AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_thekal Struct Reference
Inheritance diagram for boss_thekal:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_thekal (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void SetData (uint32, uint32 data) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damageEffectType, SpellSchoolMask spellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ReviveZealot (uint32 zealotData)
 
void UpdateZealotStatus (uint32 data, bool dead)
 
void CheckPhaseTransition ()
 
- 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 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 _lorkhanDied
 
bool _zathDied
 
bool _enraged
 
bool _wasDead
 

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_thekal()

boss_thekal::boss_thekal ( Creature creature)
inline
69 : BossAI(creature, DATA_THEKAL)
70 {
71 Initialize();
72 }
Definition ScriptedCreature.h:485
void Initialize()
Definition boss_thekal.cpp:74
@ DATA_THEKAL
Definition zulgurub.h:35

References Initialize().

Member Function Documentation

◆ CheckPhaseTransition()

void boss_thekal::CheckPhaseTransition ( )
inline
245 {
247 {
248 scheduler.Schedule(3s, [this](TaskContext /*context*/)
249 {
252
253 scheduler.Schedule(50ms, [this](TaskContext /*context*/)
254 {
256 });
257
258 scheduler.Schedule(6s, [this](TaskContext /*context*/)
259 {
261 me->LoadEquipment(0, true);
262 me->SetFullHealth();
265
266 scheduler.Schedule(30s, [this](TaskContext context)
267 {
269 context.Repeat();
270 }).Schedule(4s, [this](TaskContext context)
271 {
273 context.Repeat(16s, 21s);
274 }).Schedule(12s, [this](TaskContext context)
275 {
276 // charge a random target that is at least 8 yards away (min range of charge is 8 yards)
277 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, -8.0f))
278 {
279 DoCast(target, SPELL_CHARGE);
281 AttackStart(target);
282 }
283 context.Repeat(15s, 22s);
284 }).Schedule(25s, [this](TaskContext context)
285 {
287 context.Repeat(10s, 14s);
288 });
289
290 // schedule Enrage at 20% health
291 ScheduleHealthCheckEvent(20, [this]
292 {
294 });
295 });
296 });
297 }
298 else
299 {
300 scheduler.Schedule(10s, [this](TaskContext /*context*/)
301 {
302 if (!(_wasDead && _lorkhanDied && _zathDied))
303 {
305 }
306 });
307 }
308 }
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:35
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
@ REACT_AGGRESSIVE
Definition Unit.h:568
@ SAY_AGGRO
Definition boss_thekal.cpp:26
@ ACTION_RESSURRECT
Definition boss_thekal.cpp:64
@ SPELL_ENRAGE
Definition boss_thekal.cpp:40
@ SPELL_CHARGE
Definition boss_thekal.cpp:39
@ SPELL_TIGER_FORM
Definition boss_thekal.cpp:46
@ SPELL_FORCEPUNCH
Definition boss_thekal.cpp:41
@ SPELL_FRENZY
Definition boss_thekal.cpp:42
@ SPELL_SUMMONTIGERS
Definition boss_thekal.cpp:36
@ SPELL_RESURRECTION_IMPACT_VISUAL
Definition boss_thekal.cpp:44
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:831
TaskScheduler scheduler
Definition CreatureAI.h:74
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1760
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
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
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
void SetFullHealth()
Definition Unit.h:1126
void SetStandState(uint8 state)
Definition Unit.cpp:13089
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:749
Talk
Definition hyjal.cpp:82
void DoResetThreatList()
Definition ScriptedCreature.cpp:473
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:228
Creature * me
Definition ScriptedCreature.h:281
bool _lorkhanDied
Definition boss_thekal.cpp:311
void DoAction(int32 action) override
Definition boss_thekal.cpp:192
bool _zathDied
Definition boss_thekal.cpp:312
bool _wasDead
Definition boss_thekal.cpp:314

References _lorkhanDied, _wasDead, _zathDied, ACTION_RESSURRECT, ScriptedAI::AttackStart(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), Creature::LoadEquipment(), ScriptedAI::me, Random, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, UnitAI::SelectTarget(), Unit::SetFullHealth(), Creature::SetReactState(), Unit::SetStandState(), SPELL_CHARGE, SPELL_ENRAGE, SPELL_FORCEPUNCH, SPELL_FRENZY, SPELL_RESURRECTION_IMPACT_VISUAL, SPELL_SUMMONTIGERS, SPELL_TIGER_FORM, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

Referenced by DamageTaken(), and SetData().

