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

Public Member Functions

 boss_freya (Creature *pCreature)
 
void Reset () override
 
void KilledUnit (Unit *victim) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void SpellHit (Unit *, SpellInfo const *spellInfo) override
 
void JustSummoned (Creature *cr) override
 
void SpawnWave ()
 
void DoAction (int32 param) override
 
uint32 GetData (uint32 param) const override
 
void JustReachedHome () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void SpellHitTarget (Unit *target, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
bool CheckEvadeIfOutOfCombatArea () 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 (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)
 
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 SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

uint8 _waveNumber
 
uint8 _trioKilled
 
uint8 _spawnedAmount
 
uint8 _lumberjacked
 
bool _respawningTrio
 
bool _backToNature
 
uint8 _deforestation
 
ObjectGuid _elderGUID [3]
 
- Public Attributes inherited from BossAI
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
- 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_freya()

boss_freya::boss_freya ( Creature pCreature)
inline
203 : BossAI(pCreature, BOSS_FREYA)
204 {
205 if (!me->IsAlive())
207 }
@ DONE
Definition InstanceScript.h:61
Definition ScriptedCreature.h:485
InstanceScript *const instance
Definition ScriptedCreature.h:492
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:390
bool IsAlive() const
Definition Unit.h:1793
Creature * me
Definition ScriptedCreature.h:281
@ BOSS_FREYA
Definition ulduar.h:38

References BOSS_FREYA, DONE, BossAI::instance, Unit::IsAlive(), ScriptedAI::me, and InstanceScript::SetBossState().

Member Function Documentation

◆ CheckEvadeIfOutOfCombatArea()

bool boss_freya::CheckEvadeIfOutOfCombatArea ( ) const
inlineoverridevirtual

Reimplemented from ScriptedAI.

591 {
592 return me->GetPositionX() < 2135.0f;
593 }
float GetPositionX() const
Definition Position.h:121

References Position::GetPositionX(), and ScriptedAI::me.

◆ DamageTaken()

void boss_freya::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.

252 {
253 if (damage >= me->GetHealth())
254 {
255 damage = 0;
257 {
259
264 me->AttackStop();
265 events.Reset();
266
268 events.Reset();
269
270 uint8 _elderCount = 0;
271 for (uint8 i = 0; i < 3; ++i)
272 {
273 if (!_elderGUID[i])
274 continue;
275
277 e->DespawnOrUnsummon();
278
279 ++_elderCount;
280 }
281
283 chestId -= 2 * _elderCount; // offset
284
285 if (GameObject* go = me->SummonGameObject(chestId, 2345.61f, -71.20f, 425.104f, 3.0f, 0, 0, 0, 0, 0))
286 {
287 go->ReplaceAllGameObjectFlags((GameObjectFlags)0);
288 go->SetLootRecipient(me->GetMap());
289 }
290
291 // Defeat credit
292 me->CastSpell(me, 65074, true); // credit
294
295 scheduler.Schedule(14s, [this](TaskContext /*context*/)
296 {
298 });
299 }
300 }
301 }
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
GameObjectFlags
Definition SharedDefines.h:1608
@ FACTION_FRIENDLY
Definition SharedDefines.h:189
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:258
@ REACT_PASSIVE
Definition Unit.h:566
@ SAY_DEATH
Definition boss_freya.cpp:153
events
Definition boss_sartura.cpp:43
SummonList summons
Definition ScriptedCreature.h:539
TaskScheduler scheduler
Definition CreatureAI.h:74
Definition Creature.h:47
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
Definition GameObject.h:120
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
Definition TaskScheduler.h:421
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
void SetFaction(uint32 faction)
Definition Unit.cpp:7056
uint32 GetHealth() const
Definition Unit.h:1108
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1350
void RemoveAllAuras()
Definition Unit.cpp:5580
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7436
Map * GetMap() const
Definition Object.h:625
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition Object.cpp:2408
Talk
Definition hyjal.cpp:82
@ SPELL_TELEPORT
Definition karazhan.cpp:36
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition ScriptedCreature.h:408
ObjectGuid _elderGUID[3]
Definition boss_freya.cpp:217
@ GO_FREYA_CHEST_HERO
Definition ulduar.h:233
@ GO_FREYA_CHEST
Definition ulduar.h:232

