AzerothCore 3.3.5a
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boss_gothik::boss_gothikAI Struct Reference
Inheritance diagram for boss_gothik::boss_gothikAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_gothikAI (Creature *c)
 
bool IsInRoom ()
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *cr) override
 
void KilledUnit (Unit *who) override
 
void JustDied (Unit *killer) override
 
void SummonHelpers (uint32 entry)
 
bool CheckGroupSplitted ()
 
void SpellHit (Unit *, SpellInfo const *spellInfo) override
 
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.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
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 OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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
 

Public Attributes

EventMap events
 
SummonList summons
 
InstanceScriptpInstance
 
bool secondPhase {}
 
bool gateOpened {}
 
uint8 waveCount {}
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
- 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
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_gothikAI()

boss_gothik::boss_gothikAI::boss_gothikAI ( Creature c)
inlineexplicit
204 {
206 }
@ BOSS_GOTHIK
Definition: naxxramas.h:41
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:469
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
SummonList summons
Definition: boss_gothik.cpp:208
InstanceScript * pInstance
Definition: boss_gothik.cpp:209

References WorldObject::GetInstanceScript(), ScriptedAI::me, and pInstance.

Member Function Documentation

◆ CheckGroupSplitted()

bool boss_gothik::boss_gothikAI::CheckGroupSplitted ( )
inline
374 {
375 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
376 if (!PlayerList.IsEmpty())
377 {
378 bool checklife = false;
379 bool checkdead = false;
380 for (const auto& i : PlayerList)
381 {
382 Player* player = i.GetSource();
383 if (player->IsAlive() &&
384 player->GetPositionX() <= POS_X_NORTH &&
385 player->GetPositionX() >= POS_X_SOUTH &&
386 player->GetPositionY() <= POS_Y_GATE &&
387 player->GetPositionY() >= POS_Y_EAST)
388 {
389 checklife = true;
390 }
391 else if (player->IsAlive() &&
392 player->GetPositionX() <= POS_X_NORTH &&
393 player->GetPositionX() >= POS_X_SOUTH &&
394 player->GetPositionY() >= POS_Y_GATE &&
395 player->GetPositionY() <= POS_Y_WEST)
396 {
397 checkdead = true;
398 }
399
400 if (checklife && checkdead)
401 return true;
402 }
403 }
404 return false;
405 }
#define POS_Y_EAST
Definition: boss_gothik.cpp:171
#define POS_X_SOUTH
Definition: boss_gothik.cpp:173
#define POS_X_NORTH
Definition: boss_gothik.cpp:172
#define POS_Y_GATE
Definition: boss_gothik.cpp:169
#define POS_Y_WEST
Definition: boss_gothik.cpp:170
bool IsEmpty() const
Definition: LinkedList.h:97
Map * GetMap() const
Definition: Object.h:517
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Player.h:1056
bool IsAlive() const
Definition: Unit.h:1822
PlayerList const & GetPlayers() const
Definition: Map.h:485
Definition: MapRefMgr.h:26

References WorldObject::GetMap(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Unit::IsAlive(), LinkedListHead::IsEmpty(), ScriptedAI::me, POS_X_NORTH, POS_X_SOUTH, POS_Y_EAST, POS_Y_GATE, and POS_Y_WEST.

Referenced by UpdateAI().

◆ DamageTaken()

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

Reimplemented from BossAI.

427 {
428 if (!secondPhase)
429 {
430 damage = 0;
431 }
432 }
bool secondPhase
Definition: boss_gothik.cpp:210

References secondPhase.

◆ IsInRoom()

bool boss_gothik::boss_gothikAI::IsInRoom ( )
inline
215 {
216 if (me->GetPositionX() > 2767 || me->GetPositionX() < 2618 || me->GetPositionY() > -3285 || me->GetPositionY() < -3435)
217 {
219 return false;
220 }
221 return true;
222 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:196

References CreatureAI::EnterEvadeMode(), Position::GetPositionX(), Position::GetPositionY(), and ScriptedAI::me.

Referenced by UpdateAI().

