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boss_the_lich_king::boss_the_lich_kingAI Struct Reference
Inheritance diagram for boss_the_lich_king::boss_the_lich_kingAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_the_lich_kingAI (Creature *creature)
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *target) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
bool CanAIAttack (Unit const *target) const override
 
void KilledUnit (Unit *victim) override
 
void DoAction (int32 action) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDies (Creature *summon, Unit *) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void SpellHitTarget (Unit *, SpellInfo const *spell) override
 
void MovementInform (uint32 type, uint32 pointId) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
uint32 GetData (uint32 type) const override
 
void SetData (uint32 type, uint32 value) override
 
void EnterEvadeMode (EvadeReason why) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
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 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 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 _phase
 
uint32 _necroticPlagueStack
 
uint32 _vileSpiritExplosions
 
uint16 _positionCheckTimer
 
uint32 _lastTalkTimeKill
 
uint32 _lastTalkTimeBuff
 
bool _bFrostmournePhase
 
bool _bFordringMustFallYell
 
- 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_the_lich_kingAI()

boss_the_lich_king::boss_the_lich_kingAI::boss_the_lich_kingAI ( Creature creature)
inline
630 : BossAI(creature, DATA_THE_LICH_KING)
631 {
633 me->SetImmuneToPC(true);
635 }
@ REACT_PASSIVE
Definition Unit.h:566
@ SPELL_EMOTE_SIT_NO_SHEATH
Definition boss_the_lich_king.cpp:84
Definition ScriptedCreature.h:485
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:15117
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10623
@ DATA_THE_LICH_KING
Definition icecrown_citadel.h:98
Creature * me
Definition ScriptedCreature.h:281

References Unit::AddAura(), ScriptedAI::me, REACT_PASSIVE, Unit::SetImmuneToPC(), Creature::SetReactState(), and SPELL_EMOTE_SIT_NO_SHEATH.

Member Function Documentation

◆ CanAIAttack()

bool boss_the_lich_king::boss_the_lich_kingAI::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

713 {
714 return me->IsVisible() && IsValidPlatformTarget(target) && !target->GetVehicle();
715 }
bool IsValidPlatformTarget(Unit const *target)
Definition boss_the_lich_king.cpp:357
bool IsVisible() const
Definition Unit.h:2014

References Unit::GetVehicle(), IsValidPlatformTarget(), Unit::IsVisible(), and ScriptedAI::me.

◆ DamageTaken()

void boss_the_lich_king::boss_the_lich_kingAI::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.

765 {
766 if (!attacker || (_bFrostmournePhase && attacker->GetExactDistSq(495.708f, -2523.76f, 1049.95f) > 40.0f * 40.0f)) // frostmourne room, prevent exploiting (tele hack to get back and damage him)
767 {
768 damage = 0;
769 return;
770 }
771
773 {
776 me->AttackStop();
777 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
780 return;
781 }
782
784 {
787 me->AttackStop();
788 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
791 return;
792 }
793
795 {
801 events.Reset();
804 me->AttackStop();
805 me->CombatStop(true);
808 me->CastSpell((Unit*)nullptr, SPELL_FURY_OF_FROSTMOURNE, false);
809 me->SetWalk(true);
810
812 tirion->AI()->DoAction(ACTION_OUTRO);
813 return;
814 }
815
816 if (_phase == PHASE_OUTRO)
817 {
818 if (!me->IsLevitating())
819 damage = me->GetHealth() > 1 ? 1 : 0;
820 else if (damage >= me->GetHealth()) // dying...
821 {
822 damage = me->GetHealth() - 1;
823 me->SetDisableGravity(false);
825 if (Creature* frostmourne = me->FindNearestCreature(NPC_FROSTMOURNE_TRIGGER, 50.0f))
826 frostmourne->DespawnOrUnsummon(1ms);
828 terenas->DespawnOrUnsummon(1ms);
829
830 me->m_Events.AddEventAtOffset(new LichKingDeathEvent(*me), 2500ms); // die after spinning anim is over, so death anim is visible
832 }
833
834 if (!_bFordringMustFallYell && me->GetHealth() < 500000)
835 {
838 {
839 tirion->AI()->Talk(SAY_TIRION_OUTRO_3);
840 }
841 }
842 }
843 else if (damage >= me->GetHealth())
844 damage = me->GetHealth() - 1;
845 }
@ AREA_THE_FROZEN_THRONE
Definition AreaDefines.h:176
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
events
Definition boss_sartura.cpp:43
@ EVENT_GROUP_ABILITIES
Definition boss_the_lich_king.cpp:287
@ MUSIC_FURY_OF_FROSTMOURNE
Definition boss_the_lich_king.cpp:346
@ ACTION_TELEPORT_BACK
Definition boss_the_lich_king.cpp:336
@ ACTION_OUTRO
Definition boss_the_lich_king.cpp:334
@ SPELL_FURY_OF_FROSTMOURNE
Definition boss_the_lich_king.cpp:91
@ PHASE_ONE
Definition boss_the_lich_king.cpp:296
@ PHASE_TRANSITION
Definition boss_the_lich_king.cpp:299
@ PHASE_OUTRO
Definition boss_the_lich_king.cpp:301
@ PHASE_THREE
Definition boss_the_lich_king.cpp:298
@ PHASE_TWO
Definition boss_the_lich_king.cpp:297
@ POINT_CENTER_2
Definition boss_the_lich_king.cpp:322
@ POINT_CENTER_1
Definition boss_the_lich_king.cpp:321
@ SAY_TIRION_OUTRO_3
Definition boss_the_lich_king.cpp:68
Position const CenterPosition
Definition boss_the_lich_king.cpp:307
InstanceScript *const instance
Definition ScriptedCreature.h:492
SummonList summons
Definition ScriptedCreature.h:539
Definition Creature.h:47
void SetRegeneratingHealth(bool enable)
Definition Creature.h:328
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3323
Definition ScriptedCreature.h:168
void AddEventAtOffset(BasicEvent *event, Milliseconds offset, uint8 eventGroup=0)
Definition EventProcessor.h:108
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:111
Definition boss_the_lich_king.cpp:560
Definition boss_the_lich_king.cpp:576
void SetZoneMusic(uint32 zoneId, uint32 musicId)
Definition Map.cpp:3183
void MoveFall(uint32 id=0, bool addFlagForNPC=false)
The unit will fall. Used when in the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:688
void MovePoint(uint32 id, const Position &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:240
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:102
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
Definition Unit.h:664
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4316
MotionMaster * GetMotionMaster()
Definition Unit.h:1759
bool IsLevitating() const
Definition Unit.h:1707
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:1375
bool HasUnitState(const uint32 f) const
Definition Unit.h:736
void SetDisableGravity(bool disable)
Definition Unit.cpp:16497
void CombatStop(bool includingCast=false, bool mutualPvP=true)
Definition Unit.cpp:7486
void SetIsCombatDisallowed(bool value)
Definition Unit.h:969
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7453
Map * GetMap() const
Definition Object.h:625
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2498
EventProcessor m_Events
Definition Object.h:736
@ NPC_FROSTMOURNE_TRIGGER
Definition icecrown_citadel.h:365
@ NPC_TERENAS_MENETHIL_OUTRO
Definition icecrown_citadel.h:366
@ NPC_STRANGULATE_VEHICLE
Definition icecrown_citadel.h:361
@ DATA_HIGHLORD_TIRION_FORDRING
Definition icecrown_citadel.h:128
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:210
bool HealthAbovePct(uint32 pct) const
Definition ScriptedCreature.h:369
bool HealthBelowPct(uint32 pct) const
Definition ScriptedCreature.h:368
bool _bFordringMustFallYell
Definition boss_the_lich_king.cpp:644
uint8 _phase
Definition boss_the_lich_king.cpp:637
bool _bFrostmournePhase
Definition boss_the_lich_king.cpp:643