References _elderGUID, Unit::AttackStop(), BOSS_FREYA, Unit::CastSpell(), SummonList::DespawnAll(), UnitAI::DoCastSelf(), DONE, FACTION_FRIENDLY, InstanceScript::GetBossState(), ObjectAccessor::GetCreature(), Unit::GetHealth(), WorldObject::GetMap(), GO_FREYA_CHEST, GO_FREYA_CHEST_HERO, BossAI::instance, ScriptedAI::me, ScriptedAI::RAID_MODE(), REACT_PASSIVE, Unit::RemoveAllAuras(), SAY_DEATH, TaskScheduler::Schedule(), CreatureAI::scheduler, InstanceScript::SetBossState(), Unit::SetFaction(), Creature::SetReactState(), Unit::SetUnitFlag(), SPELL_TELEPORT, WorldObject::SummonGameObject(), BossAI::summons, and UNIT_FLAG_NON_ATTACKABLE.

◆ DoAction()

void boss_freya::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

351 {
352 if (param == ACTION_LUMBERJACKED)
353 {
355 if (_lumberjacked == 1)
357 else if (_lumberjacked == 3)
359 return;
360 }
361
362 if (param == ACTION_RESPAWN_TRIO)
363 {
364 if (!_respawningTrio)
365 {
366 _respawningTrio = true;
367 events.ScheduleEvent(EVENT_FREYA_RESPAWN_TRIO, 10s);
368 }
369
370 ++_trioKilled;
371 return;
372 }
373
374 // Deforestation Achievement Counter
375 if (param == ACTION_REMOVE_10_STACK)
376 {
378 if (_deforestation >= 6)
380 // do not return
381 }
382
384 {
385 // Back to Nature achievement
386 if (aur->GetStackAmount() - param < 25)
387 _backToNature = false;
388
389 if (aur->GetStackAmount() > param)
390 aur->SetStackAmount(aur->GetStackAmount() - param);
391 else // Aura out of stack
392 {
393 events.ScheduleEvent(EVENT_FREYA_NATURE_BOMB, 5s);
394 events.SetPhase(EVENT_PHASE_FINAL);
395 aur->Remove();
396 return;
397 }
398 }
399 }
@ ACHIEVEMENT_TIMED_TYPE_EVENT
Definition DBCEnums.h:110
@ ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET
Definition DBCEnums.h:142
@ ACTION_RESPAWN_TRIO
Definition boss_freya.cpp:189
@ ACTION_LUMBERJACKED
Definition boss_freya.cpp:190
@ ACTION_REMOVE_10_STACK
Definition boss_freya.cpp:186
@ EVENT_PHASE_FINAL
Definition boss_freya.cpp:193
@ CRITERIA_LUMBERJACKED
Definition boss_freya.cpp:198
@ EVENT_FREYA_NATURE_BOMB
Definition boss_freya.cpp:107
@ EVENT_FREYA_RESPAWN_TRIO
Definition boss_freya.cpp:114
@ SPELL_DEFORESTATION_CREDIT
Definition boss_freya.cpp:99
@ SPELL_ATTUNED_TO_NATURE
Definition boss_freya.cpp:36
Definition SpellAuras.h:87
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1=0, uint32 miscValue2=0, Unit *unit=nullptr)
Definition InstanceScript.cpp:661
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition InstanceScript.cpp:670
Aura * GetAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5842
uint8 _deforestation
Definition boss_freya.cpp:215
bool _respawningTrio
Definition boss_freya.cpp:213
uint8 _lumberjacked
Definition boss_freya.cpp:212
bool _backToNature
Definition boss_freya.cpp:214
uint8 _trioKilled
Definition boss_freya.cpp:210

References _backToNature, _deforestation, _lumberjacked, _respawningTrio, _trioKilled, ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, ACHIEVEMENT_TIMED_TYPE_EVENT, ACTION_LUMBERJACKED, ACTION_REMOVE_10_STACK, ACTION_RESPAWN_TRIO, CRITERIA_LUMBERJACKED, InstanceScript::DoStartTimedAchievement(), InstanceScript::DoUpdateAchievementCriteria(), EVENT_FREYA_NATURE_BOMB, EVENT_FREYA_RESPAWN_TRIO, EVENT_PHASE_FINAL, Unit::GetAura(), BossAI::instance, ScriptedAI::me, SPELL_ATTUNED_TO_NATURE, and SPELL_DEFORESTATION_CREDIT.

◆ GetData()

uint32 boss_freya::GetData ( uint32  param) const
inlineoverridevirtual

Reimplemented from UnitAI.