◆ JustDied()

void boss_gothik::boss_gothikAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

327 {
328 BossAI::JustDied(killer);
331 if (pInstance)
332 {
334 {
335 go->SetGoState(GO_STATE_ACTIVE);
336 }
338 {
339 go->SetGoState(GO_STATE_ACTIVE);
340 }
342 {
343 go->SetGoState(GO_STATE_ACTIVE);
344 }
345 }
346 }
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:690
@ SAY_DEATH
Definition: boss_gothik.cpp:33
@ DATA_GOTHIK_INNER_GATE
Definition: naxxramas.h:62
@ DATA_GOTHIK_ENTER_GATE
Definition: naxxramas.h:61
@ DATA_GOTHIK_EXIT_GATE
Definition: naxxramas.h:63
Talk
Definition: boss_fathomlord_karathress.cpp:25
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
void JustDied(Unit *) override
Definition: ScriptedCreature.h:498
Definition: GameObject.h:122
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94
GameObject * GetGameObject(ObjectGuid const guid)
Definition: Map.cpp:3312

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, BossAI::JustDied(), ScriptedAI::me, pInstance, SAY_DEATH, and summons.

◆ JustEngagedWith()

void boss_gothik::boss_gothikAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

254 {
258 events.ScheduleEvent(EVENT_INTRO_2, 4s);
259 events.ScheduleEvent(EVENT_INTRO_3, 9s);
260 events.ScheduleEvent(EVENT_INTRO_4, 14s);
262 events.ScheduleEvent(EVENT_SUMMON_ADDS, 30s);
263 events.ScheduleEvent(EVENT_CHECK_PLAYERS, 2min);
264 if (pInstance)
265 {
267 {
268 go->SetGoState(GO_STATE_READY);
269 }
271 {
272 go->SetGoState(GO_STATE_READY);
273 }
274 }
275 }
@ GO_STATE_READY
Definition: GameObjectData.h:691
@ UNIT_FLAG_DISABLE_MOVE
Definition: Unit.h:450
events
Definition: boss_sartura.cpp:43
@ SAY_INTRO_1
Definition: boss_gothik.cpp:28
@ EVENT_INTRO_4
Definition: boss_gothik.cpp:115
@ EVENT_INTRO_2
Definition: boss_gothik.cpp:113
@ EVENT_CHECK_PLAYERS
Definition: boss_gothik.cpp:96
@ EVENT_SUMMON_ADDS
Definition: boss_gothik.cpp:91
@ EVENT_INTRO_3
Definition: boss_gothik.cpp:114
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void SetInCombatWithZone()
Definition: Creature.cpp:2732
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_INNER_GATE, EVENT_CHECK_PLAYERS, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SUMMON_ADDS, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_READY, BossAI::JustEngagedWith(), ScriptedAI::me, pInstance, SAY_INTRO_1, Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustSummoned()

void boss_gothik::boss_gothikAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

278 {
279 summons.Summon(summon);
280 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, 200.0f))
281 {
282 if (gateOpened)
283 {
284 summon->AI()->AttackStart(target);
285 summon->CallForHelp(40.0f);
286 }
287 else
288 {
289 if (summon->GetEntry() == NPC_LIVING_TRAINEE ||
290 summon->GetEntry() == NPC_LIVING_KNIGHT ||
291 summon->GetEntry() == NPC_LIVING_RIDER )
292 {
293 if (IN_LIVE_SIDE(target))
294 {
295 summon->AI()->AttackStart(target);
296 }
297 }
298 else
299 {
300 if (!IN_LIVE_SIDE(target))
301 {
302 summon->AI()->AttackStart(target);
303 }
304 }
305 }
306 }
307 }
@ NPC_LIVING_RIDER
Definition: boss_gothik.cpp:80
@ NPC_LIVING_KNIGHT
Definition: boss_gothik.cpp:79
@ NPC_LIVING_TRAINEE
Definition: boss_gothik.cpp:78
#define IN_LIVE_SIDE(who)
Definition: boss_gothik.cpp:174
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void CallForHelp(float fRadius, Unit *target=nullptr)
Definition: Creature.cpp:2402
CreatureAI * AI() const
Definition: Creature.h:136
uint32 GetEntry() const
Definition: Object.h:109
Definition: Unit.h:1302
bool gateOpened
Definition: boss_gothik.cpp:211

References Creature::AI(), UnitAI::AttackStart(), Creature::CallForHelp(), gateOpened, Object::GetEntry(), IN_LIVE_SIDE, NPC_LIVING_KNIGHT, NPC_LIVING_RIDER, NPC_LIVING_TRAINEE, UnitAI::SelectTarget(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_gothik::boss_gothikAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

315 {
316 if (who->GetTypeId() != TYPEID_PLAYER)
317 return;
318
319 Talk(SAY_KILL);
320 if (pInstance)
321 {
323 }
324 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_KILL
Definition: boss_gothik.cpp:34
@ DATA_IMMORTAL_FAIL
Definition: naxxramas.h:73
TypeID GetTypeId() const
Definition: Object.h:121
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DATA_IMMORTAL_FAIL, Object::GetTypeId(), pInstance, SAY_KILL, ZoneScript::SetData(), and TYPEID_PLAYER.

