AzerothCore 3.3.5a
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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.
 
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 OnSpellCastFinished (SpellInfo const *spell, SpellFinishReason reason) 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.
 
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.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
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
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (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 *)
 
virtual void OwnerAttacked (Unit *)
 
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 JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
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
 
- 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
629 : BossAI(creature, DATA_THE_LICH_KING)
630 {
632 me->SetImmuneToPC(true);
634 }
@ REACT_PASSIVE
Definition Unit.h:550
@ SPELL_EMOTE_SIT_NO_SHEATH
Definition boss_the_lich_king.cpp:84
Definition ScriptedCreature.h:481
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:99
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:18894
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13689
@ DATA_THE_LICH_KING
Definition icecrown_citadel.h:98
Creature * me
Definition ScriptedCreature.h:280

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.

710 {
711 return me->IsVisible() && IsValidPlatformTarget(target) && !target->GetVehicle();
712 }
bool IsValidPlatformTarget(Unit const *target)
Definition boss_the_lich_king.cpp:356
bool IsVisible() const
Definition Unit.h:1967

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.

762 {
763 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)
764 {
765 damage = 0;
766 return;
767 }
768
770 {
773 me->AttackStop();
774 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
777 return;
778 }
779
781 {
784 me->AttackStop();
785 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
788 return;
789 }
790
792 {
796 events.Reset();
799 me->AttackStop();
802 me->CastSpell((Unit*)nullptr, SPELL_FURY_OF_FROSTMOURNE, false);
803 me->SetWalk(true);
804
806 tirion->AI()->DoAction(ACTION_OUTRO);
807 return;
808 }
809
810 if (_phase == PHASE_OUTRO)
811 {
812 if (!me->IsLevitating())
813 damage = me->GetHealth() > 1 ? 1 : 0;
814 else if (damage >= me->GetHealth()) // dying...
815 {
816 damage = me->GetHealth() - 1;
817 me->SetDisableGravity(false);
819 if (Creature* frostmourne = me->FindNearestCreature(NPC_FROSTMOURNE_TRIGGER, 50.0f))
820 frostmourne->DespawnOrUnsummon(1ms);
822 terenas->DespawnOrUnsummon(1ms);
823
824 me->m_Events.AddEventAtOffset(new LichKingDeathEvent(*me), 2500ms); // die after spinning anim is over, so death anim is visible
826 }
827
828 if (!_bFordringMustFallYell && me->GetHealth() < 500000)
829 {
832 {
833 tirion->AI()->Talk(SAY_TIRION_OUTRO_3);
834 }
835 }
836 }
837 else if (damage >= me->GetHealth())
838 damage = me->GetHealth() - 1;
839 }
@ AREA_THE_FROZEN_THRONE
Definition AreaDefines.h:175
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
events
Definition boss_sartura.cpp:43
@ EVENT_GROUP_ABILITIES
Definition boss_the_lich_king.cpp:286
@ MUSIC_FURY_OF_FROSTMOURNE
Definition boss_the_lich_king.cpp:345
@ ACTION_TELEPORT_BACK
Definition boss_the_lich_king.cpp:335
@ ACTION_OUTRO
Definition boss_the_lich_king.cpp:333
@ SPELL_FURY_OF_FROSTMOURNE
Definition boss_the_lich_king.cpp:91
@ PHASE_ONE
Definition boss_the_lich_king.cpp:295
@ PHASE_TRANSITION
Definition boss_the_lich_king.cpp:298
@ PHASE_OUTRO
Definition boss_the_lich_king.cpp:300
@ PHASE_THREE
Definition boss_the_lich_king.cpp:297
@ PHASE_TWO
Definition boss_the_lich_king.cpp:296
@ POINT_CENTER_2
Definition boss_the_lich_king.cpp:321
@ POINT_CENTER_1
Definition boss_the_lich_king.cpp:320
@ SAY_TIRION_OUTRO_3
Definition boss_the_lich_king.cpp:68
Position const CenterPosition
Definition boss_the_lich_king.cpp:306
InstanceScript *const instance
Definition ScriptedCreature.h:488
SummonList summons
Definition ScriptedCreature.h:533
Definition Creature.h:47
bool SetWalk(bool enable) override
Enable or disable the creature's walk mode by removing: MOVEMENTFLAG_WALKING. Infom also the client.
Definition Creature.cpp:3222
Definition ScriptedCreature.h:167
void AddEventAtOffset(BasicEvent *event, Milliseconds offset, uint8 eventGroup=0)
Definition EventProcessor.h:108
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
Definition boss_the_lich_king.cpp:559
Definition boss_the_lich_king.cpp:575
void SetZoneMusic(uint32 zoneId, uint32 musicId)
Definition Map.cpp:2863
void MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:228
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:676
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:102
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:71
Definition Unit.h:650
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4188
MotionMaster * GetMotionMaster()
Definition Unit.h:1713
bool IsLevitating() const
Definition Unit.h:1661
uint32 GetHealth() const
Definition Unit.h:1070
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:1194
bool HasUnitState(const uint32 f) const
Definition Unit.h:721
void SetDisableGravity(bool disable)
Definition Unit.cpp:20331
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:10479
Map * GetMap() const
Definition Object.h:621
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2450
EventProcessor m_Events
Definition Object.h:731
@ 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:365
bool HealthBelowPct(uint32 pct) const
Definition ScriptedCreature.h:364
bool _bFordringMustFallYell
Definition boss_the_lich_king.cpp:643
uint8 _phase
Definition boss_the_lich_king.cpp:636
bool _bFrostmournePhase
Definition boss_the_lich_king.cpp:642

