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

Public Member Functions

 boss_anub_arak (Creature *creature)
 
void Reset () override
 
void SpellHitTarget (Unit *, SpellInfo const *spellInfo) override
 
void ScheduleEmerged ()
 
void ScheduleSubmerged ()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why) override
 
void MoveInLineOfSight (Unit *who) override
 
void JustDied (Unit *killer) override
 
void KilledUnit (Unit *) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void SummonedCreatureEvade (Creature *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
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
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 (Position const *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
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 DoTeleportPlayer (Unit *unit, Position pos)
 
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=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, 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)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool IsEscortNPC (bool=true) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, 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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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)
 To specify the caster as target if the spell is self-cast.
 
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, bool withTank=true, int32 aura=0)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not 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)
 Called when a summon reaches a waypoint or point movement finished.
 
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

bool _intro
 
uint8 _submergePhase
 
uint8 _remainingLargeSummonsBeforeEmerge
 
ObjectGuid _guardianTriggerGUID
 
SummonList _balconySummons
 

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
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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)
 
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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_anub_arak()

boss_anub_arak::boss_anub_arak ( Creature creature)
inlineexplicit
103 : BossAI(creature, DATA_ANUBARAK), _intro(false),
105 {
106 me->m_SightDistance = 120.0f;
107 }
@ DATA_ANUBARAK
Definition azjol_nerub.h:31
@ SUBMERGE_NONE
Definition boss_anubarak.cpp:89
Definition ScriptedCreature.h:485
float m_SightDistance
Definition Creature.h:393
Creature * me
Definition ScriptedCreature.h:281
SummonList _balconySummons
Definition boss_anubarak.cpp:381
bool _intro
Definition boss_anubarak.cpp:377
uint8 _submergePhase
Definition boss_anubarak.cpp:378
uint8 _remainingLargeSummonsBeforeEmerge
Definition boss_anubarak.cpp:379

References Creature::m_SightDistance, and ScriptedAI::me.

Member Function Documentation

◆ DamageTaken()

void boss_anub_arak::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from UnitAI.

369 {
370 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
371
372 if (me->HasAura(SPELL_SUBMERGE) && damage >= me->GetHealth())
373 damage = me->GetHealth() - 1;
374 }
@ SPELL_SUBMERGE
Definition boss_anubarak.cpp:35
void DamageTaken(Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
Called at any Damage from any attacker (before damage apply)
Definition ScriptedCreature.cpp:805
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:6017
uint32 GetHealth() const
Definition Unit.h:1109

References BossAI::DamageTaken(), Unit::GetHealth(), Unit::HasAura(), ScriptedAI::me, and SPELL_SUBMERGE.

◆ EnterEvadeMode()

void boss_anub_arak::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

240 {
241 me->DisableRotate(false);
244 }
SummonList summons
Definition ScriptedCreature.h:539
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
void DisableRotate(bool apply)
Definition Unit.cpp:14535

References SummonList::DespawnAll(), Unit::DisableRotate(), BossAI::EnterEvadeMode(), ScriptedAI::me, and BossAI::summons.

Referenced by JustEngagedWith(), and SummonedCreatureEvade().

◆ JustDied()

void boss_anub_arak::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

257 {
259 BossAI::JustDied(killer);
260 }
@ SAY_DEATH
Definition boss_anubarak.cpp:49
void JustDied(Unit *) override
Definition ScriptedCreature.h:527
Talk
Definition hyjal.cpp:82

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_anub_arak::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged - this happens after JustEnteredCombat.

Reimplemented from CreatureAI.