◆ Reset()

void boss_gothik::boss_gothikAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

225 {
227 events.Reset();
230 me->SetImmuneToPC(false);
232 secondPhase = false;
233 gateOpened = false;
234 waveCount = 0;
235 me->NearTeleportTo(2642.139f, -3386.959f, 285.492f, 6.265f);
236 if (pInstance)
237 {
239 {
240 go->SetGoState(GO_STATE_ACTIVE);
241 }
243 {
244 go->SetGoState(GO_STATE_ACTIVE);
245 }
247 {
248 go->SetGoState(GO_STATE_READY);
249 }
250 }
251 }
@ REACT_PASSIVE
Definition: Unit.h:1035
void Reset() override
Definition: ScriptedCreature.h:496
void SetReactState(ReactStates st)
Definition: Creature.h:90
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:20250
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13601
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496
uint8 waveCount
Definition: boss_gothik.cpp:212

References DATA_GOTHIK_ENTER_GATE, DATA_GOTHIK_EXIT_GATE, DATA_GOTHIK_INNER_GATE, SummonList::DespawnAll(), gateOpened, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), GO_STATE_ACTIVE, GO_STATE_READY, ScriptedAI::me, Unit::NearTeleportTo(), pInstance, REACT_PASSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), secondPhase, Unit::SetImmuneToPC(), Creature::SetReactState(), summons, UNIT_FLAG_DISABLE_MOVE, and waveCount.

◆ SpellHit()

void boss_gothik::boss_gothikAI::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

408 {
409 uint8 pos = urand(0, 4);
410 switch (spellInfo->Id)
411 {
413 me->SummonCreature(NPC_DEAD_TRAINEE, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
414 break;
416 me->SummonCreature(NPC_DEAD_KNIGHT, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
417 break;
419 me->SummonCreature(NPC_DEAD_RIDER, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
420 me->SummonCreature(NPC_DEAD_HORSE, PosSummonDead[pos].GetPositionX(), PosSummonDead[pos].GetPositionY(), PosSummonDead[pos].GetPositionZ(), PosSummonDead[pos].GetOrientation());
421 break;
422 }
424 }
std::uint8_t uint8
Definition: Define.h:110
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
const Position PosSummonDead[5]
Definition: boss_gothik.cpp:156
@ NPC_DEAD_HORSE
Definition: boss_gothik.cpp:83
@ NPC_DEAD_TRAINEE
Definition: boss_gothik.cpp:81
@ NPC_DEAD_RIDER
Definition: boss_gothik.cpp:84
@ NPC_DEAD_KNIGHT
Definition: boss_gothik.cpp:82
@ SPELL_INFORM_LIVING_TRAINEE
Definition: boss_gothik.cpp:50
@ SPELL_INFORM_LIVING_RIDER
Definition: boss_gothik.cpp:52
@ SPELL_INFORM_LIVING_KNIGHT
Definition: boss_gothik.cpp:51
@ EMOTE_ONESHOT_SPELL_CAST
Definition: SharedDefines.h:1935
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2343
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1980

References EMOTE_ONESHOT_SPELL_CAST, Unit::HandleEmoteCommand(), SpellInfo::Id, ScriptedAI::me, NPC_DEAD_HORSE, NPC_DEAD_KNIGHT, NPC_DEAD_RIDER, NPC_DEAD_TRAINEE, PosSummonDead, SPELL_INFORM_LIVING_KNIGHT, SPELL_INFORM_LIVING_RIDER, SPELL_INFORM_LIVING_TRAINEE, WorldObject::SummonCreature(), and urand().

◆ SummonedCreatureDespawn()

void boss_gothik::boss_gothikAI::SummonedCreatureDespawn ( Creature cr)
inlineoverridevirtual

Reimplemented from BossAI.

310 {
311 summons.Despawn(cr);
312 }
void Despawn(Creature const *summon)
Definition: ScriptedCreature.h:91

References SummonList::Despawn(), and summons.