References _bFordringMustFallYell, _bFrostmournePhase, _phase, ACTION_OUTRO, ACTION_TELEPORT_BACK, EventProcessor::AddEventAtOffset(), AREA_THE_FROZEN_THRONE, Unit::AttackStop(), Unit::CastSpell(), CenterPosition, 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(), Creature::SetReactState(), 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.

729 {
730 switch (action)
731 {
735 break;
737 events.ScheduleEvent(EVENT_START_ATTACK, 5250ms);
738 break;
744 tirion->AI()->DoAction(ACTION_BREAK_FROSTMOURNE);
745 break;
747 {
749 events.RescheduleEvent(EVENT_START_ATTACK, 1s);
752 if (!IsHeroic() && _phase != PHASE_OUTRO && me->IsInCombat() && _lastTalkTimeBuff + 5 <= GameTime::GetGameTime().count())
754 }
755 break;
756 default:
757 break;
758 }
759 }
@ EQUIP_BROKEN_FROSTMOURNE
Definition boss_the_lich_king.cpp:349
@ ACTION_BREAK_FROSTMOURNE
Definition boss_the_lich_king.cpp:334
@ ACTION_START_ATTACK
Definition boss_the_lich_king.cpp:332
@ 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:299
@ SAY_LK_FROSTMOURNE_ESCAPE
Definition boss_the_lich_king.cpp:48
@ EVENT_START_ATTACK
Definition boss_the_lich_king.cpp:234
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade)
Definition Map.cpp:2889
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, Milliseconds fadeInTime)
Definition Map.cpp:2898
bool IsInCombat() const
Definition Unit.h:917
@ 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:379
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition ScriptedCreature.cpp:529
uint32 _lastTalkTimeBuff
Definition boss_the_lich_king.cpp:641

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.

1254 {
1261
1263 tirion->DespawnOrUnsummon();
1264 }
@ FAIL
Definition InstanceScript.h:60
@ REACT_AGGRESSIVE
Definition Unit.h:552
@ SPELL_KILL_FROSTMOURNE_PLAYERS
Definition boss_the_lich_king.cpp:163
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:520
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:385

References 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, 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.

1224 {
1225 switch (type)
1226 {
1227 case DATA_PLAGUE_STACK:
1228 return _necroticPlagueStack;
1229 case DATA_VILE:
1230 return _vileSpiritExplosions;
1231 default:
1232 break;
1233 }
1234
1235 return 0;
1236 }
#define DATA_PLAGUE_STACK
Definition boss_the_lich_king.cpp:353
#define DATA_VILE
Definition boss_the_lich_king.cpp:354
uint32 _vileSpiritExplosions
Definition boss_the_lich_king.cpp:638
uint32 _necroticPlagueStack
Definition boss_the_lich_king.cpp:637

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.

679 {
680 _JustDied();
682 me->PlayDirectSound(17374);
683 }
void _JustDied()
Definition ScriptedCreature.cpp:636
void PlayDirectSound(uint32 sound_id, Player *target=nullptr)
Definition Object.cpp:2908
void DoAction(int32 action) override
Definition boss_the_lich_king.cpp:728

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.

Reimplemented from CreatureAI.