References _bFordringMustFallYell, _bFrostmournePhase, _phase, ACTION_OUTRO, ACTION_TELEPORT_BACK, EventProcessor::AddEventAtOffset(), AREA_THE_FROZEN_THRONE, Unit::AttackStop(), Unit::CastSpell(), CenterPosition, Unit::CombatStop(), DATA_HIGHLORD_TIRION_FORDRING, SummonList::DespawnAll(), SummonList::DoAction(), EVENT_GROUP_ABILITIES, WorldObject::FindNearestCreature(), ObjectAccessor::GetCreature(), Position::GetExactDistSq(), InstanceScript::GetGuidData(), Unit::GetHealth(), WorldObject::GetMap(), Unit::GetMotionMaster(), Unit::HasUnitState(), ScriptedAI::HealthAbovePct(), ScriptedAI::HealthBelowPct(), BossAI::instance, Unit::InterruptNonMeleeSpells(), Unit::IsLevitating(), WorldObject::m_Events, ScriptedAI::me, MotionMaster::MoveFall(), MotionMaster::MovePoint(), MUSIC_FURY_OF_FROSTMOURNE, NPC_FROSTMOURNE_TRIGGER, NPC_STRANGULATE_VEHICLE, NPC_TERENAS_MENETHIL_OUTRO, PHASE_ONE, PHASE_OUTRO, PHASE_THREE, PHASE_TRANSITION, PHASE_TWO, POINT_CENTER_1, POINT_CENTER_2, REACT_PASSIVE, SAY_TIRION_OUTRO_3, Unit::SetDisableGravity(), Unit::SetIsCombatDisallowed(), Creature::SetReactState(), Creature::SetRegeneratingHealth(), Creature::SetWalk(), Map::SetZoneMusic(), SPELL_FURY_OF_FROSTMOURNE, BossAI::summons, and UNIT_STATE_CASTING.

◆ DoAction()

void boss_the_lich_king::boss_the_lich_kingAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

732 {
733 switch (action)
734 {
738 break;
740 events.ScheduleEvent(EVENT_START_ATTACK, 5250ms);
741 break;
747 tirion->AI()->DoAction(ACTION_BREAK_FROSTMOURNE);
748 break;
750 {
752 events.RescheduleEvent(EVENT_START_ATTACK, 1s);
755 if (!IsHeroic() && _phase != PHASE_OUTRO && me->IsInCombat() && _lastTalkTimeBuff + 5 <= GameTime::GetGameTime().count())
757 }
758 break;
759 default:
760 break;
761 }
762 }
@ EQUIP_BROKEN_FROSTMOURNE
Definition boss_the_lich_king.cpp:350
@ ACTION_BREAK_FROSTMOURNE
Definition boss_the_lich_king.cpp:335
@ ACTION_START_ATTACK
Definition boss_the_lich_king.cpp:333
@ SPELL_SUMMON_BROKEN_FROSTMOURNE_2
Definition boss_the_lich_king.cpp:100
@ SPELL_SUMMON_BROKEN_FROSTMOURNE
Definition boss_the_lich_king.cpp:99
@ PHASE_FROSTMOURNE
Definition boss_the_lich_king.cpp:300
@ SAY_LK_FROSTMOURNE_ESCAPE
Definition boss_the_lich_king.cpp:48
@ EVENT_START_ATTACK
Definition boss_the_lich_king.cpp:235
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade)
Definition Map.cpp:3209
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, Milliseconds fadeInTime)
Definition Map.cpp:3218
bool IsInCombat() const
Definition Unit.h:935
@ WEATHER_STATE_FINE
Definition Weather.h:47
Talk
Definition hyjal.cpp:82
@ ACTION_RESTORE_LIGHT
Definition icecrown_citadel.h:537
Seconds GetGameTime()
Definition GameTime.cpp:38
bool IsHeroic() const
Definition ScriptedCreature.h:383
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition ScriptedCreature.cpp:557
uint32 _lastTalkTimeBuff
Definition boss_the_lich_king.cpp:642

References _lastTalkTimeBuff, _phase, ACTION_BREAK_FROSTMOURNE, ACTION_RESTORE_LIGHT, ACTION_START_ATTACK, ACTION_TELEPORT_BACK, AREA_THE_FROZEN_THRONE, Unit::CastSpell(), DATA_HIGHLORD_TIRION_FORDRING, SummonList::DoAction(), EQUIP_BROKEN_FROSTMOURNE, EVENT_START_ATTACK, ObjectAccessor::GetCreature(), GameTime::GetGameTime(), InstanceScript::GetGuidData(), WorldObject::GetMap(), BossAI::instance, ScriptedAI::IsHeroic(), Unit::IsInCombat(), ScriptedAI::me, NPC_STRANGULATE_VEHICLE, PHASE_FROSTMOURNE, PHASE_OUTRO, SAY_LK_FROSTMOURNE_ESCAPE, ScriptedAI::SetEquipmentSlots(), Map::SetZoneOverrideLight(), Map::SetZoneWeather(), SPELL_SUMMON_BROKEN_FROSTMOURNE, SPELL_SUMMON_BROKEN_FROSTMOURNE_2, BossAI::summons, and WEATHER_STATE_FINE.

Referenced by JustDied(), and Reset().