◆ SummonHelpers()

void boss_gothik::boss_gothikAI::SummonHelpers ( uint32  entry)
inline
349 {
350 switch(entry)
351 {
353 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[0].GetPositionX(), PosSummonLiving[0].GetPositionY(), PosSummonLiving[0].GetPositionZ(), PosSummonLiving[0].GetOrientation());
354 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[1].GetPositionX(), PosSummonLiving[1].GetPositionY(), PosSummonLiving[1].GetPositionZ(), PosSummonLiving[1].GetOrientation());
355 if (Is25ManRaid())
356 {
357 me->SummonCreature(NPC_LIVING_TRAINEE, PosSummonLiving[2].GetPositionX(), PosSummonLiving[2].GetPositionY(), PosSummonLiving[2].GetPositionZ(), PosSummonLiving[2].GetOrientation());
358 }
359 break;
361 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[3].GetPositionX(), PosSummonLiving[3].GetPositionY(), PosSummonLiving[3].GetPositionZ(), PosSummonLiving[3].GetOrientation());
362 if (Is25ManRaid())
363 {
364 me->SummonCreature(NPC_LIVING_KNIGHT, PosSummonLiving[5].GetPositionX(), PosSummonLiving[5].GetPositionY(), PosSummonLiving[5].GetPositionZ(), PosSummonLiving[5].GetOrientation());
365 }
366 break;
367 case NPC_LIVING_RIDER:
368 me->SummonCreature(NPC_LIVING_RIDER, PosSummonLiving[4].GetPositionX(), PosSummonLiving[4].GetPositionY(), PosSummonLiving[4].GetPositionZ(), PosSummonLiving[4].GetOrientation());
369 break;
370 }
371 }
const Position PosSummonLiving[6]
Definition: boss_gothik.cpp:146
bool Is25ManRaid() const
Definition: ScriptedCreature.h:397

References ScriptedAI::Is25ManRaid(), ScriptedAI::me, NPC_LIVING_KNIGHT, NPC_LIVING_RIDER, NPC_LIVING_TRAINEE, PosSummonLiving, and WorldObject::SummonCreature().

Referenced by UpdateAI().

◆ UpdateAI()

void boss_gothik::boss_gothikAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

435 {
436 if (!IsInRoom())
437 return;
438
439 if (!UpdateVictim())
440 return;
441
442 events.Update(diff);
444 return;
445
446 switch (events.ExecuteEvent())
447 {
448 case EVENT_INTRO_2:
450 break;
451 case EVENT_INTRO_3:
453 break;
454 case EVENT_INTRO_4:
456 break;
459 events.Repeat(1s);
460 break;
463 events.Repeat(15s);
464 break;
465 case EVENT_TELEPORT:
466 me->AttackStop();
467 if (IN_LIVE_SIDE(me))
468 {
470 }
471 else
472 {
474 }
476 if (Unit* pTarget = SelectTarget(SelectTargetMethod::MaxDistance, 0))
477 {
478 me->GetThreatMgr().AddThreat(pTarget, 100.0f);
479 AttackStart(pTarget);
480 }
481 events.Repeat(20s);
482 break;
484 if (me->HealthBelowPct(30) && pInstance)
485 {
487 {
488 go->SetGoState(GO_STATE_ACTIVE);
489 }
490 events.CancelEvent(EVENT_TELEPORT);
491 break;
492 }
493 events.Repeat(1s);
494 break;
496 if (gothikWaves[waveCount][0])
497 {
499 events.RepeatEvent(gothikWaves[waveCount][1]);
500 }
501 else
502 {
503 secondPhase = true;
509 me->SetImmuneToPC(false);
511 events.ScheduleEvent(EVENT_SHADOW_BOLT, 1s);
512 events.ScheduleEvent(EVENT_HARVEST_SOUL, 5s, 15s);
513 events.ScheduleEvent(EVENT_TELEPORT, 20s);
514 events.ScheduleEvent(EVENT_CHECK_HEALTH, 1s);
515 }
516 waveCount++;
517 break;
519 if (!CheckGroupSplitted())
520 {
522 {
523 go->SetGoState(GO_STATE_ACTIVE);
524 }
525 gateOpened = true;
527 }
528 break;
529 }
531 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1037
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ SAY_INTRO_2
Definition: boss_gothik.cpp:29
@ SAY_PHASE_TWO
Definition: boss_gothik.cpp:32
@ EMOTE_PHASE_TWO
Definition: boss_gothik.cpp:36
@ SAY_INTRO_3
Definition: boss_gothik.cpp:30
@ SAY_INTRO_4
Definition: boss_gothik.cpp:31
@ EMOTE_GATE_OPENED
Definition: boss_gothik.cpp:37
const uint32 gothikWaves[24][2]
Definition: boss_gothik.cpp:118
@ SPELL_SHADOW_BOLT_10
Definition: boss_gothik.cpp:44
@ SPELL_HARVEST_SOUL
Definition: boss_gothik.cpp:43
@ SPELL_TELEPORT_LIVE
Definition: boss_gothik.cpp:48
@ SPELL_TELEPORT_DEAD
Definition: boss_gothik.cpp:47
@ SPELL_SHADOW_BOLT_25
Definition: boss_gothik.cpp:45
@ EVENT_HARVEST_SOUL
Definition: boss_gothik.cpp:92
@ EVENT_CHECK_HEALTH
Definition: boss_gothik.cpp:95
@ EVENT_TELEPORT
Definition: boss_gothik.cpp:94
@ EVENT_SHADOW_BOLT
Definition: boss_gothik.cpp:93
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition: ScriptedCreature.h:416
void resetAggro(PREDICATE predicate)
Definition: ThreatMgr.h:256
void AddThreat(Unit *victim, float threat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: ThreatMgr.cpp:436
bool HealthBelowPct(int32 pct) const
Definition: Unit.h:1458
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1169
Unit * GetVictim() const
Definition: Unit.h:1398
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
void RemoveAllAuras()
Definition: Unit.cpp:5259
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2159
bool AttackStop()
Definition: Unit.cpp:10407
Definition: boss_gothik.cpp:178
bool CheckGroupSplitted()
Definition: boss_gothik.cpp:373
bool IsInRoom()
Definition: boss_gothik.cpp:214
void SummonHelpers(uint32 entry)
Definition: boss_gothik.cpp:348