686 {
687 if (!instance->CheckRequiredBosses(DATA_THE_LICH_KING, target->ToPlayer()) || !me->IsVisible())
688 {
691 return;
692 }
693
696 me->setActive(true);
699
700 events.ScheduleEvent(EVENT_BERSERK, 15min, EVENT_GROUP_BERSERK);
703 events.ScheduleEvent(EVENT_INFEST, 5s, EVENT_GROUP_ABILITIES);
704 events.ScheduleEvent(EVENT_NECROTIC_PLAGUE, 30s, 31s, EVENT_GROUP_ABILITIES);
705 if (IsHeroic())
706 events.ScheduleEvent(EVENT_SHADOW_TRAP, 15s + 500ms, EVENT_GROUP_ABILITIES);
707 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ EVENT_GROUP_BERSERK
Definition boss_the_lich_king.cpp:287
@ EVENT_SUMMON_SHAMBLING_HORROR
Definition boss_the_lich_king.cpp:239
@ EVENT_SHADOW_TRAP
Definition boss_the_lich_king.cpp:243
@ EVENT_NECROTIC_PLAGUE
Definition boss_the_lich_king.cpp:242
@ EVENT_INFEST
Definition boss_the_lich_king.cpp:241
@ EVENT_BERSERK
Definition boss_the_lich_king.cpp:233
@ EVENT_SUMMON_DRUDGE_GHOUL
Definition boss_the_lich_king.cpp:240
@ EVADE_REASON_OTHER
Definition CreatureAI.h:94
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2829
void DoCastSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:694
virtual bool CheckRequiredBosses(uint32, Player const *=nullptr) const
Definition InstanceScript.h:255
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4977
void setActive(bool isActiveObject)
Definition Object.cpp:1065
@ LIGHT_S_HAMMER_TELEPORT
Definition icecrown_citadel.h:74
void EnterEvadeMode(EvadeReason why) override
Definition boss_the_lich_king.cpp:1253

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.

842 {
844 {
845 return;
846 }
847
848 switch (summon->GetEntry())
849 {
851 case NPC_DRUDGE_GHOUL:
853 summon->CastSpell(summon, SPELL_RISEN_WITCH_DOCTOR_SPAWN, true);
856 summon->m_Events.AddEventAtOffset(new StartMovementEvent(me, summon), 5s);
857 break;
860 break;
861 case NPC_VILE_SPIRIT:
862 {
864 summon->GetMotionMaster()->MoveRandom(10.0f);
865 if (_phase == PHASE_THREE)
866 summon->m_Events.AddEventAtOffset(new VileSpiritActivateEvent(summon), 15s);
867 break;
868 }
870 summons.Summon(summon);
871 return;
872 case NPC_DEFILE:
874 summon->m_positionZ = 840.86f;
875 summon->UpdatePosition(summon->GetPositionX(), summon->GetPositionY(), summon->GetPositionZ(), summon->GetOrientation(), true);
876 summon->StopMovingOnCurrentPos();
877 break;
879 if (_phase == PHASE_THREE || events.HasTimeUntilEvent(EVENT_QUAKE_2))
880 summon->DespawnOrUnsummon(1ms);
881 break;
882 default:
883 break;
884 }
885
886 BossAI::JustSummoned(summon);
887 }
@ EMOTE_ONESHOT_EMERGE
Definition SharedDefines.h:2054
@ SPELL_RISEN_WITCH_DOCTOR_SPAWN
Definition boss_the_lich_king.cpp:126
@ EVENT_QUAKE_2
Definition boss_the_lich_king.cpp:236
void JustSummoned(Creature *summon) override
Definition ScriptedCreature.cpp:696
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:339
void DespawnOrUnsummon(Milliseconds msTimeToDespawn=0ms, Seconds forcedRespawnTimer=0s)
Definition Creature.cpp:2182
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:243
uint32 GetEntry() const
Definition Object.h:116
Definition boss_the_lich_king.cpp:493
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:19784
void StopMovingOnCurrentPos()
Definition Unit.cpp:16699
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2035
Definition boss_the_lich_king.cpp:516
@ 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.

720 {
721 if (victim->IsPlayer() && !me->IsInEvadeMode() && _phase != PHASE_OUTRO && _lastTalkTimeKill + 5 < GameTime::GetGameTime().count())
722 {
725 }
726 }
@ SAY_LK_KILL
Definition boss_the_lich_king.cpp:50
bool IsInEvadeMode() const
Definition Creature.h:139
bool IsPlayer() const
Definition Object.h:201
uint32 _lastTalkTimeKill
Definition boss_the_lich_king.cpp:640

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.

