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

Public Member Functions

 boss_the_beast (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void SetData (uint32 type, uint32) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void FindNearbyOrcs ()
 
- 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 void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
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

bool _beastReached
 
bool _orcYelled
 
GuidVector _nearbyOrcsGUIDs
 

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_the_beast()

boss_the_beast::boss_the_beast ( Creature creature)
inline
95: BossAI(creature, DATA_THE_BEAST), _beastReached(false), _orcYelled(false) {}
@ DATA_THE_BEAST
Definition blackrock_spire.h:43
Definition ScriptedCreature.h:485
bool _orcYelled
Definition boss_the_beast.cpp:237
bool _beastReached
Definition boss_the_beast.cpp:236

Member Function Documentation

◆ FindNearbyOrcs()

void boss_the_beast::FindNearbyOrcs ( )
inline
227 {
228 std::list<Creature*> temp;
230 for (Creature* creature : temp)
231 if (creature->IsAlive())
232 _nearbyOrcsGUIDs.push_back(creature->GetGUID());
233 }
@ NPC_BLACKHAND_ELITE
Definition boss_the_beast.cpp:51
Definition Creature.h:47
virtual ObjectGuid GetGUID(int32=0) const
Definition UnitAI.h:221
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition Object.cpp:2560
Creature * me
Definition ScriptedCreature.h:281
GuidVector _nearbyOrcsGUIDs
Definition boss_the_beast.cpp:238

References _nearbyOrcsGUIDs, WorldObject::GetCreatureListWithEntryInGrid(), ScriptedAI::me, and NPC_BLACKHAND_ELITE.

Referenced by SetData().

◆ JustEngagedWith()

void boss_the_beast::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

106 {
108 events.ScheduleEvent(EVENT_FLAME_BREAK, 12s);
109 events.ScheduleEvent(EVENT_IMMOLATE, 3s);
110 events.ScheduleEvent(EVENT_TERRIFYING_ROAR, 23s);
111 events.ScheduleEvent(EVENT_BERSERKER_CHARGE, 2s);
112 events.ScheduleEvent(EVENT_FIREBALL, 8s, 21s);
113 events.ScheduleEvent(EVENT_FIREBLAST, 5s, 8s);
114 }
events
Definition boss_sartura.cpp:43
@ EVENT_IMMOLATE
Definition boss_the_beast.cpp:38
@ EVENT_FIREBALL
Definition boss_the_beast.cpp:41
@ EVENT_FIREBLAST
Definition boss_the_beast.cpp:42
@ EVENT_BERSERKER_CHARGE
Definition boss_the_beast.cpp:40
@ EVENT_FLAME_BREAK
Definition boss_the_beast.cpp:37
@ EVENT_TERRIFYING_ROAR
Definition boss_the_beast.cpp:39
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677

References BossAI::_JustEngagedWith(), EVENT_BERSERKER_CHARGE, EVENT_FIREBALL, EVENT_FIREBLAST, EVENT_FLAME_BREAK, EVENT_IMMOLATE, and EVENT_TERRIFYING_ROAR.

◆ Reset()

void boss_the_beast::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

98 {
99 _Reset();
100
101 if (_beastReached)
103 }
@ BEAST_MOVEMENT_ID
Definition boss_the_beast.cpp:49
void _Reset()
Definition ScriptedCreature.cpp:644
void MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource=PathSource::WAYPOINT_MGR)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:913
MotionMaster * GetMotionMaster()
Definition Unit.h:1758

References _beastReached, BossAI::_Reset(), BEAST_MOVEMENT_ID, Unit::GetMotionMaster(), ScriptedAI::me, and MotionMaster::MoveWaypoint().

◆ SetData()

void boss_the_beast::SetData ( uint32  type,
uint32   
)
inlineoverridevirtual

vector still empty, creatures are missing

Reimplemented from UnitAI.

117 {
118 switch (type)
119 {
120 case DATA_BEAST_ROOM:
121 {
122 if (!_orcYelled)
123 {
124 if (_nearbyOrcsGUIDs.empty())
126
128 if (_nearbyOrcsGUIDs.empty())
129 return;
130
131 _orcYelled = true;
132
133 bool yelled = false;
134 for (ObjectGuid guid : _nearbyOrcsGUIDs)
135 {
136 if (Creature* orc = ObjectAccessor::GetCreature(*me, guid))
137 {
138 if (!yelled)
139 {
140 yelled = true;
141 orc->AI()->Talk(SAY_BLACKHAND_DOOMED);
142 }
143
144 orc->m_Events.AddEventAtOffset(new OrcMoveEvent(orc), 3s);
145 orc->m_Events.AddEventAtOffset(new OrcDeathEvent(orc), 9s);
146 }
147 }
148 }
149 break;
150 }
152 {
153 if (!_beastReached)
154 {
155 _beastReached = true;
157
158 // There is a chance player logged in between areatriggers (realm crash or restart)
159 // executing part of script which happens when player enters boss room
160 // otherwise we will see weird behaviour when someone steps on the previous areatrigger (dead mob yelling/moving)
162 }
163 break;
164 }
165 }
166 }
@ DATA_BEAST_ROOM
Definition boss_the_beast.cpp:48
@ DATA_BEAST_REACHED
Definition boss_the_beast.cpp:47
@ SAY_BLACKHAND_DOOMED
Definition boss_the_beast.cpp:53
Definition ObjectGuid.h:118
Definition boss_the_beast.cpp:76
Definition boss_the_beast.cpp:59
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
void FindNearbyOrcs()
Definition boss_the_beast.cpp:226
void SetData(uint32 type, uint32) override
Definition boss_the_beast.cpp:116

References _beastReached, _nearbyOrcsGUIDs, _orcYelled, BEAST_MOVEMENT_ID, DATA_BEAST_REACHED, DATA_BEAST_ROOM, FindNearbyOrcs(), ObjectAccessor::GetCreature(), Unit::GetMotionMaster(), ScriptedAI::me, MotionMaster::MoveWaypoint(), SAY_BLACKHAND_DOOMED, and SetData().

Referenced by SetData().

◆ UpdateAI()

void boss_the_beast::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

169 {
170 if (!UpdateVictim())
171 return;
172
174 {
176 return;
177 }
178
179 events.Update(diff);
180
182 return;
183
184 while (uint32 eventId = events.ExecuteEvent())
185 {
186 switch (eventId)
187 {
190 events.ScheduleEvent(EVENT_FLAME_BREAK, 10s);
191 break;
192 case EVENT_IMMOLATE:
194 events.ScheduleEvent(EVENT_IMMOLATE, 8s);
195 break;
198 events.ScheduleEvent(EVENT_TERRIFYING_ROAR, 20s);
199 break;
201 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 38.f, true))
203 events.ScheduleEvent(EVENT_BERSERKER_CHARGE, 15s, 23s);
204 break;
205 case EVENT_FIREBALL:
207 events.ScheduleEvent(EVENT_FIREBALL, 8s, 21s);
208 if (events.GetTimeUntilEvent(EVENT_FIREBLAST) < 3s)
209 events.RescheduleEvent(EVENT_FIREBLAST, 3s);
210 break;
211 case EVENT_FIREBLAST:
213 events.ScheduleEvent(EVENT_FIREBLAST, 5s, 8s);
214 if (events.GetTimeUntilEvent(EVENT_FIREBALL) < 3s)
215 events.RescheduleEvent(EVENT_FIREBALL, 3s);
216 break;
217 }
218
220 return;
221 }
222
224 }
std::uint32_t uint32
Definition Define.h:107
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
static constexpr float FirewalPositionY
Definition boss_the_beast.cpp:91
@ SPELL_FIREBLAST
Definition boss_the_beast.cpp:31
@ SPELL_FLAMEBREAK
Definition boss_the_beast.cpp:26
@ SPELL_FIREBALL
Definition boss_the_beast.cpp:30
@ SPELL_IMMOLATE
Definition boss_the_beast.cpp:27
@ SPELL_TERRIFYINGROAR
Definition boss_the_beast.cpp:28
@ SPELL_BERSERKER_CHARGE
Definition boss_the_beast.cpp:29
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
bool UpdateVictim()
Definition CreatureAI.cpp:353
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.
Definition UnitAI.cpp:296
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:277
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
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
float GetPositionY() const
Definition Position.h:122

References UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), BossAI::EnterEvadeMode(), EVENT_BERSERKER_CHARGE, EVENT_FIREBALL, EVENT_FIREBLAST, EVENT_FLAME_BREAK, EVENT_IMMOLATE, EVENT_TERRIFYING_ROAR, FirewalPositionY, Position::GetPositionY(), Unit::HasUnitState(), ScriptedAI::me, Random, UnitAI::SelectTarget(), SPELL_BERSERKER_CHARGE, SPELL_FIREBALL, SPELL_FIREBLAST, SPELL_FLAMEBREAK, SPELL_IMMOLATE, SPELL_TERRIFYINGROAR, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _beastReached

bool boss_the_beast::_beastReached
private

Referenced by Reset(), and SetData().

◆ _nearbyOrcsGUIDs

GuidVector boss_the_beast::_nearbyOrcsGUIDs
private

Referenced by FindNearbyOrcs(), and SetData().

◆ _orcYelled

bool boss_the_beast::_orcYelled
private

Referenced by SetData().


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