◆ EnterEvadeMode()

void boss_the_lich_king::boss_the_lich_kingAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

1260 {
1262 return;
1263
1270
1272 tirion->DespawnOrUnsummon();
1273 }
@ FAIL
Definition InstanceScript.h:60
@ REACT_AGGRESSIVE
Definition Unit.h:568
@ SPELL_KILL_FROSTMOURNE_PLAYERS
Definition boss_the_lich_king.cpp:164
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:396

References _phase, ACTION_TELEPORT_BACK, Unit::CastSpell(), DATA_HIGHLORD_TIRION_FORDRING, DATA_THE_LICH_KING, SummonList::DoAction(), BossAI::EnterEvadeMode(), FAIL, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, ScriptedAI::me, NPC_STRANGULATE_VEHICLE, PHASE_FROSTMOURNE, PHASE_OUTRO, REACT_AGGRESSIVE, InstanceScript::SetBossState(), Creature::SetReactState(), SPELL_KILL_FROSTMOURNE_PLAYERS, and BossAI::summons.

Referenced by JustEngagedWith().

◆ GetData()

uint32 boss_the_lich_king::boss_the_lich_kingAI::GetData ( uint32  type) const
inlineoverridevirtual

Reimplemented from UnitAI.

1230 {
1231 switch (type)
1232 {
1233 case DATA_PLAGUE_STACK:
1234 return _necroticPlagueStack;
1235 case DATA_VILE:
1236 return _vileSpiritExplosions;
1237 default:
1238 break;
1239 }
1240
1241 return 0;
1242 }
#define DATA_PLAGUE_STACK
Definition boss_the_lich_king.cpp:354
#define DATA_VILE
Definition boss_the_lich_king.cpp:355
uint32 _vileSpiritExplosions
Definition boss_the_lich_king.cpp:639
uint32 _necroticPlagueStack
Definition boss_the_lich_king.cpp:638

References _necroticPlagueStack, _vileSpiritExplosions, DATA_PLAGUE_STACK, and DATA_VILE.

◆ JustDied()

void boss_the_lich_king::boss_the_lich_kingAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

682 {
683 _JustDied();
685 me->PlayDirectSound(17374);
686 }
void _JustDied()
Definition ScriptedCreature.cpp:664
void PlayDirectSound(uint32 sound_id, Player *target=nullptr)
Definition Object.cpp:2956
void DoAction(int32 action) override
Definition boss_the_lich_king.cpp:731

References BossAI::_JustDied(), ACTION_RESTORE_LIGHT, DoAction(), ScriptedAI::me, and WorldObject::PlayDirectSound().

◆ JustEngagedWith()

void boss_the_lich_king::boss_the_lich_kingAI::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

689 {
690 if (!instance->CheckRequiredBosses(DATA_THE_LICH_KING, target->ToPlayer()) || !me->IsVisible())
691 {
694 return;
695 }
696
699 me->setActive(true);
702
703 events.ScheduleEvent(EVENT_BERSERK, 15min, EVENT_GROUP_BERSERK);
706 events.ScheduleEvent(EVENT_INFEST, 5s, EVENT_GROUP_ABILITIES);
707 events.ScheduleEvent(EVENT_NECROTIC_PLAGUE, 30s, 31s, EVENT_GROUP_ABILITIES);
708 if (IsHeroic())
709 events.ScheduleEvent(EVENT_SHADOW_TRAP, 15s + 500ms, EVENT_GROUP_ABILITIES);
710 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ EVENT_GROUP_BERSERK
Definition boss_the_lich_king.cpp:288
@ EVENT_SUMMON_SHAMBLING_HORROR
Definition boss_the_lich_king.cpp:240
@ EVENT_SHADOW_TRAP
Definition boss_the_lich_king.cpp:244
@ EVENT_NECROTIC_PLAGUE
Definition boss_the_lich_king.cpp:243
@ EVENT_INFEST
Definition boss_the_lich_king.cpp:242
@ EVENT_BERSERK
Definition boss_the_lich_king.cpp:234
@ EVENT_SUMMON_DRUDGE_GHOUL
Definition boss_the_lich_king.cpp:241
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2850
void DoCastSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:705
virtual bool CheckRequiredBosses(uint32, Player const *=nullptr) const
Definition InstanceScript.h:265
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5171
void setActive(bool isActiveObject)
Definition Object.cpp:1082
@ LIGHT_S_HAMMER_TELEPORT
Definition icecrown_citadel.h:74
void EnterEvadeMode(EvadeReason why) override
Definition boss_the_lich_king.cpp:1259

References _phase, InstanceScript::CheckRequiredBosses(), DATA_THE_LICH_KING, InstanceScript::DoCastSpellOnPlayers(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_GROUP_ABILITIES, EVENT_GROUP_BERSERK, EVENT_INFEST, EVENT_NECROTIC_PLAGUE, EVENT_SHADOW_TRAP, EVENT_SUMMON_DRUDGE_GHOUL, EVENT_SUMMON_SHAMBLING_HORROR, IN_PROGRESS, BossAI::instance, ScriptedAI::IsHeroic(), Unit::IsVisible(), LIGHT_S_HAMMER_TELEPORT, ScriptedAI::me, PHASE_ONE, Unit::RemoveAurasDueToSpell(), WorldObject::setActive(), InstanceScript::SetBossState(), Creature::SetInCombatWithZone(), SPELL_EMOTE_SIT_NO_SHEATH, and Object::ToPlayer().

◆ JustSummoned()

void boss_the_lich_king::boss_the_lich_kingAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