402 {
403 if (param == DATA_GET_ELDER_COUNT)
404 {
405 uint8 _count = 0;
406 for (uint8 i = 0; i < 3; ++i)
407 if (_elderGUID[i])
408 ++_count;
409
410 return _count;
411 }
412 if (param == DATA_BACK_TO_NATURE)
413 return _backToNature;
414
415 return 0;
416 }
@ DATA_BACK_TO_NATURE
Definition boss_freya.cpp:196
@ DATA_GET_ELDER_COUNT
Definition boss_freya.cpp:195

References _backToNature, _elderGUID, DATA_BACK_TO_NATURE, and DATA_GET_ELDER_COUNT.

◆ JustEngagedWith()

void boss_freya::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

421 {
422 me->setActive(true);
426 aur->SetStackAmount(150);
427
428 events.ScheduleEvent(EVENT_FREYA_ADDS_SPAM, 10s, 0, EVENT_PHASE_ADDS);
429 events.ScheduleEvent(EVENT_FREYA_LIFEBINDER, 30s);
430 events.ScheduleEvent(EVENT_FREYA_SUNBEAM, 17s);
431 events.ScheduleEvent(EVENT_FREYA_BERSERK, 10min);
432 events.SetPhase(EVENT_PHASE_ADDS);
433
436
437 // HARD MODE CHECKS
439 if (elder && elder->IsAlive())
440 {
441 elder->CastSpell(elder, SPELL_DRAINED_OF_POWER, true);
442 elder->CastSpell(elder, SPELL_STONEBARK_ESSENCE, true);
443 elder->SetInCombatWithZone();
444
445 events.ScheduleEvent(EVENT_FREYA_GROUND_TREMOR, 35s);
446 _elderGUID[0] = elder->GetGUID();
447 }
448
450 if (elder && elder->IsAlive())
451 {
452 elder->CastSpell(elder, SPELL_DRAINED_OF_POWER, true);
453 elder->CastSpell(elder, SPELL_IRONBRANCH_ESSENCE, true);
454 elder->SetInCombatWithZone();
455
456 events.ScheduleEvent(EVENT_FREYA_IRON_ROOT, 20s);
457 _elderGUID[1] = elder->GetGUID();
458 }
459
461 if (elder && elder->IsAlive())
462 {
463 elder->CastSpell(elder, SPELL_DRAINED_OF_POWER, true);
464 elder->CastSpell(elder, SPELL_BRIGHTLEAF_ESSENCE, true);
465 elder->SetInCombatWithZone();
466
467 events.ScheduleEvent(EVENT_FREYA_UNSTABLE_SUN_BEAM, 1min);
468 _elderGUID[2] = elder->GetGUID();
469 }
470
471 if (_elderGUID[0] || _elderGUID[1] || _elderGUID[2])
472 {
474 }
475 else
476 {
478 }
479 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ EVENT_PHASE_ADDS
Definition boss_freya.cpp:192
@ EVENT_FREYA_LIFEBINDER
Definition boss_freya.cpp:106
@ EVENT_FREYA_ADDS_SPAM
Definition boss_freya.cpp:105
@ EVENT_FREYA_BERSERK
Definition boss_freya.cpp:109
@ EVENT_FREYA_SUNBEAM
Definition boss_freya.cpp:108
@ EVENT_FREYA_GROUND_TREMOR
Definition boss_freya.cpp:111
@ EVENT_FREYA_UNSTABLE_SUN_BEAM
Definition boss_freya.cpp:113
@ EVENT_FREYA_IRON_ROOT
Definition boss_freya.cpp:112
@ SAY_AGGRO_WITH_ELDER
Definition boss_freya.cpp:151
@ SAY_AGGRO
Definition boss_freya.cpp:150
@ SPELL_IRONBRANCH_ESSENCE
Definition boss_freya.cpp:54
@ SPELL_DRAINED_OF_POWER
Definition boss_freya.cpp:52
@ SPELL_BRIGHTLEAF_ESSENCE
Definition boss_freya.cpp:55
@ SPELL_STONEBARK_ESSENCE
Definition boss_freya.cpp:53
@ SPELL_TOUCH_OF_EONAR
Definition boss_freya.cpp:35
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2789
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:15088
void setActive(bool isActiveObject)
Definition Object.cpp:1082
@ DATA_ELDER_BRIGHTLEAF
Definition ulduar.h:123
@ DATA_ELDER_IRONBRANCH
Definition ulduar.h:121
@ DATA_ELDER_STONEBARK
Definition ulduar.h:122