◆ DamageTaken()

void boss_thekal::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.

171 {
172 if (!me->HasAura(SPELL_TIGER_FORM) && damage >= me->GetHealth())
173 {
174 damage = me->GetHealth() - 1;
175
176 if (!_wasDead)
177 {
181 me->AttackStop();
183 _wasDead = true;
186 }
187 }
188
189 BossAI::DamageTaken(attacker, damage, damageEffectType, spellSchoolMask);
190 }
@ UNIT_STAND_STATE_DEAD
Definition UnitDefines.h:42
@ REACT_PASSIVE
Definition Unit.h:566
@ UNIT_FIELD_FLAGS
Definition UpdateFields.h:117
@ EMOTE_DIES
Definition boss_thekal.cpp:28
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
void SetFlag(uint16 index, uint32 newFlag)
Definition Object.cpp:827
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5982
uint32 GetHealth() const
Definition Unit.h:1108
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7436
void CheckPhaseTransition()
Definition boss_thekal.cpp:244

References _wasDead, Unit::AttackStop(), CheckPhaseTransition(), BossAI::DamageTaken(), ScriptedAI::DoResetThreatList(), EMOTE_DIES, Unit::GetHealth(), Unit::HasAura(), ScriptedAI::me, REACT_PASSIVE, Object::SetFlag(), Creature::SetReactState(), Unit::SetStandState(), SPELL_TIGER_FORM, UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_DEAD.

◆ DoAction()

void boss_thekal::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

193 {
194 if (action == ACTION_RESSURRECT)
195 {
200 me->SetFullHealth();
201 _wasDead = false;
202 }
203 }
@ UNIT_FIELD_BYTES_1
Definition UpdateFields.h:131
void RestoreFaction()
Definition Unit.cpp:14920
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:17323

References _wasDead, ACTION_RESSURRECT, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::RestoreFaction(), Unit::SetFullHealth(), Creature::SetReactState(), Unit::SetUInt32Value(), UNIT_FIELD_BYTES_1, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by CheckPhaseTransition().

◆ Initialize()

void boss_thekal::Initialize ( )
inline
75 {
76 _enraged = false;
77 _wasDead = false;
78 _lorkhanDied = false;
79 _zathDied = false;
80 }
bool _enraged
Definition boss_thekal.cpp:313

References _enraged, _lorkhanDied, _wasDead, and _zathDied.

Referenced by boss_thekal(), and Reset().

◆ JustDied()

void boss_thekal::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

121 {
122 _JustDied();
124
126 {
127 zealot->Kill(zealot, zealot);
128 }
129
130 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
131 {
132 zealot->Kill(zealot, zealot);
133 }
134 }
@ SAY_DEATH
Definition boss_thekal.cpp:27
InstanceScript *const instance
Definition ScriptedCreature.h:492
void _JustDied()
Definition ScriptedCreature.cpp:664
Definition Creature.h:47
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
@ DATA_LORKHAN
Definition zulgurub.h:41
@ DATA_ZATH
Definition zulgurub.h:42

References BossAI::_JustDied(), DATA_LORKHAN, DATA_ZATH, InstanceScript::GetCreature(), BossAI::instance, and SAY_DEATH.

◆ JustEngagedWith()

void boss_thekal::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

137 {
139
141 scheduler.Schedule(4s, [this](TaskContext context)
142 {
144 context.Repeat(15s, 20s);
145 }).Schedule(9s, [this](TaskContext context)
146 {
148 context.Repeat(20s, 25s);
149 }).Schedule(16s, [this](TaskContext context)
150 {
152 context.Repeat(20s, 28s);
153 });
154 }
@ SPELL_BLOODLUST
Definition boss_thekal.cpp:50
@ SPELL_SILENCE
Definition boss_thekal.cpp:45
@ SPELL_MORTALCLEAVE
Definition boss_thekal.cpp:43
void _JustEngagedWith()
Definition ScriptedCreature.cpp:677
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45

References BossAI::_JustEngagedWith(), TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_BLOODLUST, SPELL_MORTALCLEAVE, and SPELL_SILENCE.

