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

Public Member Functions

 boss_illidan_stormrage (Creature *creature)
 
void Reset () override
 
void DoAction (int32 param) override
 
void MovementInform (uint32 type, uint32 id) override
 
void ScheduleAbilities (uint8 phase)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why) override
 
void JustSummoned (Creature *summon) override
 
void KilledUnit (Unit *) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustDied (Unit *killer) override
 
bool CanAIAttack (Unit const *target) const 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 (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)
 
Unit * DoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
Player * GetPlayerAtMinimumRange (float minRange)
 
Creature * DoSpawnCreature (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
 
Player * SelectTargetFromPlayerList (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)
 
WorldObject * GetSummoner () 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 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 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
 
Unit * SelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
Unit * SelectTarget (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 OnDespawn ()
 Called when the unit is about to be removed from the world (despawn, grid unload, corpse disappearing, player logging out etc.)
 
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 Member Functions

bool IsInDemonFormOrTransforming () const
 
void ScheduleWipeCheck ()
 
void CycleBeamPos (uint8 &beamPosId)
 

Private Attributes

bool _dying
 
bool _inCutscene
 
uint8 beamPosId
 

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
Creature * me
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoType * AISpellInfo
 
- 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)
 
Creature * DoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
Creature * DoSummonFlyer (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_illidan_stormrage()

boss_illidan_stormrage::boss_illidan_stormrage ( Creature *  creature)
inline
201: BossAI(creature, DATA_ILLIDAN_STORMRAGE), _dying(false), _inCutscene(false), beamPosId(0) { }
@ DATA_ILLIDAN_STORMRAGE
Definition black_temple.h:37
Definition ScriptedCreature.h:496
uint8 beamPosId
Definition boss_illidan.cpp:694
bool _inCutscene
Definition boss_illidan.cpp:693
bool _dying
Definition boss_illidan.cpp:692

Member Function Documentation

◆ CanAIAttack()

bool boss_illidan_stormrage::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

687 {
688 return target->GetEntry() != NPC_AKAMA_ILLIDAN && target->GetEntry() != NPC_MAIEV_SHADOWSONG;
689 }
@ NPC_AKAMA_ILLIDAN
Definition black_temple.h:79
@ NPC_MAIEV_SHADOWSONG
Definition boss_illidan.cpp:144

References Object::GetEntry(), NPC_AKAMA_ILLIDAN, and NPC_MAIEV_SHADOWSONG.

◆ CycleBeamPos()

void boss_illidan_stormrage::CycleBeamPos ( uint8 &  beamPosId)
inlineprivate
719 {
720 uint8 newPos;
721 do {
722 newPos = urand(0, MAX_EYE_BEAM_POS - 1);
723 } while (newPos == beamPosId);
724 beamPosId = newPos;
725 }
std::uint8_t uint8
Definition Define.h:109
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ MAX_EYE_BEAM_POS
Definition boss_illidan.cpp:131

References beamPosId, MAX_EYE_BEAM_POS, and urand().

Referenced by ScheduleAbilities().

◆ DamageTaken()

void boss_illidan_stormrage::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.

666 {
667 if (damage >= me->GetHealth())
668 {
669 damage = me->GetHealth() - 1;
670
671 if (!_dying)
673 }
674
675 if (!_dying)
676 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
677 }
@ ACTION_ILLIDAN_DIE
Definition boss_illidan.cpp:117
void DamageTaken(Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
Called at any Damage from any attacker (before damage apply)
Definition ScriptedCreature.cpp:809
uint32 GetHealth() const
Definition Unit.h:1122
Creature * me
Definition ScriptedCreature.h:292
void DoAction(int32 param) override
Definition boss_illidan.cpp:244

References _dying, ACTION_ILLIDAN_DIE, BossAI::DamageTaken(), DoAction(), Unit::GetHealth(), and ScriptedAI::me.