References _elderGUID, Unit::AddAura(), BOSS_FREYA, Unit::CastSpell(), DATA_ELDER_BRIGHTLEAF, DATA_ELDER_IRONBRANCH, DATA_ELDER_STONEBARK, DONE, EVENT_FREYA_ADDS_SPAM, EVENT_FREYA_BERSERK, EVENT_FREYA_GROUND_TREMOR, EVENT_FREYA_IRON_ROOT, EVENT_FREYA_LIFEBINDER, EVENT_FREYA_SUNBEAM, EVENT_FREYA_UNSTABLE_SUN_BEAM, EVENT_PHASE_ADDS, InstanceScript::GetBossState(), InstanceScript::GetCreature(), Object::GetGUID(), IN_PROGRESS, BossAI::instance, Unit::IsAlive(), ScriptedAI::me, SAY_AGGRO, SAY_AGGRO_WITH_ELDER, WorldObject::setActive(), InstanceScript::SetBossState(), Creature::SetInCombatWithZone(), SPELL_ATTUNED_TO_NATURE, SPELL_BRIGHTLEAF_ESSENCE, SPELL_DRAINED_OF_POWER, SPELL_IRONBRANCH_ESSENCE, SPELL_STONEBARK_ESSENCE, and SPELL_TOUCH_OF_EONAR.

◆ JustReachedHome()

void boss_freya::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

418{ _JustReachedHome(); me->setActive(false); }
void _JustReachedHome()
Definition ScriptedCreature.h:534

References BossAI::_JustReachedHome(), ScriptedAI::me, and WorldObject::setActive().

◆ JustSummoned()

void boss_freya::JustSummoned ( Creature cr)
inlineoverridevirtual

Reimplemented from CreatureAI.

313 {
315 {
318 }
320 }
@ NPC_FREYA_UNSTABLE_SUN_BEAM
Definition boss_freya.cpp:168
@ SPELL_UNSTABLE_SUN_FREYA_DAMAGE
Definition boss_freya.cpp:48
@ SPELL_UNSTABLE_SUN_VISUAL
Definition boss_freya.cpp:49
void JustSummoned(Creature *summon) override
Definition ScriptedCreature.cpp:725
uint32 GetEntry() const
Definition Object.h:117

References Unit::CastSpell(), Object::GetEntry(), BossAI::JustSummoned(), NPC_FREYA_UNSTABLE_SUN_BEAM, SPELL_UNSTABLE_SUN_FREYA_DAMAGE, and SPELL_UNSTABLE_SUN_VISUAL.

◆ KilledUnit()

void boss_freya::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

244 {
245 if (!victim->IsPlayer() || urand(0, 2))
246 return;
247
248 Talk(SAY_SLAY);
249 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ SAY_SLAY
Definition boss_freya.cpp:152
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), SAY_SLAY, and urand().

◆ Reset()

void boss_freya::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

220 {
221 _Reset();
222
223 for (uint8 i = 0; i < 3; ++i)
224 {
225 if (!_elderGUID[i])
226 continue;
227
229 elder->AI()->EnterEvadeMode();
230
231 _elderGUID[i].Clear();
232 }
233
234 _lumberjacked = 0;
235 _spawnedAmount = 0;
236 _trioKilled = 0;
237 _waveNumber = urand(1, 3);
238 _respawningTrio = false;
239 _backToNature = true;
240 _deforestation = 0;
241 }
void _Reset()
Definition ScriptedCreature.cpp:644
void Clear()
Definition ObjectGuid.h:138
uint8 _spawnedAmount
Definition boss_freya.cpp:211
uint8 _waveNumber
Definition boss_freya.cpp:209

References _backToNature, _deforestation, _elderGUID, _lumberjacked, BossAI::_Reset(), _respawningTrio, _spawnedAmount, _trioKilled, _waveNumber, ObjectGuid::Clear(), ObjectAccessor::GetCreature(), ScriptedAI::me, and urand().