848 {
850 {
851 return;
852 }
853
854 switch (summon->GetEntry())
855 {
857 case NPC_DRUDGE_GHOUL:
859 summon->CastSpell(summon, SPELL_RISEN_WITCH_DOCTOR_SPAWN, true);
862 summon->m_Events.AddEventAtOffset(new StartMovementEvent(me, summon), 5s);
863 break;
866 break;
867 case NPC_VILE_SPIRIT:
868 {
870 summon->GetMotionMaster()->MoveRandom(10.0f);
871 if (_phase == PHASE_THREE)
872 summon->m_Events.AddEventAtOffset(new VileSpiritActivateEvent(summon), 15s);
873 break;
874 }
876 summons.Summon(summon);
877 return;
878 case NPC_DEFILE:
880 summon->m_positionZ = 840.86f;
881 summon->UpdatePosition(summon->GetPositionX(), summon->GetPositionY(), summon->GetPositionZ(), summon->GetOrientation(), true);
882 summon->StopMovingOnCurrentPos();
883 break;
885 if (_phase == PHASE_THREE || events.HasTimeUntilEvent(EVENT_QUAKE_2))
886 summon->DespawnOrUnsummon(1ms);
887 break;
888 default:
889 break;
890 }
891
892 BossAI::JustSummoned(summon);
893 }
@ EMOTE_ONESHOT_EMERGE
Definition SharedDefines.h:2047
@ SPELL_RISEN_WITCH_DOCTOR_SPAWN
Definition boss_the_lich_king.cpp:126
@ EVENT_QUAKE_2
Definition boss_the_lich_king.cpp:237
void JustSummoned(Creature *summon) override
Definition ScriptedCreature.cpp:725
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:347
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2186
void MoveRandom(float wanderDistance=0.0f)
Enable a random movement in desired range around the unit. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:244
uint32 GetEntry() const
Definition Object.h:117
Definition boss_the_lich_king.cpp:494
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:15996
void StopMovingOnCurrentPos()
Definition Unit.cpp:13062
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2197
Definition boss_the_lich_king.cpp:517
@ NPC_RAGING_SPIRIT
Definition icecrown_citadel.h:355
@ NPC_VALKYR_SHADOWGUARD
Definition icecrown_citadel.h:358
@ NPC_SHAMBLING_HORROR
Definition icecrown_citadel.h:352
@ NPC_HIGHLORD_TIRION_FORDRING_LK
Definition icecrown_citadel.h:348
@ NPC_VILE_SPIRIT
Definition icecrown_citadel.h:359
@ NPC_DEFILE
Definition icecrown_citadel.h:356
@ NPC_SHADOW_TRAP_TRIGGER
Definition icecrown_citadel.h:357
@ NPC_DRUDGE_GHOUL
Definition icecrown_citadel.h:353
float m_positionZ
Definition Position.h:57
float GetPositionZ() const
Definition Position.h:123
float GetOrientation() const
Definition Position.h:124
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References _phase, EventProcessor::AddEventAtOffset(), Unit::CastSpell(), CenterPosition, Creature::DespawnOrUnsummon(), EMOTE_ONESHOT_EMERGE, EVENT_QUAKE_2, Object::GetEntry(), Unit::GetMotionMaster(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::HandleEmoteCommand(), BossAI::JustSummoned(), WorldObject::m_Events, Position::m_positionZ, ScriptedAI::me, MotionMaster::MoveRandom(), NPC_DEFILE, NPC_DRUDGE_GHOUL, NPC_HIGHLORD_TIRION_FORDRING_LK, NPC_RAGING_SPIRIT, NPC_SHADOW_TRAP_TRIGGER, NPC_SHAMBLING_HORROR, NPC_STRANGULATE_VEHICLE, NPC_VALKYR_SHADOWGUARD, NPC_VILE_SPIRIT, PHASE_THREE, REACT_PASSIVE, Creature::SetHomePosition(), Creature::SetReactState(), SPELL_RISEN_WITCH_DOCTOR_SPAWN, Unit::StopMovingOnCurrentPos(), SummonList::Summon(), BossAI::summons, and Unit::UpdatePosition().

◆ KilledUnit()

void boss_the_lich_king::boss_the_lich_kingAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

723 {
724 if (victim->IsPlayer() && !me->IsInEvadeMode() && _phase != PHASE_OUTRO && _lastTalkTimeKill + 5 < GameTime::GetGameTime().count())
725 {
728 }
729 }
@ SAY_LK_KILL
Definition boss_the_lich_king.cpp:50
bool IsInEvadeMode() const
Definition Creature.h:138
bool IsPlayer() const
Definition Object.h:201
uint32 _lastTalkTimeKill
Definition boss_the_lich_king.cpp:641

References _lastTalkTimeKill, _phase, GameTime::GetGameTime(), Creature::IsInEvadeMode(), Object::IsPlayer(), ScriptedAI::me, PHASE_OUTRO, and SAY_LK_KILL.

◆ MovementInform()

void boss_the_lich_king::boss_the_lich_kingAI::MovementInform ( uint32  type,
uint32  pointId 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

933 {
934 if (type != POINT_MOTION_TYPE)
935 return;
936
937 switch (pointId)
938 {
939 case POINT_CENTER_1:
940 me->SetFacingTo(0.0f);
944 //events.DelayEvents(62500ms, EVENT_GROUP_BERSERK); // delay berserk timer, its not ticking during phase transitions, 15mins on movies
945 events.ScheduleEvent(EVENT_QUAKE, 62s + 500ms);
949 break;
950 case POINT_CENTER_2:
951 me->SetFacingTo(0.0f);
956 //events.DelayEvents(62500ms, EVENT_GROUP_BERSERK); // delay berserk timer, its not ticking during phase transitions, 15 mins on movies
957 events.ScheduleEvent(EVENT_QUAKE_2, 62s + 500ms);
961 break;
962 default:
963 break;
964 }
965 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ MUSIC_SPECIAL
Definition boss_the_lich_king.cpp:345
@ SPELL_REMORSELESS_WINTER_2
Definition boss_the_lich_king.cpp:112
@ SPELL_REMORSELESS_WINTER_1
Definition boss_the_lich_king.cpp:111
@ SAY_LK_REMORSELESS_WINTER
Definition boss_the_lich_king.cpp:44
@ EVENT_SUMMON_ICE_SPHERE
Definition boss_the_lich_king.cpp:246
@ EVENT_SUMMON_RAGING_SPIRIT
Definition boss_the_lich_king.cpp:247
@ EVENT_PAIN_AND_SUFFERING
Definition boss_the_lich_king.cpp:245
@ EVENT_QUAKE
Definition boss_the_lich_king.cpp:236
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:55
void SetFacingTo(float ori)
Definition Unit.cpp:16446

References AREA_THE_FROZEN_THRONE, Unit::CastSpell(), SummonList::DespawnEntry(), EVENT_GROUP_ABILITIES, EVENT_PAIN_AND_SUFFERING, EVENT_QUAKE, EVENT_QUAKE_2, EVENT_SUMMON_ICE_SPHERE, EVENT_SUMMON_RAGING_SPIRIT, WorldObject::GetMap(), ScriptedAI::me, MUSIC_SPECIAL, NPC_VALKYR_SHADOWGUARD, POINT_CENTER_1, POINT_CENTER_2, POINT_MOTION_TYPE, SAY_LK_REMORSELESS_WINTER, Unit::SetFacingTo(), Map::SetZoneMusic(), SPELL_REMORSELESS_WINTER_1, SPELL_REMORSELESS_WINTER_2, and BossAI::summons.

◆ Reset()

void boss_the_lich_king::boss_the_lich_kingAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

647 {
651 _positionCheckTimer = 5000;
654 _bFrostmournePhase = false;
658
659 _Reset();
661 SetEquipmentSlots(true);
662 if (me->IsImmuneToPC())
664
666
667 // Reset The Frozen Throne gameobjects
670 Cell::VisitObjects(me, worker, 333.0f);
671
673 me->SetImmuneToPC(true);
676
679 }
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:56
@ UNIT_STAND_STATE_SIT
Definition UnitDefines.h:36
Position const TirionSpawn
Definition boss_the_lich_king.cpp:308
@ PHASE_NONE
Definition boss_the_lich_king.cpp:294
void _Reset()
Definition ScriptedCreature.cpp:644
Definition boss_the_lich_king.cpp:459
void SetStandState(uint8 state)
Definition Unit.cpp:13115
bool IsImmuneToPC() const
Definition Unit.h:927
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:2393
Definition GridNotifiers.h:357
static void VisitObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:165
uint16 _positionCheckTimer
Definition boss_the_lich_king.cpp:640

References _bFordringMustFallYell, _bFrostmournePhase, _lastTalkTimeBuff, _lastTalkTimeKill, _necroticPlagueStack, _phase, _positionCheckTimer, BossAI::_Reset(), _vileSpiritExplosions, ACTION_RESTORE_LIGHT, Unit::AddAura(), DATA_HIGHLORD_TIRION_FORDRING, DoAction(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), BossAI::instance, Unit::IsImmuneToPC(), ScriptedAI::me, NPC_HIGHLORD_TIRION_FORDRING_LK, PHASE_NONE, REACT_PASSIVE, ScriptedAI::SetEquipmentSlots(), Unit::SetImmuneToPC(), Unit::SetIsCombatDisallowed(), Creature::SetReactState(), Creature::SetRegeneratingHealth(), Unit::SetStandState(), SPELL_EMOTE_SIT_NO_SHEATH, WorldObject::SummonCreature(), TEMPSUMMON_MANUAL_DESPAWN, TirionSpawn, UNIT_STAND_STATE_SIT, and Cell::VisitObjects().

◆ SetData()

void boss_the_lich_king::boss_the_lich_kingAI::SetData ( uint32  type,
uint32  value 
)
inlineoverridevirtual

Reimplemented from UnitAI.

1245 {
1246 switch (type)
1247 {
1248 case DATA_PLAGUE_STACK:
1249 _necroticPlagueStack = std::max(value, _necroticPlagueStack);
1250 break;
1251 case DATA_VILE:
1252 _vileSpiritExplosions += value;
1253 break;
1254 default:
1255 break;
1256 }
1257 }

References _necroticPlagueStack, _vileSpiritExplosions, DATA_PLAGUE_STACK, and DATA_VILE.

◆ SpellHit()

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

Reimplemented from CreatureAI.

914 {
915 if (spell->Id == sSpellMgr->GetSpellIdForDifficulty(SPELL_HARVESTED_SOUL_LK_BUFF, me) && me->IsInCombat() && !IsHeroic() && _phase != PHASE_OUTRO && _lastTalkTimeBuff + 5 <= GameTime::GetGameTime().count())
916 {
919 }
920 }
#define sSpellMgr
Definition SpellMgr.h:836
@ SPELL_HARVESTED_SOUL_LK_BUFF
Definition boss_the_lich_king.cpp:165
@ SAY_LK_FROSTMOURNE_KILL
Definition boss_the_lich_king.cpp:49

References _lastTalkTimeBuff, _phase, GameTime::GetGameTime(), SpellInfo::Id, ScriptedAI::IsHeroic(), Unit::IsInCombat(), ScriptedAI::me, PHASE_OUTRO, SAY_LK_FROSTMOURNE_KILL, SPELL_HARVESTED_SOUL_LK_BUFF, and sSpellMgr.

◆ SpellHitTarget()

void boss_the_lich_king::boss_the_lich_kingAI::SpellHitTarget ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

◆ SummonedCreatureDies()

void boss_the_lich_king::boss_the_lich_kingAI::SummonedCreatureDies ( Creature summon,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

896 {
897 switch (summon->GetEntry())
898 {
900 case NPC_DRUDGE_GHOUL:
901 case NPC_ICE_SPHERE:
904 case NPC_VILE_SPIRIT:
905 summon->ToTempSummon()->SetTimer(5000);
907 break;
908 default:
909 break;
910 }
911 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:51
void SetTempSummonType(TempSummonType type)
Definition TemporarySummon.cpp:287
void SetTimer(uint32 t)
Definition TemporarySummon.h:69
TempSummon * ToTempSummon()
Definition Unit.h:731
@ NPC_ICE_SPHERE
Definition icecrown_citadel.h:354

References Object::GetEntry(), NPC_DRUDGE_GHOUL, NPC_ICE_SPHERE, NPC_RAGING_SPIRIT, NPC_SHAMBLING_HORROR, NPC_VALKYR_SHADOWGUARD, NPC_VILE_SPIRIT, TempSummon::SetTempSummonType(), TempSummon::SetTimer(), TEMPSUMMON_TIMED_DESPAWN, and Unit::ToTempSummon().

◆ UpdateAI()

void boss_the_lich_king::boss_the_lich_kingAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