209 {
212
214 events.ScheduleEvent(EVENT_CLOSE_DOORS, 5s);
215
216 // set up world triggers
217 std::list<TempSummon*> summoned;
219 if (summoned.empty())
220 {
222 return;
223 }
224 TempSummon* guardianTrigger = summoned.front();
225 _guardianTriggerGUID = guardianTrigger->GetGUID();
226
227 summoned.clear();
230 if (summoned.empty())
231 {
233 return;
234 }
235 for (auto const& summon : summoned)
236 _balconySummons.Summon(summon);
237 }
@ ACHIEVEMENT_TIMED_TYPE_EVENT
Definition DBCEnums.h:110
@ SUMMON_GROUP_WORLD_TRIGGER_GUARDIAN
Definition boss_anubarak.cpp:97
@ SUMMON_GROUP_WORLD_TRIGGER_BALCONY
Definition boss_anubarak.cpp:98
@ ACHIEV_TIMED_START_EVENT
Definition boss_anubarak.cpp:57
@ SAY_AGGRO
Definition boss_anubarak.cpp:47
@ EVENT_CLOSE_DOORS
Definition boss_anubarak.cpp:67
events
Definition boss_sartura.cpp:43
InstanceScript *const instance
Definition ScriptedCreature.h:492
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition InstanceScript.cpp:683
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
void clear()
Definition ScriptedCreature.h:83
Definition TemporarySummon.h:50
void SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=nullptr)
Definition Object.cpp:2525
void EnterEvadeMode(EvadeReason why) override
Definition boss_anubarak.cpp:239
ObjectGuid _guardianTriggerGUID
Definition boss_anubarak.cpp:380
void ScheduleEmerged()
Definition boss_anubarak.cpp:138

References _balconySummons, _guardianTriggerGUID, ACHIEV_TIMED_START_EVENT, ACHIEVEMENT_TIMED_TYPE_EVENT, SummonList::clear(), InstanceScript::DoStartTimedAchievement(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_CLOSE_DOORS, Object::GetGUID(), BossAI::instance, ScriptedAI::me, SAY_AGGRO, ScheduleEmerged(), SummonList::Summon(), SUMMON_GROUP_WORLD_TRIGGER_BALCONY, SUMMON_GROUP_WORLD_TRIGGER_GUARDIAN, and WorldObject::SummonCreatureGroup().

◆ KilledUnit()

void boss_anub_arak::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

263 {
264 Talk(SAY_SLAY);
265 }
@ SAY_SLAY
Definition boss_anubarak.cpp:48

References SAY_SLAY.

◆ MoveInLineOfSight()

void boss_anub_arak::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

247 {
248 if (!_intro && who->IsPlayer())
249 {
250 _intro = true;
252 }
254 }
@ SAY_INTRO
Definition boss_anubarak.cpp:52
virtual void MoveInLineOfSight(Unit *)
Definition CreatureAI.cpp:180
bool IsPlayer() const
Definition Object.h:201

References _intro, Object::IsPlayer(), CreatureAI::MoveInLineOfSight(), and SAY_INTRO.

◆ Reset()

void boss_anub_arak::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

110 {
116
117 ScheduleHealthCheckEvent({ 75, 50, 25 }, [&]{
118 events.CancelEventGroup(GROUP_EMERGED);
122 }, false);
123 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ SAY_SUBMERGE
Definition boss_anubarak.cpp:51
@ SPELL_CLEAR_ALL_DEBUFFS
Definition boss_anubarak.cpp:37
@ GROUP_EMERGED
Definition boss_anubarak.cpp:83
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:831
void Reset() override
Definition ScriptedCreature.h:524
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition InstanceScript.cpp:692
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:750

References _remainingLargeSummonsBeforeEmerge, _submergePhase, ACHIEV_TIMED_START_EVENT, ACHIEVEMENT_TIMED_TYPE_EVENT, UnitAI::DoCastSelf(), InstanceScript::DoStopTimedAchievement(), GROUP_EMERGED, BossAI::instance, ScriptedAI::me, Unit::RemoveUnitFlag(), BossAI::Reset(), SAY_SUBMERGE, BossAI::ScheduleHealthCheckEvent(), SPELL_CLEAR_ALL_DEBUFFS, SPELL_SUBMERGE, SUBMERGE_NONE, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ ScheduleEmerged()

