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boss_prince_keleseth_icc::boss_prince_kelesethAI Struct Reference
Inheritance diagram for boss_prince_keleseth_icc::boss_prince_kelesethAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_prince_kelesethAI (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *who) override
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustSummoned (Creature *summon) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage to any victim (before damage apply)
 
void KilledUnit (Unit *victim) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason why) 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 (Position const *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 >
T const & DUNGEON_MODE (T const &normal5, T const &heroic10) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25) const
 
template<class T >
T const & RAID_MODE (T const &normal10, T const &normal25, T const &heroic10, T const &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 CanRespawn ()
 
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 SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void OnSpellStart (SpellInfo const *)
 
virtual void OnSpellCast (SpellInfo const *)
 
virtual void OnSpellFailed (SpellInfo const *)
 
virtual void OnChannelFinished (SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void PathEndReached (uint32)
 
virtual void WaypointPathStarted (uint32)
 == Waypoints system =============================
 
virtual void WaypointStarted (uint32, uint32)
 
virtual void WaypointReached (uint32, uint32)
 
virtual void WaypointPathEnded (uint32, uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *attacker)
 
virtual void OwnerAttacked (Unit *target)
 
void OnOwnerCombatInteraction (Unit *target)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
virtual void DistancingStarted ()
 
virtual void DistancingEnded ()
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid const &, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void EvadeTimerExpired ()
 Called when evade timer expires (target unreachable for too long)
 
virtual void 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, int32 aura=0)
 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

EventMap events
 
SummonList summons
 
InstanceScriptinstance
 
bool _isEmpowered
 
bool _evading
 
bool _canDie
 
- 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 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 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_prince_kelesethAI()

boss_prince_keleseth_icc::boss_prince_kelesethAI::boss_prince_kelesethAI ( Creature creature)
inline
196 : ScriptedAI(creature), summons(creature), instance(creature->GetInstanceScript())
197 {
198 if (!instance)
199 {
200 me->IsAIEnabled = false;
202 }
203 _canDie = true;
204 }
@ UNIT_STATE_EVADE
Definition UnitDefines.h:194
void AddUnitState(uint32 f)
Definition Unit.h:736
bool IsAIEnabled
Definition Unit.h:2097
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1242
Definition ScriptedCreature.h:191
Creature * me
Definition ScriptedCreature.h:281
InstanceScript * instance
Definition boss_blood_prince_council.cpp:226
SummonList summons
Definition boss_blood_prince_council.cpp:225
bool _canDie
Definition boss_blood_prince_council.cpp:229

References _canDie, Unit::AddUnitState(), instance, Unit::IsAIEnabled, ScriptedAI::me, and UNIT_STATE_EVADE.

Member Function Documentation

◆ AttackStart()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

287 {
289 }
void AttackStartCaster(Unit *victim, float dist)
Definition UnitAI.cpp:35

References UnitAI::AttackStartCaster().

◆ DamageDealt()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

350 {
351 if (!target->IsPlayer())
352 return;
353
354 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
356 }
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_ORB_WHISPERER_ACHIEVEMENT
Definition icecrown_citadel.h:112

References DATA_ORB_WHISPERER_ACHIEVEMENT, instance, Object::IsPlayer(), and ZoneScript::SetData().

◆ DamageTaken()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::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.

340 {
341 if (!_isEmpowered)
342 {
343 if (attacker)
344 me->AddThreat(attacker, float(damage));
345 damage = 0;
346 }
347 }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition Unit.cpp:11450
bool _isEmpowered
Definition boss_blood_prince_council.cpp:227

References _isEmpowered, Unit::AddThreat(), and ScriptedAI::me.