◆ Reset()

void boss_thekal::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

83 {
84 _Reset();
85 Initialize();
86
88
93 me->LoadEquipment(1, true);
94
96 {
97 zealot->AI()->Reset();
98 }
99
100 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
101 {
102 zealot->AI()->Reset();
103 }
104
105 // emote idle loop
106 scheduler.Schedule(5s, 25s, [this](TaskContext context)
107 {
108 // pick a random emote from the list of available emotes
110 RAND(
114 )
115 );
116 context.Repeat(5s, 25s);
117 });
118 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
@ EMOTE_ONESHOT_POINT
Definition SharedDefines.h:1923
@ EMOTE_ONESHOT_FLEX
Definition SharedDefines.h:1921
@ EMOTE_ONESHOT_TALK
Definition SharedDefines.h:1901
void _Reset()
Definition ScriptedCreature.cpp:644
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition Object.cpp:842
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5157
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2172

References BossAI::_Reset(), TaskScheduler::CancelAll(), DATA_LORKHAN, DATA_ZATH, EMOTE_ONESHOT_FLEX, EMOTE_ONESHOT_POINT, EMOTE_ONESHOT_TALK, InstanceScript::GetCreature(), Unit::HandleEmoteCommand(), Initialize(), BossAI::instance, Creature::LoadEquipment(), ScriptedAI::me, RAND(), REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveFlag(), TaskContext::Repeat(), TaskScheduler::Schedule(), CreatureAI::scheduler, Creature::SetReactState(), Unit::SetStandState(), SPELL_FRENZY, UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

◆ ReviveZealot()

void boss_thekal::ReviveZealot ( uint32  zealotData)
inline
223 {
224 if (Creature* zealot = instance->GetCreature(zealotData))
225 {
226 zealot->Respawn(true);
227 zealot->SetInCombatWithZone();
228 UpdateZealotStatus(zealotData, false);
229 }
230 }
void UpdateZealotStatus(uint32 data, bool dead)
Definition boss_thekal.cpp:232

References InstanceScript::GetCreature(), BossAI::instance, and UpdateZealotStatus().

Referenced by SetData().

◆ SetData()

void boss_thekal::SetData ( uint32  ,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

157 {
158 UpdateZealotStatus(data, true);
160
161 scheduler.Schedule(10s, [this, data](TaskContext /*context*/)
162 {
163 if (!_lorkhanDied || !_zathDied || !_wasDead)
164 {
165 ReviveZealot(data);
166 }
167 });
168 }
void ReviveZealot(uint32 zealotData)
Definition boss_thekal.cpp:222

References _lorkhanDied, _wasDead, _zathDied, CheckPhaseTransition(), ReviveZealot(), TaskScheduler::Schedule(), CreatureAI::scheduler, and UpdateZealotStatus().

◆ UpdateAI()

void boss_thekal::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

206 {
207 if (me->IsInCombat() && !UpdateVictim())
208 {
209 return;
210 }
211 else if (me->IsInCombat())
212 {
213 scheduler.Update(diff,
214 std::bind(&BossAI::DoMeleeAttackIfReady, this));
215 }
216 else
217 {
218 scheduler.Update(diff);
219 }
220 }
bool UpdateVictim()
Definition CreatureAI.cpp:353
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
bool IsInCombat() const
Definition Unit.h:935

References UnitAI::DoMeleeAttackIfReady(), Unit::IsInCombat(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

◆ UpdateZealotStatus()

void boss_thekal::UpdateZealotStatus ( uint32  data,
bool  dead 
)
inline
233 {
234 if (data == DATA_LORKHAN)
235 {
236 _lorkhanDied = dead;
237 }
238 else if (data == DATA_ZATH)
239 {
240 _zathDied = dead;
241 }
242 }

References _lorkhanDied, _zathDied, DATA_LORKHAN, and DATA_ZATH.

Referenced by ReviveZealot(), and SetData().

Member Data Documentation

◆ _enraged

bool boss_thekal::_enraged
private

Referenced by Initialize().

◆ _lorkhanDied

bool boss_thekal::_lorkhanDied
private

◆ _wasDead

bool boss_thekal::_wasDead
private

◆ _zathDied

bool boss_thekal::_zathDied
private

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