void boss_anub_arak::ScheduleEmerged ( )
inline
139 {
140 events.CancelEventGroup(GROUP_SUBMERGED);
141 events.ScheduleEvent(EVENT_CARRION_BEETLES, 6500ms, GROUP_EMERGED);
142 events.ScheduleEvent(EVENT_LEECHING_SWARM, 20s, GROUP_EMERGED);
143 events.ScheduleEvent(EVENT_POUND, 15s, GROUP_EMERGED);
144 };
@ GROUP_SUBMERGED
Definition boss_anubarak.cpp:84
@ EVENT_CARRION_BEETLES
Definition boss_anubarak.cpp:62
@ EVENT_LEECHING_SWARM
Definition boss_anubarak.cpp:63
@ EVENT_POUND
Definition boss_anubarak.cpp:65

References EVENT_CARRION_BEETLES, EVENT_LEECHING_SWARM, EVENT_POUND, GROUP_EMERGED, and GROUP_SUBMERGED.

Referenced by JustEngagedWith(), and UpdateAI().

◆ ScheduleSubmerged()

void boss_anub_arak::ScheduleSubmerged ( )
inline
147 {
148 events.CancelEventGroup(GROUP_EMERGED);
149 events.ScheduleEvent(EVENT_EMERGE, 60s, GROUP_SUBMERGED);
150
151 switch (_submergePhase)
152 {
153 case SUBMERGE_75:
154 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 4s, GROUP_SUBMERGED);
155 if (IsHeroic())
156 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 7s, GROUP_SUBMERGED);
157
159
161 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 24s, GROUP_SUBMERGED);
162 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 44s, GROUP_SUBMERGED);
163 break;
164 case SUBMERGE_50:
165 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 4s, GROUP_SUBMERGED);
166 if (IsHeroic())
167 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 7s, GROUP_SUBMERGED);
168
170 if (IsHeroic())
172
174
176 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 24s, GROUP_SUBMERGED);
177 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 44s, GROUP_SUBMERGED);
178 break;
179 case SUBMERGE_25:
180 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 4s, GROUP_SUBMERGED);
181 if (IsHeroic())
182 events.ScheduleEvent(EVENT_SUMMON_GUARDIAN, 7s, GROUP_SUBMERGED);
183
185 if (IsHeroic())
187
189
191 events.ScheduleEvent(EVENT_SUMMON_DARTER, 4s, GROUP_SUBMERGED);
192
193 events.ScheduleEvent(EVENT_SUMMON_DARTER, 12s, GROUP_SUBMERGED);
194
195 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 24s, GROUP_SUBMERGED);
196 events.ScheduleEvent(EVENT_SUMMON_DARTER, 26s, GROUP_SUBMERGED);
197
198 events.ScheduleEvent(EVENT_SUMMON_DARTER, 32s, GROUP_SUBMERGED);
199
200 events.ScheduleEvent(EVENT_SUMMON_ASSASSINS, 44s, GROUP_SUBMERGED);
201 events.ScheduleEvent(EVENT_SUMMON_DARTER, 45s, GROUP_SUBMERGED);
202 break;
203 default:
204 break;
205 }
206 }
@ SUBMERGE_75
Definition boss_anubarak.cpp:90
@ SUBMERGE_25
Definition boss_anubarak.cpp:92
@ SUBMERGE_50
Definition boss_anubarak.cpp:91
@ EVENT_EMERGE
Definition boss_anubarak.cpp:68
@ EVENT_SUMMON_DARTER
Definition boss_anubarak.cpp:71
@ EVENT_SUMMON_VENOMANCER
Definition boss_anubarak.cpp:70
@ EVENT_SUMMON_ASSASSINS
Definition boss_anubarak.cpp:72
@ EVENT_SUMMON_GUARDIAN
Definition boss_anubarak.cpp:69
bool IsHeroic() const
Definition ScriptedCreature.h:383

References _remainingLargeSummonsBeforeEmerge, _submergePhase, EVENT_EMERGE, EVENT_SUMMON_ASSASSINS, EVENT_SUMMON_DARTER, EVENT_SUMMON_GUARDIAN, EVENT_SUMMON_VENOMANCER, GROUP_EMERGED, GROUP_SUBMERGED, ScriptedAI::IsHeroic(), SUBMERGE_25, SUBMERGE_50, and SUBMERGE_75.