◆ DoAction()

void boss_illidan_stormrage::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

245 {
247 switch (param)
248 {
250 {
252
255 }, 2210ms);
258 }, 5670ms); // 3460ms
261 }, 8100ms); // 2430ms
264 }, 11750ms); // 3650ms
267 }, 26950ms); // 15200ms
270 }, 29980ms); // 3030ms
273 }, 39710ms); // 9730ms
276 }, 40920ms); // 1210ms
280 }, 43370ms); // 2450ms
281 }
282 break;
284 {
286 DoStopAttack();
291 me->SetDisableGravity(true);
292 me->SetHover(true);
293 me->SetOrientation(2.837961435317993164f);
295
298 }, 3640ms);
301 }, 7290ms); // 3650ms
302 }
303 break;
305 {
307 _inCutscene = true;
309 DoStopAttack();
312
315 }, 1200ms);
318 }, 1430ms); // 230ms
321 }, 10940ms); // 9510ms
324 }, 19490ms); // 8550ms
327 }, 23080ms); // 3590ms
332 _inCutscene = false;
333 }, 32830ms); // 9750ms
334 }
335 break;
337 {
340 DoStopAttack();
342 me->SetCombatMovement(false);
345
346 Talk(SAY_ILLIDAN_MORPH, 2630ms);
347
349 // me->SetControlled(false, UNIT_STATE_ROOT);
352 }, 12230ms, GROUP_DEMON_FORM);
353 }
354 break;
356 {
359 me->SetCombatMovement(true);
366 }
367 break;
369 {
373
376 }, 15s, GROUP_DEMON_FORM);
377 }
378 break;
380 {
384
387
388 _dying = true;
390 maiev->AI()->DoAction(ACTION_MAIEV_ENDING);
392 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
395 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
396 }, 1s);
397
400 DoCastSelf(SPELL_DEATH, true);
402
405 }, 7490ms);
407 Unit::Kill(nullptr, me);
408 }, 25530ms); // 18040ms
409 }
410 break;
411 }
412 }
@ EMOTE_STATE_READY1H
Definition SharedDefines.h:1970
@ EMOTE_ONESHOT_QUESTION
Definition SharedDefines.h:1904
@ EMOTE_ONESHOT_LIFTOFF
Definition SharedDefines.h:1964
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:35
@ SHEATH_STATE_MELEE
Definition UnitDefines.h:130
@ UNIT_STATE_ROOT
Definition UnitDefines.h:183
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition UnitDefines.h:266
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ UNIT_FLAG_IMMUNE_TO_PC
Definition UnitDefines.h:265
@ REACT_PASSIVE
Definition Unit.h:574
@ REACT_AGGRESSIVE
Definition Unit.h:576
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
@ DATA_AKAMA_ILLIDAN
Definition black_temple.h:46
@ SAY_ILLIDAN_TAKEOFF
Definition boss_illidan.cpp:32
@ SAY_ILLIDAN_UNCONVINCED
Definition boss_illidan.cpp:39
@ SAY_ILLIDAN_CONFRONT_MAIEV
Definition boss_illidan.cpp:42
@ SAY_ILLIDAN_DUPLICITY
Definition boss_illidan.cpp:38
@ SAY_ILLIDAN_PREPARED
Definition boss_illidan.cpp:40
@ SAY_ILLIDAN_SHADOW_PRISON
Definition boss_illidan.cpp:41
@ SAY_ILLIDAN_DEFEATED
Definition boss_illidan.cpp:44
@ SAY_ILLIDAN_MORPH
Definition boss_illidan.cpp:35
@ ACTION_SHADOW_PRISON
Definition boss_illidan.cpp:116
@ ACTION_ILLIDAN_DEMON_TRANSFORM
Definition boss_illidan.cpp:118
@ EQUIPMENT_GLAIVES
Definition boss_illidan.cpp:110
@ PHASE_MAIEV
Definition boss_illidan.cpp:152
@ GROUP_DEMON_FORM
Definition boss_illidan.cpp:139
@ PHASE_DEMON
Definition boss_illidan.cpp:151
@ ACTION_ILLIDAN_LIFTOFF
Definition boss_illidan.cpp:114
@ ACTION_START_EVENT
Definition boss_illidan.cpp:113
@ POINT_ILLIDAN_TAKEOFF
Definition boss_illidan.cpp:133
@ ACTION_ILLIDAN_CAGED
Definition boss_illidan.cpp:115
@ ACTION_MAIEV_ENDING
Definition boss_illidan.cpp:128
@ ACTION_AKAMA_ENDING
Definition boss_illidan.cpp:124
@ ACTION_ILLIDAN_DEMON_TRANSFORM_BACK
Definition boss_illidan.cpp:119
@ GROUP_WIPE_CHECK
Definition boss_illidan.cpp:140
@ SPELL_CLEAR_ALL_DEBUFFS
Definition boss_illidan.cpp:55
@ SPELL_EMOTE_TALK_QUESTION
Definition boss_illidan.cpp:54
@ SPELL_SHADOW_PRISON
Definition boss_illidan.cpp:79
@ SPELL_CAGE_TRAP_PERIODIC
Definition boss_illidan.cpp:100
@ SPELL_DEMON_FORM
Definition boss_illidan.cpp:85
@ SPELL_DEMON_TRANSFORM_1
Definition boss_illidan.cpp:82
@ SPELL_SUMMON_MAIEV
Definition boss_illidan.cpp:78
@ SPELL_DEMON_TRANSFORM_2
Definition boss_illidan.cpp:83
@ SPELL_FRENZY
Definition boss_illidan.cpp:94
@ SPELL_DEATH
Definition boss_illidan.cpp:96
@ SPELL_DEMON_TRANSFORM_3
Definition boss_illidan.cpp:84
Position illidanTakeoffPoint
Definition boss_illidan.cpp:176
InstanceScript *const instance
Definition ScriptedCreature.h:503
SummonList summons
Definition ScriptedCreature.h:550
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition Creature.h:47
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2887
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1807
void SetCombatMovement(bool allowMovement)
Definition Creature.cpp:3972
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
void AddEventAtOffset(BasicEvent *event, Milliseconds offset, uint8 eventGroup=0)
Definition EventProcessor.h:108
void CancelEventGroup(uint8 group)
Definition EventProcessor.cpp:114
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:126
void MovePoint(uint32 id, Position const &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:241
void Clear(bool reset=true)
Definition MotionMaster.h:194
Creature * GetCreatureWithEntry(uint32 entry) const
Definition ScriptedCreature.cpp:133
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:399
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition Unit.cpp:13651
MotionMaster * GetMotionMaster()
Definition Unit.h:1774
void SetHover(bool enable)
Definition Unit.cpp:16354
virtual void SetSheath(SheathState sheathed)
Definition Unit.h:1793
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition Unit.cpp:13985
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4969
void StopMovingOnCurrentPos()
Definition Unit.cpp:12748
void SetDisableGravity(bool disable)
Definition Unit.cpp:16208
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:17078
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:754
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2202
void SetStandState(uint8 state)
Definition Unit.cpp:12801
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:755
EventProcessor m_Events
Definition Object.h:749
Talk
Definition hyjal.cpp:82
void SetOrientation(float orientation)
Definition Position.h:116
void DoResetThreatList()
Definition ScriptedCreature.cpp:473
void DoStopAttack()
Definition ScriptedCreature.cpp:266
bool IsInDemonFormOrTransforming() const
Definition boss_illidan.cpp:697
void ScheduleAbilities(uint8 phase)
Definition boss_illidan.cpp:473