◆ SpawnWave()

void boss_freya::SpawnWave ( )
inline
323 {
324 _waveNumber = _waveNumber == 1 ? 3 : _waveNumber - 1;
326
327 // Wave of three
328 if (_waveNumber == 1)
329 {
334 }
335 // Ancient Conservator
336 else if (_waveNumber == 2)
337 {
340 }
341 // Detonating Lashers
342 else if (_waveNumber == 3)
343 {
345 for (uint8 i = 0; i < 10; ++i)
347 }
348 }
@ TEMPSUMMON_CORPSE_DESPAWN
Definition Object.h:53
@ NPC_ANCIENT_WATER_SPIRIT
Definition boss_freya.cpp:173
@ NPC_STORM_LASHER
Definition boss_freya.cpp:172
@ NPC_DETONATING_LASHER
Definition boss_freya.cpp:181
@ NPC_ANCIENT_CONSERVATOR
Definition boss_freya.cpp:177
@ NPC_SNAPLASHER
Definition boss_freya.cpp:174
@ SAY_SUMMON_CONSERVATOR
Definition boss_freya.cpp:155
@ SAY_SUMMON_TRIO
Definition boss_freya.cpp:156
@ SAY_SUMMON_LASHERS
Definition boss_freya.cpp:157
@ EMOTE_ALLIES_OF_NATURE
Definition boss_freya.cpp:159
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2394
float GetMapHeight(float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
Definition Object.cpp:3086
float GetPositionZ() const
Definition Position.h:123
float GetPositionY() const
Definition Position.h:122

References _waveNumber, EMOTE_ALLIES_OF_NATURE, WorldObject::GetMapHeight(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), ScriptedAI::me, NPC_ANCIENT_CONSERVATOR, NPC_ANCIENT_WATER_SPIRIT, NPC_DETONATING_LASHER, NPC_SNAPLASHER, NPC_STORM_LASHER, SAY_SUMMON_CONSERVATOR, SAY_SUMMON_LASHERS, SAY_SUMMON_TRIO, WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_DESPAWN, and urand().

Referenced by UpdateAI().

◆ SpellHit()

void boss_freya::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

304 {
305 if (spellInfo->Id == SPELL_TELEPORT)
306 {
309 }
310 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2126
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ EVENT_KEEPER_TELEPORTED
Definition ulduar.h:351

References Creature::DespawnOrUnsummon(), DONE, EVENT_KEEPER_TELEPORTED, SpellInfo::Id, BossAI::instance, ScriptedAI::me, ZoneScript::SetData(), and SPELL_TELEPORT.

◆ SpellHitTarget()

void boss_freya::SpellHitTarget ( Unit target,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

482 {
483 if (spell->Id == SPELL_NATURE_BOMB_FLIGHT)
484 me->SummonCreature(NPC_NATURE_BOMB, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
485 }
@ NPC_NATURE_BOMB
Definition boss_freya.cpp:166
@ SPELL_NATURE_BOMB_FLIGHT
Definition boss_freya.cpp:39

References Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), SpellInfo::Id, ScriptedAI::me, NPC_NATURE_BOMB, SPELL_NATURE_BOMB_FLIGHT, and WorldObject::SummonCreature().

◆ UpdateAI()

void boss_freya::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

488 {
489 scheduler.Update(diff);
490 if (!UpdateVictim())
491 return;
492
493 events.Update(diff);
495 return;
496
497 switch (events.ExecuteEvent())
498 {
500 if (_spawnedAmount < 6)
501 SpawnWave();
503 {
505 events.ScheduleEvent(EVENT_FREYA_NATURE_BOMB, 5s);
506 events.SetPhase(EVENT_PHASE_FINAL);
507 return;
508 }
510 events.Repeat(1min);
511 break;
513 {
515 events.Repeat(45s);
516 float x, y, z;
517 for (uint8 i = 0; i < 10; ++i)
518 {
519 x = me->GetPositionX() + urand(7, 25);
520 y = me->GetPositionY() + urand(7, 25);
521 z = me->GetMapHeight(x, y, me->GetPositionZ());
522 if (me->IsWithinLOS(x, y, z))
523 {
524 me->CastSpell(x, y, z, SPELL_SUMMON_LIFEBINDER, true);
525 return;
526 }
527 }
528
530 break;
531 }
534 me->CastSpell(target, SPELL_SUNBEAM, false);
535 events.Repeat(15s, 20s);
536 break;
538 _deforestation = 0;
539 _respawningTrio = false;
540 if (_trioKilled < 3)
542
543 _trioKilled = 0;
544 break;
546 {
547 uint8 _minCount = me->GetMap()->Is25ManRaid() ? urand(7, 10) : urand(3, 4);
548 Map::PlayerList const& pList = me->GetMap()->GetPlayers();
549 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
550 {
551 if (me->GetDistance(itr->GetSource()) > 70 || !itr->GetSource()->IsAlive())
552 continue;
553
554 me->CastSpell(itr->GetSource(), SPELL_NATURE_BOMB_FLIGHT, true);
555
556 if (!(--_minCount))
557 break;
558 }
559 events.Repeat(18s);
560 break;
561 }
564 me->CastSpell(me, SPELL_BERSERK, true);
565 break;
569 events.Repeat(25s, 35s);
570 break;
574 events.Repeat(45s, 55s);
575 break;
578 if (Is25ManRaid())
579 {
582 }
583 events.Repeat(38s, 48s);
584 break;
585 }
586
588 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:51
@ SPELLVALUE_MAX_TARGETS
Definition SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ EMOTE_IRON_ROOTS
Definition boss_freya.cpp:161
@ EMOTE_GROUND_TREMOR
Definition boss_freya.cpp:160
@ EMOTE_LIFEBINDERS_GIFT
Definition boss_freya.cpp:158
@ SAY_BERSERK
Definition boss_freya.cpp:154
@ SPELL_SUNBEAM
Definition boss_freya.cpp:38
@ SPELL_IRON_ROOTS_FREYA
Definition boss_freya.cpp:46
@ SPELL_BERSERK
Definition boss_freya.cpp:42
@ SPELL_SUMMON_LIFEBINDER
Definition boss_freya.cpp:37
@ SPELL_GROUND_TREMOR_FREYA
Definition boss_freya.cpp:45
bool UpdateVictim()
Definition CreatureAI.cpp:353
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
bool Is25ManRaid() const
Definition Map.h:300
PlayerList const & GetPlayers() const
Definition Map.h:326
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:102
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
Definition Unit.h:664
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5024
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1407
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS) const
Definition Object.cpp:1382
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1295
bool Is25ManRaid() const
Definition ScriptedCreature.h:389
void SpawnWave()
Definition boss_freya.cpp:322