Referenced by SpellHitTarget().

◆ SpellHitTarget()

void boss_anub_arak::SpellHitTarget ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

126 {
127 if (spellInfo->Id == SPELL_SUBMERGE)
128 {
132
135 }
136 }
@ SPELL_LEECHING_SWARM
Definition boss_anubarak.cpp:30
@ SPELL_IMPALE_PERIODIC
Definition boss_anubarak.cpp:33
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5189
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749
void ScheduleSubmerged()
Definition boss_anubarak.cpp:146

References _submergePhase, UnitAI::DoCastSelf(), SpellInfo::Id, ScriptedAI::me, Unit::RemoveAurasDueToSpell(), ScheduleSubmerged(), Unit::SetUnitFlag(), SPELL_IMPALE_PERIODIC, SPELL_LEECHING_SWARM, SPELL_SUBMERGE, UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ SummonedCreatureDies()

void boss_anub_arak::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

268 {
270 return;
271
272 switch (summon->GetEntry())
273 {
276 {
279 {
281 events.RescheduleEvent(EVENT_EMERGE, 5s, GROUP_SUBMERGED);
282 }
283 break;
284 }
285 default:
286 break;
287 }
288 }
@ NPC_ANUBAR_VENOMANCER
Definition boss_anubarak.cpp:78
@ NPC_ANUBAR_GUARDIAN
Definition boss_anubarak.cpp:77
uint32 GetEntry() const
Definition Object.h:117
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:748

References _remainingLargeSummonsBeforeEmerge, EVENT_EMERGE, Object::GetEntry(), GROUP_SUBMERGED, Unit::HasUnitFlag(), ScriptedAI::me, NPC_ANUBAR_GUARDIAN, NPC_ANUBAR_VENOMANCER, Unit::RemoveAurasDueToSpell(), SPELL_IMPALE_PERIODIC, and UNIT_FLAG_NOT_SELECTABLE.

◆ SummonedCreatureEvade()

void boss_anub_arak::SummonedCreatureEvade ( Creature )
inlineoverridevirtual

Reimplemented from CreatureAI.

References EnterEvadeMode(), and CreatureAI::EVADE_REASON_OTHER.

◆ UpdateAI()