927 {
928 if (type != POINT_MOTION_TYPE)
929 return;
930
931 switch (pointId)
932 {
933 case POINT_CENTER_1:
934 me->SetFacingTo(0.0f);
938 //events.DelayEvents(62500ms, EVENT_GROUP_BERSERK); // delay berserk timer, its not ticking during phase transitions, 15mins on movies
939 events.ScheduleEvent(EVENT_QUAKE, 62s + 500ms);
943 break;
944 case POINT_CENTER_2:
945 me->SetFacingTo(0.0f);
950 //events.DelayEvents(62500ms, EVENT_GROUP_BERSERK); // delay berserk timer, its not ticking during phase transitions, 15 mins on movies
951 events.ScheduleEvent(EVENT_QUAKE_2, 62s + 500ms);
955 break;
956 default:
957 break;
958 }
959 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ MUSIC_SPECIAL
Definition boss_the_lich_king.cpp:344
@ 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:245
@ EVENT_SUMMON_RAGING_SPIRIT
Definition boss_the_lich_king.cpp:246
@ EVENT_PAIN_AND_SUFFERING
Definition boss_the_lich_king.cpp:244
@ EVENT_QUAKE
Definition boss_the_lich_king.cpp:235
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:54
void SetFacingTo(float ori)
Definition Unit.cpp:20280

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.

646 {
650 _positionCheckTimer = 5000;
653 _bFrostmournePhase = false;
655
656 _Reset();
658 SetEquipmentSlots(true);
659 if (me->IsImmuneToPC())
661
663
664 // Reset The Frozen Throne gameobjects
667 Cell::VisitObjects(me, worker, 333.0f);
668
670 me->SetImmuneToPC(true);
673
676 }
@ TEMPSUMMON_MANUAL_DESPAWN
Definition Object.h:55
@ UNIT_STAND_STATE_SIT
Definition UnitDefines.h:33
Position const TirionSpawn
Definition boss_the_lich_king.cpp:307
@ PHASE_NONE
Definition boss_the_lich_king.cpp:293
void _Reset()
Definition ScriptedCreature.cpp:616
Definition boss_the_lich_king.cpp:458
void SetStandState(uint8 state)
Definition Unit.cpp:16752
bool IsImmuneToPC() const
Definition Unit.h:910
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:2359
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:639

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(), Creature::SetReactState(), 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.

1239 {
1240 switch (type)
1241 {
1242 case DATA_PLAGUE_STACK:
1243 _necroticPlagueStack = std::max(value, _necroticPlagueStack);
1244 break;
1245 case DATA_VILE:
1246 _vileSpiritExplosions += value;
1247 break;
1248 default:
1249 break;
1250 }
1251 }

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.

908 {
909 if (spell->Id == sSpellMgr->GetSpellIdForDifficulty(SPELL_HARVESTED_SOUL_LK_BUFF, me) && me->IsInCombat() && !IsHeroic() && _phase != PHASE_OUTRO && _lastTalkTimeBuff + 5 <= GameTime::GetGameTime().count())
910 {
913 }
914 }
#define sSpellMgr
Definition SpellMgr.h:825
@ SPELL_HARVESTED_SOUL_LK_BUFF
Definition boss_the_lich_king.cpp:164
@ 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.

890 {
891 switch (summon->GetEntry())
892 {
894 case NPC_DRUDGE_GHOUL:
895 case NPC_ICE_SPHERE:
898 case NPC_VILE_SPIRIT:
899 summon->ToTempSummon()->SetTimer(5000);
901 break;
902 default:
903 break;
904 }
905 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:50
void SetTempSummonType(TempSummonType type)
Definition TemporarySummon.cpp:282
void SetTimer(uint32 t)
Definition TemporarySummon.h:59
TempSummon * ToTempSummon()
Definition Unit.h:716
@ 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.