References _dying, _inCutscene, ACTION_AKAMA_ENDING, ACTION_ILLIDAN_CAGED, ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_DIE, ACTION_ILLIDAN_LIFTOFF, ACTION_MAIEV_ENDING, ACTION_SHADOW_PRISON, ACTION_START_EVENT, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), MotionMaster::Clear(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), ScriptedAI::DoStopAttack(), EMOTE_ONESHOT_LIFTOFF, EMOTE_ONESHOT_QUESTION, EMOTE_STATE_READY1H, EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_DEMON_FORM, GROUP_WIPE_CHECK, Unit::HandleEmoteCommand(), illidanTakeoffPoint, BossAI::instance, IsInDemonFormOrTransforming(), Unit::Kill(), Creature::LoadEquipment(), WorldObject::m_Events, ScriptedAI::me, MotionMaster::MovePoint(), NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_MAIEV, POINT_ILLIDAN_TAKEOFF, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), SAY_ILLIDAN_CONFRONT_MAIEV, SAY_ILLIDAN_DEFEATED, SAY_ILLIDAN_DUPLICITY, SAY_ILLIDAN_MORPH, SAY_ILLIDAN_PREPARED, SAY_ILLIDAN_SHADOW_PRISON, SAY_ILLIDAN_TAKEOFF, SAY_ILLIDAN_UNCONVINCED, ScheduleAbilities(), CreatureAI::scheduler, Creature::SetCombatMovement(), Unit::SetControlled(), Unit::SetDisableGravity(), Unit::SetHover(), Creature::SetInCombatWithZone(), Position::SetOrientation(), Creature::SetReactState(), Unit::SetSheath(), Unit::SetStandState(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), SHEATH_STATE_MELEE, SPELL_CAGE_TRAP_PERIODIC, SPELL_CLEAR_ALL_DEBUFFS, SPELL_DEATH, SPELL_DEMON_FORM, SPELL_DEMON_TRANSFORM_1, SPELL_DEMON_TRANSFORM_2, SPELL_DEMON_TRANSFORM_3, SPELL_EMOTE_TALK_QUESTION, SPELL_FRENZY, SPELL_SHADOW_PRISON, SPELL_SUMMON_MAIEV, Unit::StopMovingOnCurrentPos(), BossAI::summons, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, UNIT_NPC_EMOTESTATE, UNIT_STAND_STATE_STAND, and UNIT_STATE_ROOT.

