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

Public Member Functions

 boss_halazzi (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void JustSummoned (Creature *summon) override
 
void AttackStart (Unit *who) override
 
void EnterPhase (PhaseHalazzi nextPhase)
 
void KilledUnit (Unit *victim) override
 
void DoAction (int32 actionId) override
 
void JustDied (Unit *killer) override
 
- 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 (const Position *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 >
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
 
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
 
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 SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
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 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)
 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

uint8 _transformCount
 
PhaseHalazzi _phase
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from BossAI
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)
 
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
 
bool _isEngaged
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_halazzi()

boss_halazzi::boss_halazzi ( Creature creature)
inline
88 : BossAI(creature, DATA_HALAZZI)
89 { }
Definition ScriptedCreature.h:485
@ DATA_HALAZZI
Definition zulaman.h:31

Member Function Documentation

◆ AttackStart()

void boss_halazzi::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

143 {
144 if (_phase != PHASE_MERGE)
146 }
@ PHASE_MERGE
Definition boss_halazzi.cpp:59
virtual void AttackStart(Unit *)
Definition UnitAI.cpp:28
PhaseHalazzi _phase
Definition boss_halazzi.cpp:281

References _phase, UnitAI::AttackStart(), and PHASE_MERGE.

◆ DamageTaken()

void boss_halazzi::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.

112 {
113 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
114
115 if (_phase == PHASE_LYNX)
116 {
117 uint32 _healthCheckPercentage = 25 * (3 - _transformCount);
118 if (me->HealthBelowPctDamaged(_healthCheckPercentage, damage))
120 }
121 else if (_phase == PHASE_HUMAN)
122 {
123 if (me->HealthBelowPctDamaged(20, damage))
125 }
126 }
std::uint32_t uint32
Definition Define.h:107
@ PHASE_HUMAN
Definition boss_halazzi.cpp:58
@ PHASE_LYNX
Definition boss_halazzi.cpp:57
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 HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition Unit.h:1117
Creature * me
Definition ScriptedCreature.h:281
void EnterPhase(PhaseHalazzi nextPhase)
Definition boss_halazzi.cpp:148
uint8 _transformCount
Definition boss_halazzi.cpp:280

References _phase, _transformCount, BossAI::DamageTaken(), EnterPhase(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, PHASE_HUMAN, PHASE_LYNX, and PHASE_MERGE.

◆ DoAction()

void boss_halazzi::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

269 {
270 if (actionId == ACTION_MERGE)
272 }
@ ACTION_MERGE
Definition boss_halazzi.cpp:83

References ACTION_MERGE, and PHASE_MERGE.

◆ EnterPhase()

void boss_halazzi::EnterPhase ( PhaseHalazzi  nextPhase)
inline
149 {
150 _phase = nextPhase;
151
152 switch (nextPhase)
153 {
154 case PHASE_LYNX:
155 {
157
158 if (_transformCount)
159 {
161 switch (_transformCount)
162 {
163 case 1:
165 break;
166 case 2:
168 break;
169 case 3:
171 break;
172 default:
173 break;
174 }
175 }
176
178
180 scheduler.Schedule(5s, 15s, GROUP_LYNX, [this](TaskContext context)
181 {
184 context.Repeat();
185 }).Schedule(20s, 35s, GROUP_LYNX, [this](TaskContext context)
186 {
188 context.Repeat();
189 });
190 break;
191 }
192 case PHASE_HUMAN:
195 scheduler.Schedule(3s, GROUP_SPLIT, [this](TaskContext /*context*/)
196 {
198 });
200
203 scheduler.Schedule(10s, GROUP_HUMAN, [this](TaskContext context)
204 {
206 {
207 if (target->IsNonMeleeSpellCast(false))
208 DoCast(target, SPELL_EARTHSHOCK);
209 else
210 DoCast(target, SPELL_FLAMESHOCK);
211 }
212 context.Repeat(10s, 15s);
213 }).Schedule(12s, GROUP_HUMAN, [this](TaskContext context)
214 {
216 context.Repeat(20s);
217 });
218 break;
219 case PHASE_MERGE:
221 {
224 lynx->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
225 lynx->GetMotionMaster()->Clear();
226 lynx->GetMotionMaster()->MoveFollow(me, 0, 0);
228 me->GetMotionMaster()->MoveFollow(lynx, 0, 0);
230 scheduler.Schedule(2s, GROUP_MERGE, [this, lynx](TaskContext context)
231 {
232 if (lynx)
233 {
234 if (me->IsWithinDistInMap(lynx, 6.0f))
235 {
236 EnterPhase(PHASE_LYNX);
237
238 // Enrage phase
239 if (_transformCount == 3)
240 {
241 _phase = PHASE_ENRAGE;
242 SetInvincibility(false);
243 scheduler.Schedule(12s, GROUP_LYNX, [this](TaskContext context)
244 {
245 DoCastSelf(SPELL_SUMMON_TOTEM);
246 context.Repeat(20s);
247 });
248 }
249 }
250 else
251 context.Repeat(2s);
252 }
253 });
254 }
255 break;
256 default:
257 break;
258 }
259 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ SAY_SABER
Definition boss_halazzi.cpp:67
@ SAY_SPLIT
Definition boss_halazzi.cpp:68
@ SAY_MERGE
Definition boss_halazzi.cpp:69
@ SPELL_SABER_LASH
Definition boss_halazzi.cpp:26
@ SPELL_TRANSFIGURE
Definition boss_halazzi.cpp:37
@ SPELL_TRANSFORM_TO_LYNX_50
Definition boss_halazzi.cpp:39
@ SPELL_TRANSFORM_TO_LYNX_25
Definition boss_halazzi.cpp:40
@ SPELL_SUMMON_TOTEM
Definition boss_halazzi.cpp:31
@ SPELL_SUMMON_LYNX
Definition boss_halazzi.cpp:30
@ SPELL_TRANSFORM_TO_LYNX_75
Definition boss_halazzi.cpp:38
@ SPELL_FRENZY
Definition boss_halazzi.cpp:27
@ SPELL_EARTHSHOCK
Definition boss_halazzi.cpp:29
@ SPELL_FLAMESHOCK
Definition boss_halazzi.cpp:28
@ GROUP_SPLIT
Definition boss_halazzi.cpp:78
@ GROUP_HUMAN
Definition boss_halazzi.cpp:76
@ GROUP_MERGE
Definition boss_halazzi.cpp:77
@ GROUP_LYNX
Definition boss_halazzi.cpp:75
InstanceScript *const instance
Definition ScriptedCreature.h:492
SummonList summons
Definition ScriptedCreature.h:539
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition Creature.h:47
bool UpdateEntry(uint32 entry, const CreatureData *data=nullptr, bool changelevel=true, bool updateAI=false)
Definition Creature.cpp:560
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition Creature.h:432
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
void MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true, bool inheritSpeed=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:447
void Clear(bool reset=true)
Definition MotionMaster.h:193
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
TaskScheduler & CancelGroup(group_t const group)
Definition TaskScheduler.cpp:53
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:277
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:178
Definition Unit.h:664
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1377
Talk
Definition hyjal.cpp:82
@ NPC_HALAZZI
Definition zulaman.h:54
@ DATA_SPIRIT_LYNX
Definition zulaman.h:35

References _phase, _transformCount, TaskScheduler::CancelGroup(), MotionMaster::Clear(), DATA_SPIRIT_LYNX, SummonList::DespawnAll(), UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), InstanceScript::GetCreature(), Unit::GetMotionMaster(), GROUP_HUMAN, GROUP_LYNX, GROUP_MERGE, GROUP_SPLIT, BossAI::instance, WorldObject::IsWithinDistInMap(), ScriptedAI::me, MotionMaster::MoveFollow(), NPC_HALAZZI, PHASE_HUMAN, PHASE_LYNX, PHASE_MERGE, Random, TaskContext::Repeat(), Creature::ResumeChasingVictim(), SAY_MERGE, SAY_SABER, SAY_SPLIT, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_EARTHSHOCK, SPELL_FLAMESHOCK, SPELL_FRENZY, SPELL_SABER_LASH, SPELL_SUMMON_LYNX, SPELL_SUMMON_TOTEM, SPELL_TRANSFIGURE, SPELL_TRANSFORM_TO_LYNX_25, SPELL_TRANSFORM_TO_LYNX_50, SPELL_TRANSFORM_TO_LYNX_75, BossAI::summons, UNIT_FLAG_NON_ATTACKABLE, and Creature::UpdateEntry().

Referenced by DamageTaken(), and JustEngagedWith().

◆ JustDied()

void boss_halazzi::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

275 {
276 BossAI::JustDied(killer);
278 }
@ SAY_DEATH
Definition boss_halazzi.cpp:70
void JustDied(Unit *) override
Definition ScriptedCreature.h:527

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_halazzi::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

101 {
104 ScheduleUniqueTimedEvent(10min, [&]
105 {
107 }, EVENT_BERSERK);
109 }
@ SAY_AGGRO
Definition boss_halazzi.cpp:65
@ SPELL_BERSERK
Definition boss_halazzi.cpp:32
@ EVENT_BERSERK
Definition boss_halazzi.cpp:45
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged - this happens after JustEnteredCombat.
Definition ScriptedCreature.h:525
void ScheduleUniqueTimedEvent(Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
Definition ScriptedCreature.h:366

References UnitAI::DoCastSelf(), EnterPhase(), EVENT_BERSERK, BossAI::JustEngagedWith(), PHASE_LYNX, SAY_AGGRO, ScriptedAI::ScheduleUniqueTimedEvent(), and SPELL_BERSERK.

◆ JustSummoned()

void boss_halazzi::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

135 {
136 BossAI::JustSummoned(summon);
137
138 if (summon->GetEntry() == NPC_TOTEM)
139 summon->Attack(me->GetVictim(), false);
140 }
@ NPC_TOTEM
Definition boss_halazzi.cpp:51
void JustSummoned(Creature *summon) override
Definition ScriptedCreature.cpp:725
uint32 GetEntry() const
Definition Object.h:117
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:7272
Unit * GetVictim() const
Definition Unit.h:903

References Unit::Attack(), Object::GetEntry(), Unit::GetVictim(), BossAI::JustSummoned(), ScriptedAI::me, and NPC_TOTEM.

◆ KilledUnit()

void boss_halazzi::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

262 {
263 BossAI::KilledUnit(victim);
264 if (victim->IsPlayer())
265 Talk(SAY_KILL);
266 }
@ SAY_KILL
Definition boss_halazzi.cpp:66
virtual void KilledUnit(Unit *)
Definition CreatureAI.h:146
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), CreatureAI::KilledUnit(), and SAY_KILL.

◆ Reset()

void boss_halazzi::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

92 {
97 SetInvincibility(true);
98 }
@ PHASE_NONE
Definition boss_halazzi.cpp:56
void Reset() override
Definition ScriptedCreature.h:524
void SetInvincibility(bool apply)
Definition ScriptedCreature.h:446

References _phase, _transformCount, ScriptedAI::me, NPC_HALAZZI, PHASE_NONE, BossAI::Reset(), ScriptedAI::SetInvincibility(), and Creature::UpdateEntry().

◆ SpellHit()

void boss_halazzi::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

129 {
130 if (spell->Id == SPELL_TRANSFORM_DUMMY)
132 }
@ SPELL_TRANSFORM_DUMMY
Definition boss_halazzi.cpp:35
@ NPC_HALAZZI_TROLL
Definition boss_halazzi.cpp:50

References SpellInfo::Id, ScriptedAI::me, NPC_HALAZZI_TROLL, SPELL_TRANSFORM_DUMMY, and Creature::UpdateEntry().

Member Data Documentation

◆ _phase

PhaseHalazzi boss_halazzi::_phase
private

◆ _transformCount

uint8 boss_halazzi::_transformCount
private

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


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