References ThreatMgr::AddThreat(), ScriptedAI::AttackStart(), Unit::AttackStop(), Unit::CastSpell(), CheckGroupSplitted(), DATA_GOTHIK_INNER_GATE, UnitAI::DoMeleeAttackIfReady(), EMOTE_GATE_OPENED, EMOTE_PHASE_TWO, EVENT_CHECK_HEALTH, EVENT_CHECK_PLAYERS, EVENT_HARVEST_SOUL, EVENT_INTRO_2, EVENT_INTRO_3, EVENT_INTRO_4, EVENT_SHADOW_BOLT, EVENT_SUMMON_ADDS, EVENT_TELEPORT, gateOpened, Map::GetGameObject(), InstanceScript::GetGuidData(), WorldObject::GetMap(), Unit::GetThreatMgr(), Unit::GetVictim(), GO_STATE_ACTIVE, gothikWaves, Unit::HasUnitState(), Unit::HealthBelowPct(), IN_LIVE_SIDE, IsInRoom(), ScriptedAI::me, pInstance, ScriptedAI::RAID_MODE(), REACT_AGGRESSIVE, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), ThreatMgr::resetAggro(), SAY_INTRO_2, SAY_INTRO_3, SAY_INTRO_4, SAY_PHASE_TWO, secondPhase, UnitAI::SelectTarget(), Unit::SetImmuneToPC(), Creature::SetReactState(), SPELL_HARVEST_SOUL, SPELL_SHADOW_BOLT_10, SPELL_SHADOW_BOLT_25, SPELL_TELEPORT_DEAD, SPELL_TELEPORT_LIVE, SummonHelpers(), UNIT_FLAG_DISABLE_MOVE, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and waveCount.

Member Data Documentation

◆ events

EventMap boss_gothik::boss_gothikAI::events

◆ gateOpened

bool boss_gothik::boss_gothikAI::gateOpened {}

Referenced by JustSummoned(), Reset(), and UpdateAI().

◆ pInstance

InstanceScript* boss_gothik::boss_gothikAI::pInstance

◆ secondPhase

bool boss_gothik::boss_gothikAI::secondPhase {}

Referenced by DamageTaken(), Reset(), and UpdateAI().

◆ summons

SummonList boss_gothik::boss_gothikAI::summons

◆ waveCount

uint8 boss_gothik::boss_gothikAI::waveCount {}

Referenced by Reset(), and UpdateAI().