968 {
969 if (_phase == PHASE_NONE)
970 return;
971
972 // check phase first to prevent updating victim and entering evade mode when not wanted
973 if (!((1 << _phase) & PHASE_MASK_NO_VICTIM))
974 if (!UpdateVictim())
975 return;
976
977 // handle falling players so they don't fall infinitely
978 if (_positionCheckTimer <= diff)
979 {
980 _positionCheckTimer = 5000;
981 Map::PlayerList const& players = me->GetMap()->GetPlayers();
982 if (!players.IsEmpty())
983 for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
984 if (Player* player = itr->GetSource())
985 if (player->GetPositionZ() < 700.0f)
986 Unit::Kill(me, player);
987 }
988 else
989 _positionCheckTimer -= diff;
990
991 events.Update(diff);
992
993 // during Remorseless Winter phases The Lich King is channeling a spell, but we must continue casting other spells
995 return;
996
997 switch (events.ExecuteEvent())
998 {
999 case EVENT_BERSERK:
1001 me->CastSpell(me, SPELL_BERSERK2, true);
1002 break;
1003 case EVENT_START_ATTACK:
1006 {
1007 _bFrostmournePhase = false;
1009 events.RescheduleEvent(EVENT_DEFILE, 0ms, EVENT_GROUP_ABILITIES);
1010 events.RescheduleEvent(EVENT_SOUL_REAPER, 7s, 12s, EVENT_GROUP_ABILITIES);
1011
1012 for (SummonList::iterator i = summons.begin(); i != summons.end(); ++i)
1013 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
1014 if (summon->GetEntry() == NPC_RAGING_SPIRIT)
1015 summon->SetReactState(REACT_AGGRESSIVE);
1016 }
1017 break;
1018 case EVENT_QUAKE:
1019 _phase = PHASE_TWO;
1020 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
1021 events.ScheduleEvent(EVENT_INFEST, 14s, EVENT_GROUP_ABILITIES);
1023 events.ScheduleEvent(EVENT_SOUL_REAPER, 40s, EVENT_GROUP_ABILITIES);
1024 events.ScheduleEvent(EVENT_DEFILE, 38s, EVENT_GROUP_ABILITIES);
1025
1028 me->SetFacingTo(0.0f);
1029 me->CastSpell((Unit*)nullptr, SPELL_QUAKE, false);
1032 break;
1033 case EVENT_QUAKE_2:
1035 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
1036 events.ScheduleEvent(EVENT_SOUL_REAPER, 40s, EVENT_GROUP_ABILITIES);
1037 events.ScheduleEvent(EVENT_DEFILE, 38s, EVENT_GROUP_ABILITIES);
1040
1043 me->SetFacingTo(0.0f);
1044 me->CastSpell((Unit*)nullptr, SPELL_QUAKE, false);
1047 break;
1048
1049 // ABILITIES:
1054 break;
1058 break;
1059 case EVENT_INFEST:
1060 me->CastSpell(me, SPELL_INFEST, false);
1061 events.ScheduleEvent(EVENT_INFEST, 22s + 500ms, EVENT_GROUP_ABILITIES);
1062 break;
1064 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, NecroticPlagueTargetCheck(me, sSpellMgr->GetSpellIdForDifficulty(SPELL_NECROTIC_PLAGUE, me), sSpellMgr->GetSpellIdForDifficulty(SPELL_NECROTIC_PLAGUE_JUMP, me))))
1065 {
1067 me->CastSpell(target, SPELL_NECROTIC_PLAGUE, false);
1068 events.ScheduleEvent(EVENT_NECROTIC_PLAGUE, 30s, 31s, EVENT_GROUP_ABILITIES);
1069 }
1070 else
1072 break;
1073 case EVENT_SHADOW_TRAP:
1074 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, ShadowTrapLKTargetSelector(me, true, true, 100.0f)))
1075 me->CastSpell(target, SPELL_SHADOW_TRAP, false);
1076 events.ScheduleEvent(EVENT_SHADOW_TRAP, 15s + 500ms, EVENT_GROUP_ABILITIES);
1077 break;
1079 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1080 {
1081 //events.DelayEventsToMax(500ms, EVENT_GROUP_ABILITIES);
1082 me->SetFacingTo(me->GetAngle(target));
1083 me->CastSpell(target, SPELL_PAIN_AND_SUFFERING, false);
1084 }
1085 events.Repeat((IsHeroic() ? randtime(1250ms, 1750ms) : randtime(1750ms, 2250ms)));
1086 break;
1088 me->CastSpell((Unit*)nullptr, SPELL_SUMMON_ICE_SPHERE, false);
1090 break;
1092 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
1093 me->CastSpell(target, SPELL_RAGING_SPIRIT, false);
1094 events.ScheduleEvent(EVENT_SUMMON_RAGING_SPIRIT, (!HealthAbovePct(40) ? 15s : 20s), EVENT_GROUP_ABILITIES);
1095 break;
1096 case EVENT_DEFILE:
1097 {
1098 Milliseconds evTime = events.GetTimeUntilEvent(EVENT_SUMMON_VALKYR);
1099 // if defile (cast time 2sec) is less than 3 before valkyr appears
1100 // we've to decide
1101 if (evTime < 5s)
1102 {
1103 // if valkyr is less than 1.5 secs after defile (cast time 2 sec) then we've a sync issue, so
1104 // we need to cancel it (break) and schedule a defile to be casted 5 or 4 seconds after valkyr
1105 if (evTime < 3500ms)
1106 {
1107 Milliseconds t = evTime > 0ms ? evTime : 0ms;
1108 events.ScheduleEvent(EVENT_DEFILE, t + (Is25ManRaid() ? 5s : 4s), EVENT_GROUP_ABILITIES);
1109 break;
1110 }
1111
1112 // if valkyr is coming within 2,5 seconds after defile then we've to
1113 // delay valkyr just a bit
1114 events.RescheduleEvent(EVENT_SUMMON_VALKYR, 5s, EVENT_GROUP_ABILITIES);
1115 }
1116
1118 {
1120 me->CastSpell(target, SPELL_DEFILE, false);
1121 // defile has a fixed CD (from dbm) that can be variable only
1122 // if no target has been found at the moment (schedule after 1 second)
1123 events.ScheduleEvent(EVENT_DEFILE, 32s + 500ms, EVENT_GROUP_ABILITIES);
1124 }
1125 else
1126 {
1127 // be sure it happen trying each seconds if no target
1128 events.ScheduleEvent(EVENT_DEFILE, 1s, EVENT_GROUP_ABILITIES);
1129 }
1130 }
1131 break;
1132 case EVENT_SOUL_REAPER:
1134 {
1136 events.ScheduleEvent(EVENT_SOUL_REAPER, 30s + 500ms, EVENT_GROUP_ABILITIES);
1137 }
1138 else
1140 break;
1142 {
1147
1148 // schedule a defile (or reschedule it) if next defile event
1149 // doesn't exist ( now > next defile ) or defile is coming too soon
1150 Milliseconds minTime = (Is25ManRaid() ? 5s : 4s);
1151 if (events.GetTimeUntilEvent(EVENT_DEFILE) < minTime)
1152 events.RescheduleEvent(EVENT_DEFILE, minTime, EVENT_GROUP_ABILITIES);
1153 }
1154 break;
1155 case EVENT_VILE_SPIRITS:
1157 me->CastSpell((Unit*)nullptr, SPELL_VILE_SPIRITS, false);
1159 break;
1160 case EVENT_HARVEST_SOUL:
1161 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, NonTankLKTargetSelector(me, true, true, 55.0f)))
1162 {
1164 me->CastSpell(target, SPELL_HARVEST_SOUL, false);
1165 events.ScheduleEvent(EVENT_HARVEST_SOUL, 75s, EVENT_GROUP_ABILITIES);
1166 }
1167 else
1168 events.ScheduleEvent(EVENT_HARVEST_SOUL, 10s, EVENT_GROUP_ABILITIES);
1169 break;
1172 me->CastSpell((Unit*)nullptr, SPELL_HARVEST_SOULS, false);
1175 me->AttackStop();
1176 events.ScheduleEvent(EVENT_START_ATTACK, 55s);
1177 events.DelayEvents(52500ms, EVENT_GROUP_VILE_SPIRITS);
1178 events.CancelEvent(EVENT_DEFILE);
1179 events.CancelEvent(EVENT_SOUL_REAPER);
1181 events.ScheduleEvent(EVENT_HARVEST_SOULS, 100s, 110s, EVENT_GROUP_ABILITIES);
1182
1183 for (SummonList::iterator i = summons.begin(); i != summons.end(); ++i)
1184 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
1185 {
1186 if (summon->GetEntry() == NPC_VILE_SPIRIT)
1187 {
1188 summon->m_Events.KillAllEvents(false);
1189 summon->m_Events.AddEventAtOffset(new VileSpiritActivateEvent(summon), 55s);
1190 summon->GetMotionMaster()->Clear(true);
1191 summon->StopMoving();
1192 summon->SetReactState(REACT_PASSIVE);
1193 summon->AttackStop();
1194 }
1195 else if (summon->GetEntry() == NPC_RAGING_SPIRIT)
1196 {
1197 summon->GetMotionMaster()->Clear(true);
1198 summon->StopMoving();
1199 summon->SetReactState(REACT_PASSIVE);
1200 summon->AttackStop();
1201 }
1202 }
1203 break;
1205 _bFrostmournePhase = true;
1207 {
1208 terenas->AI()->DoAction(ACTION_FROSTMOURNE_INTRO);
1209 if (Creature* spawner = terenas->FindNearestCreature(NPC_WORLD_TRIGGER_INFINITE_AOI, 100.0f, true))
1210 {
1211 spawner->CastSpell(spawner, SPELL_SUMMON_SPIRIT_BOMB_1, true); // summons bombs randomly
1212 spawner->CastSpell(spawner, SPELL_SUMMON_SPIRIT_BOMB_2, true); // summons bombs on players
1213 spawner->m_Events.AddEventAtOffset(new TriggerWickedSpirit(spawner), 3s);
1214 terenas->SetImmuneToAll(true); // to avoid being healed by player trinket procs. terenas' health doesn't matter on heroic
1215 }
1216 }
1217 break;
1218
1219 default:
1220 break;
1221 }
1222
1225
1227 }
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
Milliseconds randtime(Milliseconds min, Milliseconds max)
Definition Random.cpp:64
@ MOVE_RUN
Definition UnitDefines.h:357
@ EVENT_GROUP_VILE_SPIRITS
Definition boss_the_lich_king.cpp:289
@ SPELL_HARVEST_SOULS
Definition boss_the_lich_king.cpp:166
@ SPELL_PAIN_AND_SUFFERING
Definition boss_the_lich_king.cpp:114
@ SPELL_NECROTIC_PLAGUE
Definition boss_the_lich_king.cpp:130
@ SPELL_SHADOW_TRAP
Definition boss_the_lich_king.cpp:133
@ SPELL_SUMMON_VALKYR
Definition boss_the_lich_king.cpp:143
@ SPELL_QUAKE
Definition boss_the_lich_king.cpp:113
@ SPELL_SUMMON_ICE_SPHERE
Definition boss_the_lich_king.cpp:115
@ SPELL_SUMMON_DRUDGE_GHOULS
Definition boss_the_lich_king.cpp:128
@ SPELL_SUMMON_SHAMBLING_HORROR
Definition boss_the_lich_king.cpp:127
@ SPELL_SUMMON_VALKYR_PERIODIC
Definition boss_the_lich_king.cpp:144
@ SPELL_SUMMON_SPIRIT_BOMB_2
Definition boss_the_lich_king.cpp:181
@ SPELL_NECROTIC_PLAGUE_JUMP
Definition boss_the_lich_king.cpp:131
@ SPELL_SOUL_REAPER
Definition boss_the_lich_king.cpp:141
@ SPELL_HARVEST_SOUL
Definition boss_the_lich_king.cpp:159
@ SPELL_SUMMON_SPIRIT_BOMB_1
Definition boss_the_lich_king.cpp:180
@ SPELL_RAGING_SPIRIT
Definition boss_the_lich_king.cpp:120
@ SPELL_VILE_SPIRITS
Definition boss_the_lich_king.cpp:155
@ SPELL_DEFILE
Definition boss_the_lich_king.cpp:138
@ SPELL_INFEST
Definition boss_the_lich_king.cpp:129
@ PHASE_MASK_NO_VICTIM
Definition boss_the_lich_king.cpp:304
@ PHASE_MASK_NO_CAST_CHECK
Definition boss_the_lich_king.cpp:303
@ POINT_NONE
Definition boss_the_lich_king.cpp:320
@ SAY_LK_QUAKE
Definition boss_the_lich_king.cpp:45
@ SAY_LK_SUMMON_VALKYR
Definition boss_the_lich_king.cpp:46
@ EMOTE_NECROTIC_PLAGUE_WARNING
Definition boss_the_lich_king.cpp:53
@ SAY_LK_HARVEST_SOUL
Definition boss_the_lich_king.cpp:47
@ EMOTE_DEFILE_WARNING
Definition boss_the_lich_king.cpp:52
@ SAY_LK_BERSERK
Definition boss_the_lich_king.cpp:51
Position const TerenasSpawnHeroic
Definition boss_the_lich_king.cpp:315
@ EVENT_DEFILE
Definition boss_the_lich_king.cpp:248
@ EVENT_FROSTMOURNE_HEROIC
Definition boss_the_lich_king.cpp:254
@ EVENT_HARVEST_SOUL
Definition boss_the_lich_king.cpp:252
@ EVENT_SUMMON_VALKYR
Definition boss_the_lich_king.cpp:250
@ EVENT_HARVEST_SOULS
Definition boss_the_lich_king.cpp:253
@ EVENT_VILE_SPIRITS
Definition boss_the_lich_king.cpp:251
@ EVENT_SOUL_REAPER
Definition boss_the_lich_king.cpp:249
bool UpdateVictim()
Definition CreatureAI.cpp:350
bool HasReactState(ReactStates state) const
Definition Creature.h:102
Definition LinkedList.h:139
bool IsEmpty() const
Definition LinkedList.h:97
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:329
TempSummon * SummonCreature(uint32 entry, Position const &pos, SummonPropertiesEntry const *properties=nullptr, uint32 duration=0, WorldObject *summoner=nullptr, uint32 spellId=0, uint32 vehId=0, bool visibleBySummonerOnly=false)
Definition Object.cpp:2187
void MoveCharge(float x, float y, float z, float speed=SPEED_CHARGE, uint32 id=EVENT_CHARGE, const Movement::PointsArray *path=nullptr, bool generatePath=false, float orientation=0.0f, ObjectGuid targetGUID=ObjectGuid::Empty)
The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:731
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:961
Definition boss_the_lich_king.cpp:591
Definition Player.h:1084
iterator begin()
Definition ScriptedCreature.h:48
iterator end()
Definition ScriptedCreature.h:58
StorageType::iterator iterator
Definition ScriptedCreature.h:36
Definition TemporarySummon.h:50
Definition boss_the_lich_king.cpp:534
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
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
void ClearUnitState(uint32 f)
Definition Unit.h:737
float GetSpeed(UnitMoveType mtype) const
Definition Unit.cpp:11291
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:13964
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:783
Unit * GetVictim() const
Definition Unit.h:903
bool IsWithinLOSInMap(WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
Definition Object.cpp:1403
@ NPC_WORLD_TRIGGER_INFINITE_AOI
Definition icecrown_citadel.h:363
@ NPC_TERENAS_MENETHIL_FROSTMOURNE_H
Definition icecrown_citadel.h:351
@ ACTION_FROSTMOURNE_INTRO
Definition icecrown_citadel.h:538
@ SPELL_BERSERK2
Definition icecrown_citadel.h:48
Definition boss_the_lich_king.cpp:434
Definition boss_the_lich_king.cpp:400
float GetAngle(const Position *pos) const
Definition Position.cpp:85
bool Is25ManRaid() const
Definition ScriptedCreature.h:389
Definition boss_the_lich_king.cpp:374

References _bFrostmournePhase, _phase, _positionCheckTimer, ACTION_FROSTMOURNE_INTRO, AREA_THE_FROZEN_THRONE, Unit::AttackStop(), SummonList::begin(), MapRefMgr::begin(), Unit::CastSpell(), Unit::ClearUnitState(), UnitAI::DoCastSelf(), UnitAI::DoMeleeAttackIfReady(), EMOTE_DEFILE_WARNING, EMOTE_NECROTIC_PLAGUE_WARNING, SummonList::end(), MapRefMgr::end(), EVENT_BERSERK, EVENT_DEFILE, EVENT_FROSTMOURNE_HEROIC, EVENT_GROUP_ABILITIES, EVENT_GROUP_VILE_SPIRITS, EVENT_HARVEST_SOUL, EVENT_HARVEST_SOULS, EVENT_INFEST, EVENT_NECROTIC_PLAGUE, EVENT_PAIN_AND_SUFFERING, EVENT_QUAKE, EVENT_QUAKE_2, EVENT_SHADOW_TRAP, EVENT_SOUL_REAPER, EVENT_START_ATTACK, EVENT_SUMMON_DRUDGE_GHOUL, EVENT_SUMMON_ICE_SPHERE, EVENT_SUMMON_RAGING_SPIRIT, EVENT_SUMMON_SHAMBLING_HORROR, EVENT_SUMMON_VALKYR, EVENT_VILE_SPIRITS, WorldObject::FindNearestCreature(), Position::GetAngle(), ObjectAccessor::GetCreature(), MotionMaster::GetCurrentMovementGeneratorType(), WorldObject::GetMap(), Unit::GetMotionMaster(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetSpeed(), Unit::GetVictim(), Creature::HasReactState(), Unit::HasUnitState(), ScriptedAI::HealthAbovePct(), Unit::InterruptNonMeleeSpells(), ScriptedAI::Is25ManRaid(), LinkedListHead::IsEmpty(), ScriptedAI::IsHeroic(), WorldObject::IsWithinLOSInMap(), Unit::IsWithinMeleeRange(), Unit::Kill(), ScriptedAI::me, MOVE_RUN, MotionMaster::MoveCharge(), MUSIC_SPECIAL, NPC_RAGING_SPIRIT, NPC_TERENAS_MENETHIL_FROSTMOURNE_H, NPC_VILE_SPIRIT, NPC_WORLD_TRIGGER_INFINITE_AOI, PHASE_FROSTMOURNE, PHASE_MASK_NO_CAST_CHECK, PHASE_MASK_NO_VICTIM, PHASE_NONE, PHASE_THREE, PHASE_TWO, POINT_MOTION_TYPE, POINT_NONE, Random, randtime(), REACT_AGGRESSIVE, REACT_PASSIVE, SAY_LK_BERSERK, SAY_LK_HARVEST_SOUL, SAY_LK_QUAKE, SAY_LK_SUMMON_VALKYR, UnitAI::SelectTarget(), Unit::SetFacingTo(), Creature::SetReactState(), Map::SetZoneMusic(), SPELL_BERSERK2, SPELL_DEFILE, SPELL_HARVEST_SOUL, SPELL_HARVEST_SOULS, SPELL_INFEST, SPELL_NECROTIC_PLAGUE, SPELL_NECROTIC_PLAGUE_JUMP, SPELL_PAIN_AND_SUFFERING, SPELL_QUAKE, SPELL_RAGING_SPIRIT, SPELL_SHADOW_TRAP, SPELL_SOUL_REAPER, SPELL_SUMMON_DRUDGE_GHOULS, SPELL_SUMMON_ICE_SPHERE, SPELL_SUMMON_SHAMBLING_HORROR, SPELL_SUMMON_SPIRIT_BOMB_1, SPELL_SUMMON_SPIRIT_BOMB_2, SPELL_SUMMON_VALKYR, SPELL_SUMMON_VALKYR_PERIODIC, SPELL_VILE_SPIRITS, sSpellMgr, Map::SummonCreature(), BossAI::summons, TerenasSpawnHeroic, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _bFordringMustFallYell

bool boss_the_lich_king::boss_the_lich_kingAI::_bFordringMustFallYell

Referenced by DamageTaken(), and Reset().

◆ _bFrostmournePhase

bool boss_the_lich_king::boss_the_lich_kingAI::_bFrostmournePhase

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

◆ _lastTalkTimeBuff

uint32 boss_the_lich_king::boss_the_lich_kingAI::_lastTalkTimeBuff

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

◆ _lastTalkTimeKill

uint32 boss_the_lich_king::boss_the_lich_kingAI::_lastTalkTimeKill

Referenced by KilledUnit(), and Reset().

◆ _necroticPlagueStack

uint32 boss_the_lich_king::boss_the_lich_kingAI::_necroticPlagueStack

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

◆ _phase

uint8 boss_the_lich_king::boss_the_lich_kingAI::_phase

◆ _positionCheckTimer

uint16 boss_the_lich_king::boss_the_lich_kingAI::_positionCheckTimer

Referenced by Reset(), and UpdateAI().

◆ _vileSpiritExplosions

uint32 boss_the_lich_king::boss_the_lich_kingAI::_vileSpiritExplosions

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


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