void boss_anub_arak::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

296 {
297 if (!UpdateVictim())
298 return;
299
300 events.Update(diff);
301 scheduler.Update(diff);
302
304 return;
305
306 switch (events.ExecuteEvent())
307 {
310 break;
313 events.ScheduleEvent(EVENT_CARRION_BEETLES, 25s, GROUP_EMERGED);
314 break;
318 events.ScheduleEvent(EVENT_LEECHING_SWARM, 20s, GROUP_EMERGED);
319 break;
320 case EVENT_POUND:
321 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 10.0f))
322 {
324 me->DisableRotate(true);
326 events.ScheduleEvent(EVENT_ENABLE_ROTATE, 3300ms, GROUP_EMERGED);
327 DoCast(target, SPELL_POUND);
328 }
329 events.ScheduleEvent(EVENT_POUND, 18s, GROUP_EMERGED);
330 break;
333 me->DisableRotate(false);
334 break;
335 case EVENT_EMERGE:
341 break;
344 trigger->CastSpell(trigger, SPELL_SUMMON_GUARDIAN, true, nullptr, nullptr, me->GetGUID());
345 break;
348 trigger->CastSpell(trigger, SPELL_SUMMON_VENOMANCER, true, nullptr, nullptr, me->GetGUID());
349 break;
352 trigger->CastSpell(trigger, SPELL_SUMMON_DARTER, true, nullptr, nullptr, me->GetGUID());
353 break;
356 trigger->CastSpell(trigger, SPELL_SUMMON_ASSASSIN, true, nullptr, nullptr, me->GetGUID());
358 trigger->CastSpell(trigger, SPELL_SUMMON_ASSASSIN, true, nullptr, nullptr, me->GetGUID());
359 break;
360 default:
361 break;
362 }
363
366 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SAY_LOCUST
Definition boss_anubarak.cpp:50
@ SPELL_SUMMON_GUARDIAN
Definition boss_anubarak.cpp:41
@ SPELL_EMERGE
Definition boss_anubarak.cpp:34
@ SPELL_SUMMON_ASSASSIN
Definition boss_anubarak.cpp:40
@ SPELL_SUMMON_VENOMANCER
Definition boss_anubarak.cpp:42
@ SPELL_CARRION_BEETLES
Definition boss_anubarak.cpp:28
@ SPELL_SELF_ROOT
Definition boss_anubarak.cpp:36
@ SPELL_POUND
Definition boss_anubarak.cpp:31
@ SPELL_SUMMON_DARTER
Definition boss_anubarak.cpp:39
@ EVENT_ENABLE_ROTATE
Definition boss_anubarak.cpp:66
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677
TaskScheduler scheduler
Definition CreatureAI.h:74
bool UpdateVictim()
Definition CreatureAI.cpp:350
Definition Creature.h:47
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:112
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:179
Definition Unit.h:665
void SendMovementFlagUpdate(bool self=false)
Definition Unit.cpp:13088
bool HasUnitState(const uint32 f) const
Definition Unit.h:737
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition Containers.h:133
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234

References _balconySummons, _guardianTriggerGUID, BossAI::_JustEngagedWith(), Unit::DisableRotate(), UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoMeleeAttackIfReady(), EVENT_CARRION_BEETLES, EVENT_CLOSE_DOORS, EVENT_EMERGE, EVENT_ENABLE_ROTATE, EVENT_LEECHING_SWARM, EVENT_POUND, EVENT_SUMMON_ASSASSINS, EVENT_SUMMON_DARTER, EVENT_SUMMON_GUARDIAN, EVENT_SUMMON_VENOMANCER, ObjectAccessor::GetCreature(), Object::GetGUID(), GROUP_EMERGED, Unit::HasUnitFlag(), Unit::HasUnitState(), ScriptedAI::me, Random, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), SAY_LOCUST, ScheduleEmerged(), CreatureAI::scheduler, Acore::Containers::SelectRandomContainerElement(), UnitAI::SelectTarget(), Unit::SendMovementFlagUpdate(), SPELL_CARRION_BEETLES, SPELL_EMERGE, SPELL_IMPALE_PERIODIC, SPELL_LEECHING_SWARM, SPELL_POUND, SPELL_SELF_ROOT, SPELL_SUBMERGE, SPELL_SUMMON_ASSASSIN, SPELL_SUMMON_DARTER, SPELL_SUMMON_GUARDIAN, SPELL_SUMMON_VENOMANCER, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, UNIT_STATE_CASTING, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _balconySummons

SummonList boss_anub_arak::_balconySummons
private

Referenced by JustEngagedWith(), and UpdateAI().

◆ _guardianTriggerGUID

ObjectGuid boss_anub_arak::_guardianTriggerGUID
private

Referenced by JustEngagedWith(), and UpdateAI().

◆ _intro

bool boss_anub_arak::_intro
private

Referenced by MoveInLineOfSight().

◆ _remainingLargeSummonsBeforeEmerge

uint8 boss_anub_arak::_remainingLargeSummonsBeforeEmerge
private

◆ _submergePhase

uint8 boss_anub_arak::_submergePhase
private

The documentation for this struct was generated from the following file: