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3092
void SetReactState(ReactStates st)
Definition: Creature.h:89
bool SetCanFly(bool enable, bool packetOnly=false) override
Definition: Creature.cpp:3177
uint32 GetEntry() const
Definition: Object.h:109
void ClearUnitState(uint32 f)
Definition: Unit.h:1399
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:758
bool _enraged
Definition: boss_ayamiss.cpp:246
uint8 _phase
Definition: boss_ayamiss.cpp:245

References _enraged, _phase, TaskScheduler::CancelGroup(), Unit::ClearUnitState(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_FRENZY, Object::GetEntry(), Unit::GetMotionMaster(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, MotionMaster::MovePath(), PHASE_AIR, PHASE_GROUND, REACT_PASSIVE, BossAI::scheduler, Creature::SetCanFly(), Creature::SetDisableGravity(), Creature::SetReactState(), SPELL_FRENZY, and UNIT_STATE_ROOT.

◆ DoAction()

void boss_ayamiss::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

173 {
174 if (action == ACTION_SWARMER_SWARM)
175 {
176 for (ObjectGuid const& guid : _swarmers)
177 {
178 if (Creature* swarmer = me->GetMap()->GetCreature(guid))
179 {
180 if (Unit* target = SelectTarget(SelectTargetMethod::Random))
181 {
182 swarmer->AI()->AttackStart(target);
183 }
184 }
185 }
186
187 _swarmers.clear();
188 }
189 }
@ ACTION_SWARMER_SWARM
Definition: boss_ayamiss.cpp:56
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
Definition: Creature.h:46
Map * GetMap() const
Definition: Object.h:517
Definition: ObjectGuid.h:120
Definition: Unit.h:1290
Creature * GetCreature(ObjectGuid const guid)
Definition: Map.cpp:3293
GuidList _swarmers
Definition: boss_ayamiss.cpp:244

References _swarmers, ACTION_SWARMER_SWARM, Map::GetCreature(), WorldObject::GetMap(), ScriptedAI::me, and UnitAI::SelectTarget().

◆ EnterEvadeMode()

void boss_ayamiss::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

198 {
202 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:328

References Unit::ClearUnitState(), CreatureAI::EnterEvadeMode(), homePos, ScriptedAI::me, Creature::SetHomePosition(), and UNIT_STATE_ROOT.

◆ JustDied()

void boss_ayamiss::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

192 {
194 BossAI::JustDied(killer);
195 }
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484
void MoveFall(uint32 id=0, bool addFlagForNPC=false)
Definition: MotionMaster.cpp:545

References Unit::GetMotionMaster(), BossAI::JustDied(), ScriptedAI::me, and MotionMaster::MoveFall().

◆ JustEngagedWith()

void boss_ayamiss::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

205 {
206 BossAI::JustEngagedWith(attacker);
207 me->SetCanFly(true);
208 me->SetDisableGravity(true);
211 }
const Position AyamissAirPos
Definition: boss_ayamiss.cpp:77
@ POINT_AIR
Definition: boss_ayamiss.cpp:72
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:210
void ScheduleTasks() override
Definition: boss_ayamiss.cpp:142

References AyamissAirPos, Unit::GetMotionMaster(), BossAI::JustEngagedWith(), ScriptedAI::me, MotionMaster::MovePoint(), POINT_AIR, ScheduleTasks(), Creature::SetCanFly(), and Creature::SetDisableGravity().

◆ JustSummoned()

void boss_ayamiss::JustSummoned ( Creature who)
inlineoverridevirtual

Reimplemented from BossAI.

95 {
96 switch (who->GetEntry())
97 {
100 _swarmers.push_back(who->GetGUID());
101 break;
104 break;
105 }
106
107 summons.Summon(who);
108 }
const Position AltarPos
Definition: boss_ayamiss.cpp:78
@ POINT_PARALYZE
Definition: boss_ayamiss.cpp:74
@ SPELL_HIVEZARA_SWARMER_TELEPORT_TRIGGER
Definition: boss_ayamiss.cpp:45
@ NPC_HIVEZARA_LARVA
Definition: ruins_of_ahnqiraj.h:62
@ NPC_HIVEZARA_SWARMER
Definition: ruins_of_ahnqiraj.h:61
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
SummonList summons
Definition: ScriptedCreature.h:497
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
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

References _swarmers, AltarPos, Unit::CastSpell(), Object::GetEntry(), Object::GetGUID(), Unit::GetMotionMaster(), MotionMaster::MovePoint(), NPC_HIVEZARA_LARVA, NPC_HIVEZARA_SWARMER, POINT_PARALYZE, SPELL_HIVEZARA_SWARMER_TELEPORT_TRIGGER, SummonList::Summon(), and BossAI::summons.

◆ MovementInform()

void boss_ayamiss::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

111 {
112 if (type == POINT_MOTION_TYPE && id == POINT_AIR)
113 {
115 }
116 else if (type == WAYPOINT_MOTION_TYPE && id == POINT_GROUND)
117 {
118 SetCombatMovement(true);
119 me->SetDisableGravity(false);
120
122 {
124 if (me->GetVictim())
125 {
126 me->GetMotionMaster()->MoveChase(me->GetVictim());
127 }
128
129 }, 1s);
130
131 scheduler.Schedule(5s, 8s, [this](TaskContext context) {
133 context.Repeat(8s, 15s);
134 }).Schedule(16s, [this](TaskContext context)
135 {
137 context.Repeat();
138 });
139 }
140 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ WAYPOINT_MOTION_TYPE
Definition: MotionMaster.h:39
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:46
@ POINT_GROUND
Definition: boss_ayamiss.cpp:73
@ SPELL_LASH
Definition: boss_ayamiss.cpp:30
@ SPELL_THRASH
Definition: boss_ayamiss.cpp:32
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:109
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 SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:513
void AddUnitState(uint32 f)
Definition: Unit.h:1397
EventProcessor m_Events
Definition: Unit.h:2094
Unit * GetVictim() const
Definition: Unit.h:1386

References EventProcessor::AddEventAtOffset(), Unit::AddUnitState(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::GetVictim(), Unit::m_Events, ScriptedAI::me, POINT_AIR, POINT_GROUND, POINT_MOTION_TYPE, REACT_AGGRESSIVE, TaskContext::Repeat(), TaskScheduler::Schedule(), BossAI::scheduler, ScriptedAI::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetReactState(), SPELL_LASH, SPELL_THRASH, UNIT_STATE_ROOT, and WAYPOINT_MOTION_TYPE.

◆ Reset()

void boss_ayamiss::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

85 {
88 _enraged = false;
89 SetCombatMovement(false);
92 }
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
void Reset() override
Definition: ScriptedCreature.h:482

References _enraged, _phase, TaskScheduler::CancelAll(), ScriptedAI::me, PHASE_AIR, REACT_AGGRESSIVE, BossAI::Reset(), BossAI::scheduler, ScriptedAI::SetCombatMovement(), and Creature::SetReactState().

◆ ScheduleTasks()

void boss_ayamiss::ScheduleTasks ( )
inlineoverridevirtual

Reimplemented from BossAI.

143 {
144 scheduler.Schedule(20s, 30s, [this](TaskContext context)
145 {
147 context.Repeat(15s, 20s);
148 }).Schedule(5s, [this](TaskContext context) {
150 context.SetGroup(PHASE_AIR);
151 context.Repeat(2s, 3s);
152 }).Schedule(5s, [this](TaskContext context) {
154
155 if (_swarmers.size() >= MAX_SWARMER_COUNT)
156 {
158 }
159
160 context.Repeat(RAND(2400ms, 3600ms));
161 }).Schedule(15s, 28s, [this](TaskContext context) {
162 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0, true))
163 {
164 DoCast(target, SPELL_PARALYZE, true);
165 instance->SetGuidData(DATA_PARALYZED, target->GetGUID());
167 }
168 context.Repeat();
169 });
170 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition: CreatureAIImpl.h:30
@ MAX_SWARMER_COUNT
Definition: boss_ayamiss.cpp:55
@ SPELL_STINGER_SPRAY
Definition: boss_ayamiss.cpp:26
@ SPELL_SUMMON_HIVEZARA_SWARMER
Definition: boss_ayamiss.cpp:39
@ SPELL_HIVEZARA_SWARMER_SWARM
Definition: boss_ayamiss.cpp:50
@ SPELL_SUMMON_LARVA_A
Definition: boss_ayamiss.cpp:35
@ SPELL_SUMMON_LARVA_B
Definition: boss_ayamiss.cpp:36
@ SPELL_PARALYZE
Definition: boss_ayamiss.cpp:28
@ SPELL_POISON_STINGER
Definition: boss_ayamiss.cpp:27
@ DATA_PARALYZED
Definition: ruins_of_ahnqiraj.h:36
TaskContext & SetGroup(TaskScheduler::group_t const group)
Sets the event in the given group.
Definition: TaskScheduler.cpp:187
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:249
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
InstanceScript *const instance
Definition: ScriptedCreature.h:461
virtual void SetGuidData(uint32, ObjectGuid)
Definition: ZoneScript.h:46

References _swarmers, DATA_PARALYZED, UnitAI::DoCast(), UnitAI::DoCastAOE(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), BossAI::instance, MAX_SWARMER_COUNT, PHASE_AIR, RAND(), TaskContext::Repeat(), TaskScheduler::Schedule(), BossAI::scheduler, UnitAI::SelectTarget(), TaskContext::SetGroup(), ZoneScript::SetGuidData(), SPELL_HIVEZARA_SWARMER_SWARM, SPELL_PARALYZE, SPELL_POISON_STINGER, SPELL_STINGER_SPRAY, SPELL_SUMMON_HIVEZARA_SWARMER, SPELL_SUMMON_LARVA_A, and SPELL_SUMMON_LARVA_B.

Referenced by JustEngagedWith().

◆ UpdateAI()

void boss_ayamiss::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

236 {
237 if (!UpdateVictim())
238 return;
239
240 scheduler.Update(diff,
241 std::bind(&BossAI::DoMeleeAttackIfReady, this));
242 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269

References UnitAI::DoMeleeAttackIfReady(), BossAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _enraged

bool boss_ayamiss::_enraged
private

Referenced by DamageTaken(), and Reset().

◆ _phase

uint8 boss_ayamiss::_phase
private

Referenced by DamageTaken(), and Reset().

◆ _swarmers

GuidList boss_ayamiss::_swarmers
private

◆ homePos

Position boss_ayamiss::homePos
private

Referenced by boss_ayamiss(), and EnterEvadeMode().