◆ DoAction()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

371 {
372 switch (action)
373 {
374 case ACTION_STAND_UP:
377 me->SetImmuneToAll(false);
381 me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
384 me->SetHealth(1);
385 break;
390 _isEmpowered = true;
391 break;
393 _isEmpowered = false;
396 break;
397 default:
398 break;
399 }
400 }
@ UNIT_DYNFLAG_DEAD
Definition SharedDefines.h:3359
@ UNIT_FLAG2_FEIGN_DEATH
Definition UnitDefines.h:296
@ UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT
Definition UnitDefines.h:286
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:282
#define WORLD_TRIGGER
Definition Unit.h:38
@ REACT_AGGRESSIVE
Definition Unit.h:569
@ UNIT_NPC_FLAGS
Definition UpdateFields.h:139
@ ACTION_CAST_INVOCATION
Definition boss_blood_prince_council.cpp:144
@ ACTION_STAND_UP
Definition boss_blood_prince_council.cpp:143
@ ACTION_REMOVE_INVOCATION
Definition boss_blood_prince_council.cpp:145
@ SPELL_INVOCATION_OF_BLOOD_KELESETH
Definition boss_blood_prince_council.cpp:65
@ SPELL_INVOCATION_VISUAL_ACTIVE
Definition boss_blood_prince_council.cpp:64
@ SAY_KELESETH_INVOCATION
Definition boss_blood_prince_council.cpp:34
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
void AddEventAtOffset(BasicEvent *event, Milliseconds offset, uint8 eventGroup=0)
Definition EventProcessor.h:108
virtual void RemoveDynamicFlag(uint32 flag)
Definition Object.h:126
void ForceValuesUpdateAtIndex(uint32)
Definition Object.cpp:2153
Definition boss_blood_prince_council.cpp:156
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:55
void SetHealth(uint32 val)
Definition Unit.cpp:12352
void RemoveUnitFlag2(UnitFlags2 flags)
Definition Unit.h:756
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:1361
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5189
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:925
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:750
EventProcessor m_Events
Definition Object.h:742
Talk
Definition hyjal.cpp:82
void DoAction(int32 action) override
Definition boss_blood_prince_council.cpp:370

References _isEmpowered, ACTION_CAST_INVOCATION, ACTION_REMOVE_INVOCATION, ACTION_STAND_UP, EventProcessor::AddEventAtOffset(), Unit::CastSpell(), SummonList::DespawnEntry(), DoAction(), Object::ForceValuesUpdateAtIndex(), WorldObject::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), Unit::RemoveUnitFlag(), Unit::RemoveUnitFlag2(), SAY_KELESETH_INVOCATION, Unit::SetHealth(), Unit::SetImmuneToAll(), Creature::SetReactState(), SPELL_INVOCATION_OF_BLOOD_KELESETH, SPELL_INVOCATION_VISUAL_ACTIVE, summons, UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, UNIT_FLAG_NOT_SELECTABLE, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT, UNIT_NPC_FLAGS, and WORLD_TRIGGER.

Referenced by DoAction(), EnterEvadeMode(), JustEngagedWith(), JustReachedHome(), and SpellHit().

◆ EnterEvadeMode()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

429 {
430 if (_evading)
431 return;
432 _canDie = false;
435 _evading = true;
437 taldaram->AI()->EnterEvadeMode();
439 valanar->AI()->EnterEvadeMode();
441 _evading = false;
442 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:235
Definition Creature.h:47
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:115
uint32 GetMaxHealth() const
Definition Unit.h:1110
@ DATA_PRINCE_TALDARAM_GUID
Definition icecrown_citadel.h:114
@ DATA_PRINCE_VALANAR_GUID
Definition icecrown_citadel.h:115
Creature * GetCreature(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:234
bool _evading
Definition boss_blood_prince_council.cpp:228

References _canDie, _evading, ACTION_REMOVE_INVOCATION, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::EnterEvadeMode(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), instance, ScriptedAI::me, and Unit::SetHealth().

Referenced by JustEngagedWith().

◆ InitializeAI()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

207 {
209 if (me->IsAlive())
210 {
212 {
213 c->SetObjectScale(1.75f);
214 c->CastSpell(c, SPELL_FEIGN_DEATH, true);
215 }
216
219 me->SetImmuneToAll(true);
221 }
222 }
@ REACT_PASSIVE
Definition Unit.h:567
@ SPELL_FEIGN_DEATH
Definition boss_blood_prince_council.cpp:62
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:349
virtual void SetDynamicFlag(uint32 flag)
Definition Object.h:125
virtual void InitializeAI()
Definition UnitAI.h:209
void SetUnitFlag2(UnitFlags2 flags)
Definition Unit.h:755
bool IsAlive() const
Definition Unit.h:1793
TempSummon * SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2448

References Creature::GetHomePosition(), UnitAI::InitializeAI(), Unit::IsAlive(), ScriptedAI::me, REACT_PASSIVE, Object::SetDynamicFlag(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag2(), SPELL_FEIGN_DEATH, WorldObject::SummonCreature(), UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, and WORLD_TRIGGER.

◆ JustDied()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

292 {
293 events.Reset();
296
297 if (!_canDie)
298 {
299 me->RemoveCorpse(false);
300 me->SetRespawnTime(10);
304 me->GetMotionMaster()->Clear(false);
307 return;
308 }
309
312 if (taldaram->IsAlive())
313 Unit::Kill(taldaram, taldaram);
315 if (valanar->IsAlive())
316 Unit::Kill(valanar, valanar);
317 }
@ ENCOUNTER_FRAME_DISENGAGE
Definition InstanceScript.h:47
@ SAY_KELESETH_DEATH
Definition boss_blood_prince_council.cpp:39
Position const homePos
Definition boss_chromaggus.cpp:71
events
Definition boss_sartura.cpp:43
void SaveRespawnTime() override
Definition Creature.cpp:2660
void SetRespawnTime(uint32 respawn)
Definition Creature.cpp:3841
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition Creature.cpp:418
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition InstanceScript.cpp:775
void MoveIdle()
Definition MotionMaster.cpp:235
void Clear(bool reset=true)
Definition MotionMaster.h:193
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
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:13975
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:16005
void StopMovingOnCurrentPos()
Definition Unit.cpp:13073
Definition Position.h:27

References _canDie, MotionMaster::Clear(), DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, SummonList::DespawnAll(), ENCOUNTER_FRAME_DISENGAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), Unit::GetMotionMaster(), homePos, instance, Unit::Kill(), ScriptedAI::me, MotionMaster::MoveIdle(), Creature::RemoveCorpse(), Creature::SaveRespawnTime(), SAY_KELESETH_DEATH, InstanceScript::SendEncounterUnit(), Creature::SetRespawnTime(), Unit::StopMovingOnCurrentPos(), summons, and Unit::UpdatePosition().

◆ JustEngagedWith()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

243 {
244 bool valid = true;
246 if (!keleseth->IsAlive() || keleseth->IsInEvadeMode())
247 valid = false;
249 if (!taldaram->IsAlive() || taldaram->IsInEvadeMode())
250 valid = false;
252 if (!valanar->IsAlive() || valanar->IsInEvadeMode())
253 valid = false;
254 if (!valid)
255 {
257 return;
258 }
259
261 me->setActive(true);
263 if (!me->hasLootRecipient())
264 me->SetLootRecipient(who);
269
271 if (!taldaram->IsInEvadeMode())
272 taldaram->SetInCombatWithZone();
274 if (!valanar->IsInEvadeMode())
275 valanar->SetInCombatWithZone();
276
279 events.Reset();
280 events.ScheduleEvent(EVENT_BERSERK, 10min);
281 events.ScheduleEvent(EVENT_SHADOW_RESONANCE, 10s, 15s);
282 if (IsHeroic())
284 }
@ ENCOUNTER_FRAME_ENGAGE
Definition InstanceScript.h:46
@ BASE_ATTACK
Definition Unit.h:216
@ SPELL_SHADOW_PRISON
Definition boss_blood_prince_council.cpp:70
@ SPELL_CLEAR_ALL_STATUS_AILMENTS
Definition boss_blood_prince_council.cpp:105
@ EVENT_SHADOW_RESONANCE
Definition boss_blood_prince_council.cpp:128
@ EVENT_BERSERK
Definition boss_blood_prince_council.cpp:125
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:117
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true, uint8 attackerLevel=0)
Definition Creature.cpp:3872
void SetLootRecipient(Unit *unit, bool withGroup=true)
Definition Creature.cpp:1307
bool hasLootRecipient() const
Definition Creature.h:236
Map * instance
Definition InstanceScript.h:149
Creature * GetCreature(ObjectGuid const &guid)
Definition Map.cpp:2414
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:15137
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:761
void setActive(bool isActiveObject)
Definition Object.cpp:1086
@ DATA_PRINCE_KELESETH_GUID
Definition icecrown_citadel.h:113
bool IsHeroic() const
Definition ScriptedCreature.h:383
void EnterEvadeMode(EvadeReason why) override
Definition boss_blood_prince_council.cpp:428

References ACTION_REMOVE_INVOCATION, Unit::AddAura(), BASE_ATTACK, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), UnitAI::DoCastSelf(), CreatureAI::DoZoneInCombat(), ENCOUNTER_FRAME_ENGAGE, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_SHADOW_RESONANCE, Map::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), Creature::hasLootRecipient(), InstanceScript::instance, instance, ScriptedAI::IsHeroic(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Unit::resetAttackTimer(), InstanceScript::SendEncounterUnit(), WorldObject::setActive(), Creature::SetLootRecipient(), Creature::SetReactState(), SPELL_CLEAR_ALL_STATUS_AILMENTS, SPELL_FEIGN_DEATH, and SPELL_SHADOW_PRISON.

◆ JustReachedHome()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustReachedHome ( )
inlineoverridevirtual

◆ JustRespawned()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustRespawned ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

320 {
323 }
virtual void JustRespawned()
Definition CreatureAI.h:184
void JustReachedHome() override
Definition boss_blood_prince_council.cpp:325

References JustReachedHome(), and CreatureAI::JustRespawned().

◆ JustSummoned()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

335 {
336 summons.Summon(summon);
337 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

359 {
360 if (victim->IsPlayer())
362 }
@ SAY_KELESETH_KILL
Definition boss_blood_prince_council.cpp:37
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), and SAY_KELESETH_KILL.

◆ Reset()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::Reset ( )
inlineoverridevirtual

◆ SpellHit()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

365 {
366 if (spell->Id == 71080 && me->IsInCombat() && !me->IsInEvadeMode())
368 }
bool IsInEvadeMode() const
Definition Creature.h:138
bool IsInCombat() const
Definition Unit.h:936

References ACTION_CAST_INVOCATION, DoAction(), SpellInfo::Id, Unit::IsInCombat(), Creature::IsInEvadeMode(), and ScriptedAI::me.

◆ UpdateAI()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

403 {
404 if (!UpdateVictim())
405 return;
406
407 events.Update(diff);
408
410 return;
411
412 switch (events.ExecuteEvent())
413 {
414 case EVENT_BERSERK:
415 me->CastSpell(me, SPELL_BERSERK, true);
417 break;
421 events.ScheduleEvent(EVENT_SHADOW_RESONANCE, 10s, 15s);
422 break;
423 }
424
426 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ SPELL_SHADOW_LANCE
Definition boss_blood_prince_council.cpp:76
@ SPELL_EMPOWERED_SHADOW_LANCE
Definition boss_blood_prince_council.cpp:77
@ SPELL_SHADOW_RESONANCE
Definition boss_blood_prince_council.cpp:75
@ EMOTE_KELESETH_BERSERK
Definition boss_blood_prince_council.cpp:38
@ SAY_KELESETH_SPECIAL
Definition boss_blood_prince_council.cpp:36
@ SPELL_BERSERK
Definition boss_maiden_of_virtue.cpp:36
bool UpdateVictim()
Definition CreatureAI.cpp:350
bool DoSpellAttackIfReady(uint32 spell)
Definition UnitAI.cpp:76
bool HasUnitState(const uint32 f) const
Definition Unit.h:737

References _isEmpowered, Unit::CastSpell(), UnitAI::DoSpellAttackIfReady(), EMOTE_KELESETH_BERSERK, EVENT_BERSERK, EVENT_SHADOW_RESONANCE, Unit::HasUnitState(), ScriptedAI::me, SAY_KELESETH_SPECIAL, SPELL_BERSERK, SPELL_EMPOWERED_SHADOW_LANCE, SPELL_SHADOW_LANCE, SPELL_SHADOW_RESONANCE, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _canDie

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_canDie

◆ _evading

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_evading

Referenced by EnterEvadeMode(), and Reset().

◆ _isEmpowered

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_isEmpowered

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

◆ events

EventMap boss_prince_keleseth_icc::boss_prince_kelesethAI::events

◆ instance

InstanceScript* boss_prince_keleseth_icc::boss_prince_kelesethAI::instance

◆ summons

SummonList boss_prince_keleseth_icc::boss_prince_kelesethAI::summons

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