962 {
963 if (_phase == PHASE_NONE)
964 return;
965
966 // check phase first to prevent updating victim and entering evade mode when not wanted
967 if (!((1 << _phase) & PHASE_MASK_NO_VICTIM))
968 if (!UpdateVictim())
969 return;
970
971 // handle falling players so they don't fall infinitely
972 if (_positionCheckTimer <= diff)
973 {
974 _positionCheckTimer = 5000;
975 Map::PlayerList const& players = me->GetMap()->GetPlayers();
976 if (!players.IsEmpty())
977 for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
978 if (Player* player = itr->GetSource())
979 if (player->GetPositionZ() < 700.0f)
980 Unit::Kill(me, player);
981 }
982 else
983 _positionCheckTimer -= diff;
984
985 events.Update(diff);
986
987 // during Remorseless Winter phases The Lich King is channeling a spell, but we must continue casting other spells
989 return;
990
991 switch (events.ExecuteEvent())
992 {
993 case EVENT_BERSERK:
995 me->CastSpell(me, SPELL_BERSERK2, true);
996 break;
1000 {
1001 _bFrostmournePhase = false;
1003 events.RescheduleEvent(EVENT_DEFILE, 0ms, EVENT_GROUP_ABILITIES);
1004 events.RescheduleEvent(EVENT_SOUL_REAPER, 7s, 12s, EVENT_GROUP_ABILITIES);
1005
1006 for (SummonList::iterator i = summons.begin(); i != summons.end(); ++i)
1007 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
1008 if (summon->GetEntry() == NPC_RAGING_SPIRIT)
1009 summon->SetReactState(REACT_AGGRESSIVE);
1010 }
1011 break;
1012 case EVENT_QUAKE:
1013 _phase = PHASE_TWO;
1014 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
1015 events.ScheduleEvent(EVENT_INFEST, 14s, EVENT_GROUP_ABILITIES);
1017 events.ScheduleEvent(EVENT_SOUL_REAPER, 40s, EVENT_GROUP_ABILITIES);
1018 events.ScheduleEvent(EVENT_DEFILE, 38s, EVENT_GROUP_ABILITIES);
1019
1022 me->SetFacingTo(0.0f);
1023 me->CastSpell((Unit*)nullptr, SPELL_QUAKE, false);
1026 break;
1027 case EVENT_QUAKE_2:
1029 events.CancelEventGroup(EVENT_GROUP_ABILITIES);
1030 events.ScheduleEvent(EVENT_SOUL_REAPER, 40s, EVENT_GROUP_ABILITIES);
1031 events.ScheduleEvent(EVENT_DEFILE, 38s, EVENT_GROUP_ABILITIES);
1034
1037 me->SetFacingTo(0.0f);
1038 me->CastSpell((Unit*)nullptr, SPELL_QUAKE, false);
1041 break;
1042
1043 // ABILITIES:
1048 break;
1052 break;
1053 case EVENT_INFEST:
1054 me->CastSpell(me, SPELL_INFEST, false);
1055 events.ScheduleEvent(EVENT_INFEST, 22s + 500ms, EVENT_GROUP_ABILITIES);
1056 break;
1058 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, NecroticPlagueTargetCheck(me, sSpellMgr->GetSpellIdForDifficulty(SPELL_NECROTIC_PLAGUE, me), sSpellMgr->GetSpellIdForDifficulty(SPELL_NECROTIC_PLAGUE_JUMP, me))))
1059 {
1061 me->CastSpell(target, SPELL_NECROTIC_PLAGUE, false);
1062 events.ScheduleEvent(EVENT_NECROTIC_PLAGUE, 30s, 31s, EVENT_GROUP_ABILITIES);
1063 }
1064 else
1066 break;
1067 case EVENT_SHADOW_TRAP:
1068 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, ShadowTrapLKTargetSelector(me, true, true, 100.0f)))
1069 me->CastSpell(target, SPELL_SHADOW_TRAP, false);
1070 events.ScheduleEvent(EVENT_SHADOW_TRAP, 15s + 500ms, EVENT_GROUP_ABILITIES);
1071 break;
1073 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 0.0f, true))
1074 {
1075 //events.DelayEventsToMax(500ms, EVENT_GROUP_ABILITIES);
1076 me->SetFacingTo(me->GetAngle(target));
1077 me->CastSpell(target, SPELL_PAIN_AND_SUFFERING, false);
1078 }
1079 events.Repeat((IsHeroic() ? randtime(1250ms, 1750ms) : randtime(1750ms, 2250ms)));
1080 break;
1082 me->CastSpell((Unit*)nullptr, SPELL_SUMMON_ICE_SPHERE, false);
1084 break;
1086 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