Referenced by DamageTaken(), DoAction(), Reset(), and ScheduleAbilities().

◆ EnterEvadeMode()

void boss_illidan_stormrage::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

632 {
633 if (_inCutscene || _dying)
634 return;
635
637 akama->DespawnOnEvade();
638
641
646 }
@ GROUP_PHASE_FLYING
Definition boss_illidan.cpp:138
@ GROUP_BERSERK
Definition boss_illidan.cpp:137
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:537
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition Creature.cpp:2229

References _dying, _inCutscene, EventProcessor::CancelEventGroup(), DATA_AKAMA_ILLIDAN, Creature::DespawnOnEvade(), BossAI::EnterEvadeMode(), InstanceScript::GetCreature(), GROUP_BERSERK, GROUP_DEMON_FORM, GROUP_PHASE_FLYING, GROUP_WIPE_CHECK, BossAI::instance, WorldObject::m_Events, and ScriptedAI::me.

Referenced by ScheduleWipeCheck().

◆ IsInDemonFormOrTransforming()

bool boss_illidan_stormrage::IsInDemonFormOrTransforming ( ) const
inlineprivate
698 {
701 }
bool HasAnyAuras(Auras... spellIds) const
Checks if the unit has ANY specified auras.
Definition Unit.h:1489

References Unit::HasAnyAuras(), ScriptedAI::me, SPELL_DEMON_FORM, SPELL_DEMON_TRANSFORM_1, SPELL_DEMON_TRANSFORM_2, and SPELL_DEMON_TRANSFORM_3.

Referenced by DoAction(), and Reset().

◆ JustDied()

void boss_illidan_stormrage::JustDied ( Unit *  killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

680 {
682 summons.clear();
683 BossAI::JustDied(killer);
684 }
void JustDied(Unit *) override
Definition ScriptedCreature.h:538
void clear()
Definition ScriptedCreature.h:83

References EventProcessor::CancelEventGroup(), SummonList::clear(), GROUP_WIPE_CHECK, BossAI::JustDied(), WorldObject::m_Events, ScriptedAI::me, and BossAI::summons.

◆ JustEngagedWith()

void boss_illidan_stormrage::JustEngagedWith ( Unit *  )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

618 {
622 akama->AI()->AttackStart(me);
623
626 }, 25min, GROUP_BERSERK);
627
629 }
@ PHASE_INITIAL
Definition boss_illidan.cpp:148
@ SPELL_BERSERK
Definition boss_illidan.cpp:53
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged - this happens after JustEnteredCombat.
Definition ScriptedCreature.h:536
void ScheduleWipeCheck()
Definition boss_illidan.cpp:705

References EventProcessor::AddEventAtOffset(), DATA_AKAMA_ILLIDAN, UnitAI::DoCastSelf(), InstanceScript::GetCreature(), GROUP_BERSERK, BossAI::instance, BossAI::JustEngagedWith(), WorldObject::m_Events, ScriptedAI::me, PHASE_INITIAL, ScheduleAbilities(), ScheduleWipeCheck(), and SPELL_BERSERK.

◆ JustSummoned()

void boss_illidan_stormrage::JustSummoned ( Creature *  summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

649 {
650 summons.Summon(summon);
651 if (summon->GetEntry() == NPC_ILLIDAN_DB_TARGET)
652 DoCast(summon, SPELL_EYE_BLAST);
653 else if (summon->GetEntry() == NPC_MAIEV_SHADOWSONG)
654 {
655 me->SetTarget(summon->GetGUID());
656 me->SetFacingToObject(summon);
657 }
658 }
@ NPC_ILLIDAN_DB_TARGET
Definition boss_illidan.cpp:143
@ SPELL_EYE_BLAST
Definition boss_illidan.cpp:73
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition Creature.cpp:3616
uint32 GetEntry() const
Definition Object.h:123
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:120
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:175
void SetFacingToObject(WorldObject *object, Milliseconds timed=0ms)
Definition Unit.cpp:16167

References UnitAI::DoCast(), Object::GetEntry(), Object::GetGUID(), ScriptedAI::me, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, Unit::SetFacingToObject(), Creature::SetTarget(), SPELL_EYE_BLAST, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_illidan_stormrage::KilledUnit ( Unit *  )
inlineoverridevirtual

Reimplemented from CreatureAI.