References _deforestation, _respawningTrio, _spawnedAmount, _trioKilled, ACTION_RESPAWN_TRIO, MapRefMgr::begin(), Unit::CastCustomSpell(), Unit::CastSpell(), SummonList::DoAction(), UnitAI::DoMeleeAttackIfReady(), EMOTE_GROUND_TREMOR, EMOTE_IRON_ROOTS, EMOTE_LIFEBINDERS_GIFT, MapRefMgr::end(), EVENT_FREYA_ADDS_SPAM, EVENT_FREYA_BERSERK, EVENT_FREYA_GROUND_TREMOR, EVENT_FREYA_IRON_ROOT, EVENT_FREYA_LIFEBINDER, EVENT_FREYA_NATURE_BOMB, EVENT_FREYA_RESPAWN_TRIO, EVENT_FREYA_SUNBEAM, EVENT_FREYA_UNSTABLE_SUN_BEAM, EVENT_PHASE_FINAL, Unit::GetAura(), WorldObject::GetDistance(), WorldObject::GetMap(), WorldObject::GetMapHeight(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::HasUnitState(), ScriptedAI::Is25ManRaid(), Map::Is25ManRaid(), WorldObject::IsWithinLOS(), ScriptedAI::me, NPC_FREYA_UNSTABLE_SUN_BEAM, Random, Unit::RemoveAura(), SAY_BERSERK, CreatureAI::scheduler, UnitAI::SelectTarget(), SpawnWave(), SPELL_ATTUNED_TO_NATURE, SPELL_BERSERK, SPELL_GROUND_TREMOR_FREYA, SPELL_IRON_ROOTS_FREYA, SPELL_NATURE_BOMB_FLIGHT, SPELL_SUMMON_LIFEBINDER, SPELL_SUNBEAM, SPELLVALUE_MAX_TARGETS, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, UNIT_STATE_CASTING, TaskScheduler::Update(), CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ _backToNature

bool boss_freya::_backToNature

Referenced by DoAction(), GetData(), and Reset().

◆ _deforestation

uint8 boss_freya::_deforestation

Referenced by DoAction(), Reset(), and UpdateAI().

◆ _elderGUID

ObjectGuid boss_freya::_elderGUID[3]

◆ _lumberjacked

uint8 boss_freya::_lumberjacked

Referenced by DoAction(), and Reset().

◆ _respawningTrio

bool boss_freya::_respawningTrio

Referenced by DoAction(), Reset(), and UpdateAI().

◆ _spawnedAmount

uint8 boss_freya::_spawnedAmount

Referenced by Reset(), and UpdateAI().

◆ _trioKilled

uint8 boss_freya::_trioKilled

Referenced by DoAction(), Reset(), and UpdateAI().

◆ _waveNumber

uint8 boss_freya::_waveNumber

Referenced by Reset(), and SpawnWave().


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