1087 me->CastSpell(target, SPELL_RAGING_SPIRIT, false);
1088 events.ScheduleEvent(EVENT_SUMMON_RAGING_SPIRIT, (!HealthAbovePct(40) ? 15s : 20s), EVENT_GROUP_ABILITIES);
1089 break;
1090 case EVENT_DEFILE:
1091 {
1092 Milliseconds evTime = events.GetTimeUntilEvent(EVENT_SUMMON_VALKYR);
1093 // if defile (cast time 2sec) is less than 3 before valkyr appears
1094 // we've to decide
1095 if (evTime < 5s)
1096 {
1097 // if valkyr is less than 1.5 secs after defile (cast time 2 sec) then we've a sync issue, so
1098 // we need to cancel it (break) and schedule a defile to be casted 5 or 4 seconds after valkyr
1099 if (evTime < 3500ms)
1100 {
1101 Milliseconds t = evTime > 0ms ? evTime : 0ms;
1102 events.ScheduleEvent(EVENT_DEFILE, t + (Is25ManRaid() ? 5s : 4s), EVENT_GROUP_ABILITIES);
1103 break;
1104 }
1105
1106 // if valkyr is coming within 2,5 seconds after defile then we've to
1107 // delay valkyr just a bit
1108 events.RescheduleEvent(EVENT_SUMMON_VALKYR, 5s, EVENT_GROUP_ABILITIES);
1109 }
1110
1112 {
1114 me->CastSpell(target, SPELL_DEFILE, false);
1115 // defile has a fixed CD (from dbm) that can be variable only
1116 // if no target has been found at the moment (schedule after 1 second)
1117 events.ScheduleEvent(EVENT_DEFILE, 32s + 500ms, EVENT_GROUP_ABILITIES);
1118 }
1119 else
1120 {
1121 // be sure it happen trying each seconds if no target
1122 events.ScheduleEvent(EVENT_DEFILE, 1s, EVENT_GROUP_ABILITIES);
1123 }
1124 }
1125 break;
1126 case EVENT_SOUL_REAPER:
1128 {
1130 events.ScheduleEvent(EVENT_SOUL_REAPER, 30s + 500ms, EVENT_GROUP_ABILITIES);
1131 }
1132 else
1134 break;
1136 {
1139 me->CastSpell((Unit*)nullptr, SPELL_SUMMON_VALKYR, false);
1141
1142 // schedule a defile (or reschedule it) if next defile event
1143 // doesn't exist ( now > next defile ) or defile is coming too soon
1144 Milliseconds minTime = (Is25ManRaid() ? 5s : 4s);
1145 if (events.GetTimeUntilEvent(EVENT_DEFILE) < minTime)
1146 events.RescheduleEvent(EVENT_DEFILE, minTime, EVENT_GROUP_ABILITIES);
1147 }
1148 break;
1149 case EVENT_VILE_SPIRITS:
1151 me->CastSpell((Unit*)nullptr, SPELL_VILE_SPIRITS, false);
1153 break;
1154 case EVENT_HARVEST_SOUL:
1155 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, NonTankLKTargetSelector(me, true, true, 55.0f)))
1156 {
1158 me->CastSpell(target, SPELL_HARVEST_SOUL, false);
1159 events.ScheduleEvent(EVENT_HARVEST_SOUL, 75s, EVENT_GROUP_ABILITIES);
1160 }
1161 else
1162 events.ScheduleEvent(EVENT_HARVEST_SOUL, 10s, EVENT_GROUP_ABILITIES);
1163 break;
1166 me->CastSpell((Unit*)nullptr, SPELL_HARVEST_SOULS, false);
1169 me->AttackStop();
1170 events.ScheduleEvent(EVENT_START_ATTACK, 55s);
1171 events.DelayEvents(52500ms, EVENT_GROUP_VILE_SPIRITS);
1172 events.CancelEvent(EVENT_DEFILE);
1173 events.CancelEvent(EVENT_SOUL_REAPER);
1175 events.ScheduleEvent(EVENT_HARVEST_SOULS, 100s, 110s, EVENT_GROUP_ABILITIES);
1176
1177 for (SummonList::iterator i = summons.begin(); i != summons.end(); ++i)
1178 if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
1179 {
1180 if (summon->GetEntry() == NPC_VILE_SPIRIT)
1181 {
1182 summon->m_Events.KillAllEvents(true);
1183 summon->m_Events.AddEventAtOffset(new VileSpiritActivateEvent(summon), 55s);
1184 summon->GetMotionMaster()->Clear(true);
1185 summon->StopMoving();
1186 summon->SetReactState(REACT_PASSIVE);
1187 summon->AttackStop();
1188 }
1189 else if (summon->GetEntry() == NPC_RAGING_SPIRIT)
1190 {
1191 summon->GetMotionMaster()->Clear(true);
1192 summon->StopMoving();
1193 summon->SetReactState(REACT_PASSIVE);
1194 summon->AttackStop();
1195 }