661 {
663 }
@ SAY_ILLIDAN_KILL
Definition boss_illidan.cpp:31

References SAY_ILLIDAN_KILL.

◆ MovementInform()

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

Reimplemented from CreatureAI.

415 {
416 if (type == POINT_MOTION_TYPE)
417 {
418 switch (id)
419 {
421 {
424
427 }, 1210ms);
431 }, 2430ms); // 1220ms
434 }, 3090ms); // 660ms
435 }
436 break;
438 {
442 }
443 break;
445 {
448
451 }, 1215ms);
454 me->SetDisableGravity(false);
455 me->SetHover(false);
456 }, 3665ms); // 2450ms
463 }, 6095ms); // 2430ms
466 }, 7305ms); // 1210ms
467 }
468 break;
469 }
470 }
471 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ EMOTE_ONESHOT_LAND
Definition SharedDefines.h:1968
@ NPC_BLADE_OF_AZZINOTH
Definition black_temple.h:82
@ SAY_ILLIDAN_SUMMONFLAMES
Definition boss_illidan.cpp:33
@ PHASE_LANDING
Definition boss_illidan.cpp:150
@ POINT_ILLIDAN_HOVER
Definition boss_illidan.cpp:134
@ PHASE_FLYING
Definition boss_illidan.cpp:149
@ POINT_ILLIDAN_LAND
Definition boss_illidan.cpp:135
@ EQUIPMENT_UNARMED
Definition boss_illidan.cpp:109
@ ACTION_RETURN_BLADE
Definition boss_illidan.cpp:129
@ SPELL_HIT_CHANCE
Definition boss_illidan.cpp:56
@ SPELL_THROW_GLAIVE
Definition boss_illidan.cpp:67
@ SPELL_THROW_GLAIVE2
Definition boss_illidan.cpp:68
Position roomCenter
Definition boss_illidan.cpp:178
Definition ScriptedCreature.h:179
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:113
void SetFacingTo(float ori)
Definition Unit.cpp:16157
float GetAngle(Position const *pos) const
Definition Position.cpp:85

References ACTION_RETURN_BLADE, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), SummonList::DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_ONESHOT_LAND, EQUIPMENT_GLAIVES, EQUIPMENT_UNARMED, Position::GetAngle(), Unit::HandleEmoteCommand(), Creature::LoadEquipment(), WorldObject::m_Events, ScriptedAI::me, NPC_BLADE_OF_AZZINOTH, PHASE_FLYING, PHASE_LANDING, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, POINT_ILLIDAN_TAKEOFF, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), roomCenter, SAY_ILLIDAN_SUMMONFLAMES, ScheduleAbilities(), CreatureAI::scheduler, Unit::SetControlled(), Unit::SetDisableGravity(), Unit::SetFacingTo(), Unit::SetHover(), Creature::SetReactState(), SPELL_HIT_CHANCE, SPELL_THROW_GLAIVE, SPELL_THROW_GLAIVE2, BossAI::summons, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

◆ Reset()

void boss_illidan_stormrage::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

204 {
210 _dying = false;
211 _inCutscene = false;
214 me->SetDisableGravity(false);
215 me->SetHover(false);
221 me->SetCombatMovement(true);
222
224 // Call for minions
227 akama->AI()->DoAction(ACTION_AKAMA_MINIONS);
228 });
230 // Phase 2
233 });
235 // Maiev Spawn Scene
241 });
242 }
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:43
@ SHEATH_STATE_UNARMED
Definition UnitDefines.h:129
@ SAY_ILLIDAN_MINION
Definition boss_illidan.cpp:30
@ ACTION_AKAMA_MINIONS
Definition boss_illidan.cpp:123
@ SPELL_DUAL_WIELD
Definition boss_illidan.cpp:52
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:835
void Reset() override
Definition ScriptedCreature.h:535
void ReplaceAllUnitFlags(UnitFlags flags)
Remove the Unit flag specify only.
Definition Unit.h:756

References _dying, _inCutscene, ACTION_AKAMA_MINIONS, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_LIFTOFF, ACTION_SHADOW_PRISON, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), GROUP_BERSERK, GROUP_DEMON_FORM, GROUP_PHASE_FLYING, GROUP_WIPE_CHECK, BossAI::instance, IsInDemonFormOrTransforming(), Creature::LoadEquipment(), WorldObject::m_Events, MAX_EYE_BEAM_POS, ScriptedAI::me, Unit::ReplaceAllUnitFlags(), BossAI::Reset(), SAY_ILLIDAN_MINION, BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Creature::SetCombatMovement(), Unit::SetControlled(), Unit::SetDisableGravity(), Unit::SetHover(), Unit::SetSheath(), Unit::SetStandState(), SHEATH_STATE_UNARMED, SPELL_DUAL_WIELD, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_STAND_STATE_KNEEL, UNIT_STATE_ROOT, and urand().

◆ ScheduleAbilities()

void boss_illidan_stormrage::ScheduleAbilities ( uint8  phase)
inline
474 {
475 switch (phase)
476 {
477 case PHASE_INITIAL:
478 {
479 ScheduleTimedEvent(25s, 30s, [&] {
481 }, 26s, 35s);
482
483 ScheduleTimedEvent(32s, [&] {
485 }, 32s);
486
487 ScheduleTimedEvent(25s, 30s, [&] {
489 }, 25s, 30s);
490
491 // Custom from SunwellCore?
492 ScheduleTimedEvent(30s, 60s, [&] {
494 }, 30s, 60s);
495 }
496 break;
497 case PHASE_FLYING:
498 {
500
501 scheduler.Schedule(0s, [this](TaskContext context)
502 {
503 // Do not repeat if interrupted (Eye Beam is cast)
504 if (DoCastRandomTarget(SPELL_FIREBALL, 0U, 50000.f, true, false, true) == SPELL_CAST_OK)
505 context.Repeat(2400ms);
506 }).Schedule(25s, 45s, [this](TaskContext /*context*/)
507 {
508 // Eye Blast
514
515 // Reposition
522 }, 20s, GROUP_PHASE_FLYING);
523 });
524 if (roll_chance_i(50))
525 {
526 scheduler.Schedule(1s, 20s, [this](TaskContext /*context*/)
527 {
529 });
530 }
531 // Check for Phase Transition
532 scheduler.Schedule(5s, [this](TaskContext context) {
535 {
541 }
542 else
543 context.Repeat(3s);
544 });
545 }
546 break;
547 case PHASE_LANDING:
548 {
550
551 ScheduleTimedEvent(25s, 30s, [&] {
553 }, 26s, 35s);
554
555 ScheduleTimedEvent(32s, [&] {
557 }, 32s);
558
559 ScheduleTimedEvent(25s, 30s, [&] {
561 }, 25s, 30s);
562
563 ScheduleTimedEvent(25s, [&] {
565 }, 24s);
566
567 ScheduleTimedEvent(60s, [&] {
568 if (!_inCutscene)
570 }, 60s);
571 }
572 break;
573 case PHASE_DEMON:
574 {
576
577 ScheduleTimedEvent(30s, [&] {
579 }, 100s);
580
581 ScheduleTimedEvent(1s, 2500ms, [&] {
583 }, 2500ms);
584
585 ScheduleTimedEvent(7s, [&] {
587 }, 19500ms);
588
593 else
596 }, 60s, GROUP_DEMON_FORM);
597 }
598 break;
599 case PHASE_MAIEV:
600 {
602
603 ScheduleTimedEvent(40s, [&] {
606 }, 100s);
607
608 ScheduleTimedEvent(30s, [&] {
610 DoCast(maiev, SPELL_CAGE_TRAP, true);
611 }, 45s);
612 }
613 break;
614 }
615 }
@ FORCED_MOVEMENT_NONE
Definition MotionMaster.h:86
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:52
bool roll_chance_i(int chance)
Definition Random.h:63
@ SPELL_CAST_OK
Definition SharedDefines.h:1126
@ NPC_FLAME_OF_AZZINOTH
Definition black_temple.h:83
@ SAY_ILLIDAN_FRENZY
Definition boss_illidan.cpp:43
@ SAY_ILLIDAN_EYE_BLAST
Definition boss_illidan.cpp:34
@ SAY_ILLIDAN_TAUNT
Definition boss_illidan.cpp:37
@ SPELL_DRAW_SOUL
Definition boss_illidan.cpp:60
@ SPELL_SHADOW_BLAST
Definition boss_illidan.cpp:86
@ SPELL_SUMMON_SHADOW_DEMON
Definition boss_illidan.cpp:89
@ SPELL_FLAME_CRASH
Definition boss_illidan.cpp:59
@ SPELL_FLAME_BURST
Definition boss_illidan.cpp:87
@ SPELL_AGONIZING_FLAMES_SELECTOR
Definition boss_illidan.cpp:77
@ SPELL_DARK_BARRAGE
Definition boss_illidan.cpp:72
@ SPELL_CAGE_TRAP
Definition boss_illidan.cpp:99
@ SPELL_FIREBALL
Definition boss_illidan.cpp:71
@ SPELL_PARASITIC_SHADOWFIEND
Definition boss_illidan.cpp:62
const Position airHoverPos[MAX_EYE_BEAM_POS]
Definition boss_illidan.cpp:168
const Position eyeBeamPos[MAX_EYE_BEAM_POS *2]
Definition boss_illidan.cpp:155
Position illidanLand
Definition boss_illidan.cpp:177
bool HasEntry(uint32 entry) const
Definition ScriptedCreature.cpp:94
void RemoveNotExisting()
Definition ScriptedCreature.cpp:83
Definition TaskScheduler.h:422
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:494
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:233
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.
Definition UnitAI.cpp:297
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:274
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4079
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2460
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
Definition ScriptedCreature.cpp:349
void CycleBeamPos(uint8 &beamPosId)
Definition boss_illidan.cpp:718

References _inCutscene, ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, EventProcessor::AddEventAtOffset(), airHoverPos, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), CycleBeamPos(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), eyeBeamPos, FORCED_MOVEMENT_NONE, Position::GetAngle(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_DEMON_FORM, GROUP_PHASE_FLYING, SummonList::HasEntry(), illidanLand, Unit::InterruptNonMeleeSpells(), WorldObject::m_Events, MAX_EYE_BEAM_POS, ScriptedAI::me, MotionMaster::MovePoint(), NPC_FLAME_OF_AZZINOTH, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_FLYING, PHASE_INITIAL, PHASE_LANDING, PHASE_MAIEV, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, SummonList::RemoveNotExisting(), TaskContext::Repeat(), roll_chance_i(), roomCenter, SAY_ILLIDAN_EYE_BLAST, SAY_ILLIDAN_FRENZY, SAY_ILLIDAN_TAUNT, TaskScheduler::Schedule(), ScheduleAbilities(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), Unit::SetControlled(), Unit::SetFacingTo(), SPELL_AGONIZING_FLAMES_SELECTOR, SPELL_CAGE_TRAP, SPELL_CAST_OK, SPELL_DARK_BARRAGE, SPELL_DRAW_SOUL, SPELL_FIREBALL, SPELL_FLAME_BURST, SPELL_FLAME_CRASH, SPELL_FRENZY, SPELL_PARASITIC_SHADOWFIEND, SPELL_SHADOW_BLAST, SPELL_SUMMON_SHADOW_DEMON, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and UNIT_STATE_ROOT.

Referenced by DoAction(), JustEngagedWith(), MovementInform(), and ScheduleAbilities().

◆ ScheduleWipeCheck()

void boss_illidan_stormrage::ScheduleWipeCheck ( )
inlineprivate
706 {
709 {
711 return;
712 }
713
715 }, 5s, GROUP_WIPE_CHECK);
716 }
@ EVADE_REASON_NO_HOSTILES
Definition CreatureAI.h:88
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:591
void EnterEvadeMode(EvadeReason why) override
Definition boss_illidan.cpp:631

References _inCutscene, EventProcessor::AddEventAtOffset(), EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_HOSTILES, GROUP_WIPE_CHECK, WorldObject::m_Events, ScriptedAI::me, ScheduleWipeCheck(), and ScriptedAI::SelectTargetFromPlayerList().

Referenced by JustEngagedWith(), and ScheduleWipeCheck().

Member Data Documentation

◆ _dying

bool boss_illidan_stormrage::_dying
private

◆ _inCutscene

bool boss_illidan_stormrage::_inCutscene
private

◆ beamPosId

uint8 boss_illidan_stormrage::beamPosId
private

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