1196 }
1197 break;
1199 _bFrostmournePhase = true;
1201 {
1202 terenas->AI()->DoAction(ACTION_FROSTMOURNE_INTRO);
1203 if (Creature* spawner = terenas->FindNearestCreature(NPC_WORLD_TRIGGER_INFINITE_AOI, 100.0f, true))
1204 {
1205 spawner->CastSpell(spawner, SPELL_SUMMON_SPIRIT_BOMB_1, true); // summons bombs randomly
1206 spawner->CastSpell(spawner, SPELL_SUMMON_SPIRIT_BOMB_2, true); // summons bombs on players
1207 spawner->m_Events.AddEventAtOffset(new TriggerWickedSpirit(spawner), 3s);
1208 terenas->SetImmuneToAll(true); // to avoid being healed by player trinket procs. terenas' health doesn't matter on heroic
1209 }
1210 }
1211 break;
1212
1213 default:
1214 break;
1215 }
1216
1219
1221 }
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:354
@ EVENT_GROUP_VILE_SPIRITS
Definition boss_the_lich_king.cpp:288
@ SPELL_HARVEST_SOULS
Definition boss_the_lich_king.cpp:165
@ 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_SPIRIT_BOMB_2
Definition boss_the_lich_king.cpp:180
@ 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:158
@ SPELL_SUMMON_SPIRIT_BOMB_1
Definition boss_the_lich_king.cpp:179
@ SPELL_RAGING_SPIRIT
Definition boss_the_lich_king.cpp:120
@ SPELL_VILE_SPIRITS
Definition boss_the_lich_king.cpp:154
@ 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:303
@ PHASE_MASK_NO_CAST_CHECK
Definition boss_the_lich_king.cpp:302
@ POINT_NONE
Definition boss_the_lich_king.cpp:319
@ 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:314
@ EVENT_DEFILE
Definition boss_the_lich_king.cpp:247
@ EVENT_FROSTMOURNE_HEROIC
Definition boss_the_lich_king.cpp:253
@ EVENT_HARVEST_SOUL
Definition boss_the_lich_king.cpp:251
@ EVENT_SUMMON_VALKYR
Definition boss_the_lich_king.cpp:249
@ EVENT_HARVEST_SOULS
Definition boss_the_lich_king.cpp:252
@ EVENT_VILE_SPIRITS
Definition boss_the_lich_king.cpp:250
@ EVENT_SOUL_REAPER
Definition boss_the_lich_king.cpp:248
bool UpdateVictim()
Definition CreatureAI.cpp:287
bool HasReactState(ReactStates state) const
Definition Creature.h:101
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:326
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:2165
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:719
MovementGeneratorType GetCurrentMovementGeneratorType() const
Definition MotionMaster.cpp:949
Definition boss_the_lich_king.cpp:590
Definition Player.h:1071
iterator begin()
Definition ScriptedCreature.h:48
iterator end()
Definition ScriptedCreature.h:58
StorageType::iterator iterator
Definition ScriptedCreature.h:36
Definition TemporarySummon.h:40
Definition boss_the_lich_king.cpp:533
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
void ClearUnitState(uint32 f)
Definition Unit.h:722
float GetSpeed(UnitMoveType mtype) const
Definition Unit.cpp:14512
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:17742
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:665
Unit * GetVictim() const
Definition Unit.h:886
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:1380
@ 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:433
Definition boss_the_lich_king.cpp:399
float GetAngle(const Position *pos) const
Definition Position.cpp:85
bool Is25ManRaid() const
Definition ScriptedCreature.h:385
Definition boss_the_lich_king.cpp:373

References _bFrostmournePhase, _phase, _positionCheckTimer, ACTION_FROSTMOURNE_INTRO, AREA_THE_FROZEN_THRONE, Unit::AttackStop(), SummonList::begin(), MapRefMgr::begin(), Unit::CastSpell(), Unit::ClearUnitState(), 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_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: