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boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI Struct Reference
Inheritance diagram for boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_blood_queen_lana_thelAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void JustDied (Unit *) override
 
void GoToMinchar ()
 
void DoAction (int32 action) override
 
void KilledUnit (Unit *victim) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void CleanAuras ()
 
bool WasVampire (ObjectGuid guid)
 
bool WasBloodbolted (ObjectGuid guid)
 
void SetGUID (ObjectGuid const &guid, int32 type=0) override
 
void EnterEvadeMode (EvadeReason why) override
 
bool CanAIAttack (Unit const *) const override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void OnSpellCast (SpellInfo const *spell) override
 
void OnChannelFinished (SpellInfo const *spell) override
 
void OnSpellFailed (SpellInfo const *spell) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec, bool allowedWhileCasting=true)
 
void ProcessHealthCheck ()
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (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 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 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 uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
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, 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

bool _creditBloodQuickening
 
bool _killMinchar
 
ObjectGuid _tankGUID
 
ObjectGuid _offtankGUID
 
GuidSet _bloodboltedPlayers
 
GuidSet _vampires
 
bool bEnteredCombat
 
- 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_blood_queen_lana_thelAI()

boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::boss_blood_queen_lana_thelAI ( Creature creature)
inline
163 {
164 bEnteredCombat = false;
165 }
Definition ScriptedCreature.h:485
@ DATA_BLOOD_QUEEN_LANA_THEL
Definition icecrown_citadel.h:97
bool bEnteredCombat
Definition boss_blood_queen_lana_thel.cpp:173

References bEnteredCombat.

Member Function Documentation

◆ CanAIAttack()

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::CanAIAttack ( Unit const *  ) const
inlineoverridevirtual

Reimplemented from UnitAI.

582 {
583 return me->IsVisible();
584 }
bool IsVisible() const
Definition Unit.h:2013
Creature * me
Definition ScriptedCreature.h:281

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

◆ CleanAuras()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::CleanAuras ( )
inline
521 {
533 }
@ SPELL_FRENZIED_BLOODTHIRST_VISUAL
Definition boss_blood_queen_lana_thel.cpp:49
@ SPELL_UNCONTROLLABLE_FRENZY
Definition boss_blood_queen_lana_thel.cpp:56
@ SPELL_PRESENCE_OF_THE_DARKFALLEN_DUMMY
Definition boss_blood_queen_lana_thel.cpp:57
@ SPELL_FRENZIED_BLOODTHIRST
Definition boss_blood_queen_lana_thel.cpp:55
@ SPELL_BLOOD_MIRROR_VISUAL
Definition boss_blood_queen_lana_thel.cpp:61
@ SPELL_ESSENCE_OF_THE_BLOOD_QUEEN_PLR
Definition boss_blood_queen_lana_thel.cpp:53
@ SPELL_ESSENCE_OF_BLOOD_QUEEN
Definition boss_blood_queen_lana_thel.cpp:52
@ SPELL_BLOOD_MIRROR_DAMAGE
Definition boss_blood_queen_lana_thel.cpp:60
@ SPELL_PACT_OF_THE_DARKFALLEN
Definition boss_blood_queen_lana_thel.cpp:65
@ SPELL_DELIRIOUS_SLASH
Definition boss_blood_queen_lana_thel.cpp:63
@ SPELL_BLOOD_MIRROR_DUMMY
Definition boss_blood_queen_lana_thel.cpp:62
InstanceScript *const instance
Definition ScriptedCreature.h:492
void DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:701

References InstanceScript::DoRemoveAurasDueToSpellOnPlayers(), BossAI::instance, SPELL_BLOOD_MIRROR_DAMAGE, SPELL_BLOOD_MIRROR_DUMMY, SPELL_BLOOD_MIRROR_VISUAL, SPELL_DELIRIOUS_SLASH, SPELL_ESSENCE_OF_BLOOD_QUEEN, SPELL_ESSENCE_OF_THE_BLOOD_QUEEN_PLR, SPELL_FRENZIED_BLOODTHIRST, SPELL_FRENZIED_BLOODTHIRST_VISUAL, SPELL_PACT_OF_THE_DARKFALLEN, SPELL_PRESENCE_OF_THE_DARKFALLEN_DUMMY, and SPELL_UNCONTROLLABLE_FRENZY.

Referenced by JustDied(), JustEngagedWith(), and Reset().

◆ DoAction()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

280 {
281 if (action != ACTION_KILL_MINCHAR)
282 return;
283
285 _killMinchar = true;
286 else
287 GoToMinchar();
288 }
@ IN_PROGRESS
Definition InstanceScript.h:59
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
@ ACTION_KILL_MINCHAR
Definition icecrown_citadel.h:539
bool _killMinchar
Definition boss_blood_queen_lana_thel.cpp:168
void GoToMinchar()
Definition boss_blood_queen_lana_thel.cpp:264

References _killMinchar, ACTION_KILL_MINCHAR, DATA_BLOOD_QUEEN_LANA_THEL, InstanceScript::GetBossState(), GoToMinchar(), IN_PROGRESS, and BossAI::instance.

◆ EnterEvadeMode()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

561 {
562 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
563 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
564 if (Player* p = itr->GetSource())
565 if (p->IsAlive() && p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
566 Unit::Kill(me, p);
567
568 if (_killMinchar)
569 {
570 if (!me->IsAlive())
571 return;
572 _EnterEvadeMode(why);
573 Reset();
574 GoToMinchar();
575 return;
576 }
577
579 }
void _EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition ScriptedCreature.cpp:702
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:526
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:335
Definition Player.h:1086
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
bool IsAlive() const
Definition Unit.h:1793
Map * GetMap() const
Definition Object.h:631
void Reset() override
Definition boss_blood_queen_lana_thel.cpp:175

References BossAI::_EnterEvadeMode(), _killMinchar, MapRefMgr::begin(), MapRefMgr::end(), BossAI::EnterEvadeMode(), WorldObject::GetMap(), Map::GetPlayers(), GoToMinchar(), Unit::IsAlive(), Unit::Kill(), ScriptedAI::me, Reset(), and SPELL_UNCONTROLLABLE_FRENZY.

Referenced by JustEngagedWith().

◆ GoToMinchar()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::GoToMinchar ( )
inline
265 {
266 if (!me->IsAlive())
267 return;
272 me->StopMoving();
273 me->SetCanFly(true);
274 me->SetDisableGravity(true);
277 }
@ DONE
Definition InstanceScript.h:61
@ UNIT_STATE_EVADE
Definition UnitDefines.h:194
@ POINT_MINCHAR
Definition boss_blood_queen_lana_thel.cpp:123
Position const mincharPos
Definition boss_blood_queen_lana_thel.cpp:128
void MovePoint(uint32 id, Position const &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 MoveIdle()
Definition MotionMaster.cpp:235
MotionMaster * GetMotionMaster()
Definition Unit.h:1758
void StopMoving()
Definition Unit.cpp:13034
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:16566
void AddUnitState(uint32 f)
Definition Unit.h:736
void SendMovementFlagUpdate(bool self=false)
Definition Unit.cpp:13088
Unit * GetVictim() const
Definition Unit.h:904
void SetDisableGravity(bool disable)
Definition Unit.cpp:16506
void SendMeleeAttackStop(Unit const *victim=nullptr) const
Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side or int...
Definition Unit.cpp:3242
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_BLOOD_QUICKENING_STATE
Definition icecrown_citadel.h:122

References Unit::AddUnitState(), DATA_BLOOD_QUICKENING_STATE, DONE, Unit::GetMotionMaster(), Unit::GetVictim(), BossAI::instance, Unit::IsAlive(), ScriptedAI::me, mincharPos, MotionMaster::MoveIdle(), MotionMaster::MovePoint(), POINT_MINCHAR, Unit::SendMeleeAttackStop(), Unit::SendMovementFlagUpdate(), Unit::SetCanFly(), ZoneScript::SetData(), Unit::SetDisableGravity(), Unit::StopMoving(), and UNIT_STATE_EVADE.

Referenced by DoAction(), and EnterEvadeMode().

◆ JustDied()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

237 {
238 _JustDied();
240
243
244 CleanAuras();
245
247 {
249 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
250 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
251 if (Player* p = itr->GetSource())
254 {
255 minchar->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
256 minchar->SetCanFly(false);
257 minchar->SetDisableGravity(false);
258 minchar->RemoveAllAuras();
259 minchar->GetMotionMaster()->MoveCharge(4629.3711f, 2782.6089f, 401.5301f, SPEED_CHARGE / 3.0f);
260 }
261 }
262 }
#define SPEED_CHARGE
Definition MotionMaster.h:135
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
@ SAY_DEATH
Definition boss_blood_queen_lana_thel.cpp:42
@ SPELL_BLOOD_INFUSION_CREDIT
Definition boss_blood_queen_lana_thel.cpp:80
void _JustDied()
Definition ScriptedCreature.cpp:664
Definition Creature.h:47
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:286
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:6017
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition Object.cpp:2553
Talk
Definition hyjal.cpp:82
@ NPC_INFILTRATOR_MINCHAR_BQ
Definition icecrown_citadel.h:194
@ NPC_BLOOD_QUICKENING_CREDIT_25
Definition icecrown_citadel.h:195
@ SPELL_SHADOWS_FATE
Definition icecrown_citadel.h:63
T const & RAID_MODE(T const &normal10, T const &normal25) const
Definition ScriptedCreature.h:408
bool Is25ManRaid() const
Definition ScriptedCreature.h:389
bool _creditBloodQuickening
Definition boss_blood_queen_lana_thel.cpp:167
void CleanAuras()
Definition boss_blood_queen_lana_thel.cpp:520

References _creditBloodQuickening, BossAI::_JustDied(), MapRefMgr::begin(), CleanAuras(), DATA_BLOOD_QUICKENING_STATE, UnitAI::DoCastAOE(), DONE, MapRefMgr::end(), WorldObject::FindNearestCreature(), WorldObject::GetMap(), Map::GetPlayers(), Unit::HasAura(), BossAI::instance, ScriptedAI::Is25ManRaid(), ScriptedAI::me, NPC_BLOOD_QUICKENING_CREDIT_25, NPC_INFILTRATOR_MINCHAR_BQ, ScriptedAI::RAID_MODE(), SAY_DEATH, ZoneScript::SetData(), SPEED_CHARGE, SPELL_BLOOD_INFUSION_CREDIT, SPELL_SHADOWS_FATE, and UNIT_NPC_EMOTESTATE.

◆ JustEngagedWith()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::JustEngagedWith ( Unit )
inlineoverridevirtual

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

Reimplemented from CreatureAI.

203 {
205 {
208 return;
209 }
210
211 bEnteredCombat = true;
214 events.Reset();
215 events.ScheduleEvent(EVENT_BERSERK, 330s);
216 events.ScheduleEvent(EVENT_VAMPIRIC_BITE, 15s);
217 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
218 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 10s, 12s);
219 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 20s);
220 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 30s);
221 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 15s, 25s);
222 events.ScheduleEvent(EVENT_AIR_PHASE, Is25ManRaid() ? 127s : 124s);
223
224 CleanAuras();
225 me->setActive(true);
228
231
234 }
@ SPELL_SHROUD_OF_SORROW
Definition boss_blood_queen_lana_thel.cpp:48
@ SPELL_CLEAR_ALL_STATUS_AILMENTS
Definition boss_blood_queen_lana_thel.cpp:74
@ SAY_AGGRO
Definition boss_blood_queen_lana_thel.cpp:31
@ EVENT_BLOOD_MIRROR
Definition boss_blood_queen_lana_thel.cpp:102
@ EVENT_PACT_OF_THE_DARKFALLEN
Definition boss_blood_queen_lana_thel.cpp:104
@ EVENT_AIR_PHASE
Definition boss_blood_queen_lana_thel.cpp:107
@ EVENT_DELIRIOUS_SLASH
Definition boss_blood_queen_lana_thel.cpp:103
@ EVENT_TWILIGHT_BLOODBOLT
Definition boss_blood_queen_lana_thel.cpp:106
@ EVENT_SWARMING_SHADOWS
Definition boss_blood_queen_lana_thel.cpp:105
@ EVENT_BERSERK
Definition boss_blood_queen_lana_thel.cpp:100
@ EVENT_VAMPIRIC_BITE
Definition boss_blood_queen_lana_thel.cpp:101
events
Definition boss_sartura.cpp:43
@ EVADE_REASON_OTHER
Definition CreatureAI.h:92
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:117
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:400
void DoCastSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:712
virtual bool CheckRequiredBosses(uint32, Player const *=nullptr) const
Definition InstanceScript.h:265
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:394
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 setActive(bool isActiveObject)
Definition Object.cpp:1086
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51
@ LIGHT_S_HAMMER_TELEPORT
Definition icecrown_citadel.h:77
void EnterEvadeMode(EvadeReason why) override
Definition boss_blood_queen_lana_thel.cpp:560

References _creditBloodQuickening, bEnteredCombat, Unit::CastSpell(), InstanceScript::CheckRequiredBosses(), CleanAuras(), DATA_BLOOD_QUEEN_LANA_THEL, DATA_BLOOD_QUICKENING_STATE, UnitAI::DoCastSelf(), InstanceScript::DoCastSpellOnPlayers(), DONE, CreatureAI::DoZoneInCombat(), EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_AIR_PHASE, EVENT_BERSERK, EVENT_BLOOD_MIRROR, EVENT_DELIRIOUS_SLASH, EVENT_PACT_OF_THE_DARKFALLEN, EVENT_SWARMING_SHADOWS, EVENT_TWILIGHT_BLOODBOLT, EVENT_VAMPIRIC_BITE, InstanceScript::GetBossState(), ZoneScript::GetData(), IN_PROGRESS, BossAI::instance, ScriptedAI::Is25ManRaid(), Unit::IsVisible(), LIGHT_S_HAMMER_TELEPORT, ScriptedAI::me, SAY_AGGRO, WorldObject::setActive(), InstanceScript::SetBossState(), SPELL_CLEAR_ALL_STATUS_AILMENTS, SPELL_FRENZIED_BLOODTHIRST_VISUAL, SPELL_SHROUD_OF_SORROW, and Object::ToPlayer().

◆ KilledUnit()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

291 {
292 if (victim->IsPlayer())
293 Talk(SAY_KILL);
294 }
@ SAY_KILL
Definition boss_blood_queen_lana_thel.cpp:39
bool IsPlayer() const
Definition Object.h:201

References Object::IsPlayer(), and SAY_KILL.

◆ MovementInform()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

297 {
298 if (type != EFFECT_MOTION_TYPE && type != POINT_MOTION_TYPE)
299 return;
300
301 switch (id)
302 {
303 case POINT_CENTER:
305 events.ScheduleEvent(EVENT_AIR_PHASE, Is25ManRaid() ? 100s : 120s);
306 events.ScheduleEvent(EVENT_AIR_START_FLYING, 2500ms);
307 break;
308 case POINT_AIR:
309 _bloodboltedPlayers.clear();
312 events.ScheduleEvent(EVENT_AIR_FLY_DOWN, 7s);
313 break;
314 case POINT_GROUND:
315 me->SetCanFly(false);
316 me->SetDisableGravity(false);
318 if (Unit* target = me->SelectVictim())
319 AttackStart(target);
320 events.RescheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
321 events.RescheduleEvent(EVENT_SWARMING_SHADOWS, 20s);
322 break;
323 case POINT_MINCHAR:
326 Reset();
327 default:
328 break;
329 }
330 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ EFFECT_MOTION_TYPE
Definition MotionMaster.h:56
@ REACT_AGGRESSIVE
Definition Unit.h:569
@ POINT_GROUND
Definition boss_blood_queen_lana_thel.cpp:122
@ POINT_CENTER
Definition boss_blood_queen_lana_thel.cpp:120
@ POINT_AIR
Definition boss_blood_queen_lana_thel.cpp:121
@ SPELL_INCITE_TERROR
Definition boss_blood_queen_lana_thel.cpp:71
@ SPELL_ANNIHILATE
Definition boss_blood_queen_lana_thel.cpp:73
@ SPELL_BLOODBOLT_WHIRL
Definition boss_blood_queen_lana_thel.cpp:72
@ SAY_AIR_PHASE
Definition boss_blood_queen_lana_thel.cpp:38
@ EVENT_AIR_START_FLYING
Definition boss_blood_queen_lana_thel.cpp:108
@ EVENT_AIR_FLY_DOWN
Definition boss_blood_queen_lana_thel.cpp:109
Unit * SelectVictim()
Definition Unit.cpp:11490
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:100
void MoveTargetedHome(bool walk=false)
The unit will return this initial position (owner for pets and summoned creatures)....
Definition MotionMaster.cpp:262
Definition Unit.h:665
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:228
GuidSet _bloodboltedPlayers
Definition boss_blood_queen_lana_thel.cpp:171

References _bloodboltedPlayers, ScriptedAI::AttackStart(), Unit::CastSpell(), EFFECT_MOTION_TYPE, EVENT_AIR_FLY_DOWN, EVENT_AIR_PHASE, EVENT_AIR_START_FLYING, EVENT_PACT_OF_THE_DARKFALLEN, EVENT_SWARMING_SHADOWS, Unit::GetMotionMaster(), ScriptedAI::Is25ManRaid(), ScriptedAI::me, MotionMaster::MoveTargetedHome(), POINT_AIR, POINT_CENTER, POINT_GROUND, POINT_MINCHAR, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Reset(), SAY_AIR_PHASE, Creature::SelectVictim(), Unit::SetCanFly(), Unit::SetDisableGravity(), Creature::SetReactState(), SPELL_ANNIHILATE, SPELL_BLOODBOLT_WHIRL, and SPELL_INCITE_TERROR.

◆ Reset()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

176 {
178 _killMinchar = false;
181 _vampires.clear();
182 CleanAuras();
184
185 events.Reset();
187
188 me->SetCanFly(false);
189 me->SetDisableGravity(false);
190
191 if (bEnteredCombat)
192 {
193 bEnteredCombat = false;
196 }
197
200 }
@ FAIL
Definition InstanceScript.h:60
@ NOT_STARTED
Definition InstanceScript.h:58
SummonList summons
Definition ScriptedCreature.h:539
void Clear()
Definition ObjectGuid.h:141
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
ObjectGuid _tankGUID
Definition boss_blood_queen_lana_thel.cpp:169
ObjectGuid _offtankGUID
Definition boss_blood_queen_lana_thel.cpp:170
GuidSet _vampires
Definition boss_blood_queen_lana_thel.cpp:172

References _creditBloodQuickening, _killMinchar, _offtankGUID, _tankGUID, _vampires, bEnteredCombat, CleanAuras(), ObjectGuid::Clear(), DATA_BLOOD_QUEEN_LANA_THEL, SummonList::DespawnAll(), DONE, FAIL, InstanceScript::GetBossState(), BossAI::instance, Unit::IsAlive(), ScriptedAI::me, NOT_STARTED, REACT_AGGRESSIVE, InstanceScript::SetBossState(), Unit::SetCanFly(), Unit::SetDisableGravity(), Creature::SetReactState(), and BossAI::summons.

Referenced by EnterEvadeMode(), and MovementInform().

◆ SetGUID()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::SetGUID ( ObjectGuid const &  guid,
int32  type = 0 
)
inlineoverridevirtual

Reimplemented from UnitAI.

546 {
547 switch (type)
548 {
549 case GUID_BLOODBOLT:
550 _bloodboltedPlayers.insert(guid);
551 break;
552 case GUID_VAMPIRE:
553 _vampires.insert(guid);
554 break;
555 default:
556 break;
557 }
558 }
@ GUID_VAMPIRE
Definition boss_blood_queen_lana_thel.cpp:114
@ GUID_BLOODBOLT
Definition boss_blood_queen_lana_thel.cpp:115

References _bloodboltedPlayers, _vampires, GUID_BLOODBOLT, and GUID_VAMPIRE.

Referenced by UpdateAI().

◆ UpdateAI()

void boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

333 {
334 if (!UpdateVictim())
335 return;
336
337 events.Update(diff);
338
340 return;
341
342 switch (events.ExecuteEvent())
343 {
344 case EVENT_BERSERK:
347 me->CastSpell(me, SPELL_BERSERK, true);
348 break;
350 {
352 {
353 me->CastSpell(target, SPELL_VAMPIRIC_BITE, false);
354 me->CastSpell((Unit*)nullptr, SPELL_VAMPIRIC_BITE_DUMMY, true);
356 SetGUID(target->GetGUID(), GUID_VAMPIRE);
359 }
360 }
361 break;
363 if (me->GetVictim())
364 {
365 std::list<Player*> myList;
366 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
367 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
368 if (Player* p = itr->GetSource())
369 if (p->IsAlive() && p != me->GetVictim() && !p->IsGameMaster() && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
370 myList.push_back(p);
371 if (!myList.empty())
372 {
374 Player* target = myList.front();
375 if (me->GetVictim()->GetGUID() != _tankGUID || target->GetGUID() != _offtankGUID)
376 {
377 // remove manually from previous, single target flag has nothing to do with this as caster is in every case different.
378 if (_tankGUID)
379 if (Player* prevTank = ObjectAccessor::GetPlayer(*me, _tankGUID))
380 {
382 prevTank->RemoveAurasDueToSpell(SPELL_BLOOD_MIRROR_VISUAL);
383 }
384 if (_offtankGUID)
385 if (Player* prevOfftank = ObjectAccessor::GetPlayer(*me, _offtankGUID))
386 prevOfftank->RemoveAurasDueToSpell(SPELL_BLOOD_MIRROR_DUMMY);
387
388 if (target->GetDistance(me->GetVictim()) > 39.0f || me->GetDistance(me->GetVictim()) > 39.0f)
389 {
392 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
393 break;
394 }
395
397 _offtankGUID = target->GetGUID();
401
405 }
406 }
407 }
408 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
409 break;
412 {
413 Unit* target = nullptr;
414 if (_offtankGUID)
416 if (t->IsAlive() && t->GetDistance(me) < 10.0f)
417 target = t;
418 if (!target)
419 if (me->GetVictim() && me->GetVictim()->GetDistance(me) < 10.0f)
420 target = me->GetVictim();
421 if (!target)
422 {
423 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 5s);
424 break;
425 }
426 me->CastSpell(target, SPELL_DELIRIOUS_SLASH, false);
427 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 20s, 24s);
428 break;
429 }
430 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 5s);
431 break;
434 {
435 std::list<Player*> myList;
436 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
437 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
438 if (Player* p = itr->GetSource())
439 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && p->GetDistance(me) < 100.0f && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
440 myList.push_back(p);
442 if (myList.size() > 1)
443 {
445 for (std::list<Player*>::iterator itr = myList.begin(); itr != myList.end(); ++itr)
447 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 30s);
448 }
449 else
450 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
451 break;
452 }
453 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
454 break;
457 {
458 std::list<Player*> myList;
459 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
460 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
461 if (Player* p = itr->GetSource())
462 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && !p->HasAura(SPELL_PACT_OF_THE_DARKFALLEN) && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
463 myList.push_back(p);
464
465 if (!myList.empty())
466 {
468 Player* target = myList.front();
471 me->CastSpell(target, SPELL_SWARMING_SHADOWS, false);
472 }
473
474 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 30s);
475 break;
476 }
477 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 5s);
478 break;
481 {
482 std::list<Player*> myList;
483 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
484 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
485 if (Player* p = itr->GetSource())
486 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && !p->HasAura(SPELL_PACT_OF_THE_DARKFALLEN) && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
487 myList.push_back(p);
488
490 for (std::list<Player*>::iterator itr = myList.begin(); itr != myList.end(); ++itr)
493 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 10s, 15s);
494 break;
495 }
496 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 5s);
497 break;
498 case EVENT_AIR_PHASE:
499 me->AttackStop();
502 break;
506 me->DisableSpline();
507 me->SetCanFly(true);
508 me->SetDisableGravity(true);
510 me->GetMotionMaster()->MoveTakeoff(POINT_AIR, airPos, 0.642857f * 7.0f);
511 break;
513 me->GetMotionMaster()->MoveLand(POINT_GROUND, centerPos, 0.642857f * 7.0f);
514 break;
515 }
516
518 }
std::uint32_t uint32
Definition Define.h:107
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ TRIGGERED_FULL_MASK
Will return SPELL_FAILED_DONT_REPORT in CheckCast functions.
Definition SpellDefines.h:150
@ UNIT_STATE_CASTING
Definition UnitDefines.h:188
@ REACT_PASSIVE
Definition Unit.h:567
Position const centerPos
Definition boss_blood_queen_lana_thel.cpp:126
@ SPELL_SWARMING_SHADOWS
Definition boss_blood_queen_lana_thel.cpp:67
@ SPELL_VAMPIRIC_BITE
Definition boss_blood_queen_lana_thel.cpp:50
@ SPELL_VAMPIRIC_BITE_DUMMY
Definition boss_blood_queen_lana_thel.cpp:51
@ SPELL_TWILIGHT_BLOODBOLT
Definition boss_blood_queen_lana_thel.cpp:69
@ SPELL_TWILIGHT_BLOODBOLT_TARGET
Definition boss_blood_queen_lana_thel.cpp:68
@ SPELL_PRESENCE_OF_THE_DARKFALLEN_SE
Definition boss_blood_queen_lana_thel.cpp:59
@ EMOTE_BERSERK_RAID
Definition boss_blood_queen_lana_thel.cpp:43
@ SAY_PACT_OF_THE_DARKFALLEN
Definition boss_blood_queen_lana_thel.cpp:37
@ SAY_SWARMING_SHADOWS
Definition boss_blood_queen_lana_thel.cpp:35
@ SAY_BERSERK
Definition boss_blood_queen_lana_thel.cpp:41
@ EMOTE_SWARMING_SHADOWS
Definition boss_blood_queen_lana_thel.cpp:36
@ SAY_VAMPIRIC_BITE
Definition boss_blood_queen_lana_thel.cpp:32
@ QUEST_BLOOD_INFUSION
Definition boss_blood_queen_lana_thel.cpp:79
@ SPELL_GUSHING_WOUND
Definition boss_blood_queen_lana_thel.cpp:81
@ SPELL_THIRST_QUENCHED
Definition boss_blood_queen_lana_thel.cpp:82
Position const airPos
Definition boss_blood_queen_lana_thel.cpp:127
@ SPELL_BERSERK
Definition boss_maiden_of_virtue.cpp:36
Definition Object.h:806
bool UpdateVictim()
Definition CreatureAI.cpp:350
bool HasReactState(ReactStates state) const
Definition Creature.h:102
void MoveTakeoff(uint32 id, Position const &pos, float speed=0.0f, bool skipAnimation=false)
Use to move the unit from the ground to the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:589
void MoveLand(uint32 id, Position const &pos, float speed=0.0f)
Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:554
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1489
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:41
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:112
void DisableSpline()
Definition Unit.cpp:755
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:5189
bool HasUnitState(const uint32 f) const
Definition Unit.h:737
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7499
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1299
@ SPELL_UNSATED_CRAVING
Definition icecrown_citadel.h:62
void RandomResize(C &container, std::size_t requestedSize)
Definition Containers.h:79
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:223
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:244
Definition boss_blood_queen_lana_thel.cpp:131
void SetGUID(ObjectGuid const &guid, int32 type=0) override
Definition boss_blood_queen_lana_thel.cpp:545

References _offtankGUID, _tankGUID, airPos, Unit::AttackStop(), MapRefMgr::begin(), Unit::CastSpell(), centerPos, ObjectGuid::Clear(), Unit::DisableSpline(), UnitAI::DoMeleeAttackIfReady(), EMOTE_BERSERK_RAID, EMOTE_SWARMING_SHADOWS, MapRefMgr::end(), EVENT_AIR_FLY_DOWN, EVENT_AIR_PHASE, EVENT_AIR_START_FLYING, EVENT_BERSERK, EVENT_BLOOD_MIRROR, EVENT_DELIRIOUS_SLASH, EVENT_PACT_OF_THE_DARKFALLEN, EVENT_SWARMING_SHADOWS, EVENT_TWILIGHT_BLOODBOLT, EVENT_VAMPIRIC_BITE, WorldObject::GetDistance(), Object::GetGUID(), WorldObject::GetMap(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), Map::GetPlayers(), Player::GetQuestStatus(), ObjectAccessor::GetUnit(), Unit::GetVictim(), GUID_VAMPIRE, Unit::HasAura(), Creature::HasReactState(), Unit::HasUnitState(), ScriptedAI::Is25ManRaid(), MaxThreat, ScriptedAI::me, MotionMaster::MoveIdle(), MotionMaster::MoveLand(), MotionMaster::MovePoint(), MotionMaster::MoveTakeoff(), POINT_AIR, POINT_CENTER, POINT_GROUND, QUEST_BLOOD_INFUSION, QUEST_STATUS_INCOMPLETE, Acore::Containers::RandomResize(), REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), SAY_BERSERK, SAY_PACT_OF_THE_DARKFALLEN, SAY_SWARMING_SHADOWS, SAY_VAMPIRIC_BITE, UnitAI::SelectTarget(), Unit::SendMeleeAttackStop(), Unit::SendMovementFlagUpdate(), Unit::SetCanFly(), Unit::SetDisableGravity(), SetGUID(), Creature::SetReactState(), SPELL_BERSERK, SPELL_BLOOD_MIRROR_DAMAGE, SPELL_BLOOD_MIRROR_DUMMY, SPELL_BLOOD_MIRROR_VISUAL, SPELL_DELIRIOUS_SLASH, SPELL_GUSHING_WOUND, SPELL_PACT_OF_THE_DARKFALLEN, SPELL_PRESENCE_OF_THE_DARKFALLEN_DUMMY, SPELL_PRESENCE_OF_THE_DARKFALLEN_SE, SPELL_SWARMING_SHADOWS, SPELL_THIRST_QUENCHED, SPELL_TWILIGHT_BLOODBOLT, SPELL_TWILIGHT_BLOODBOLT_TARGET, SPELL_UNCONTROLLABLE_FRENZY, SPELL_UNSATED_CRAVING, SPELL_VAMPIRIC_BITE, SPELL_VAMPIRIC_BITE_DUMMY, TRIGGERED_FULL_MASK, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

◆ WasBloodbolted()

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::WasBloodbolted ( ObjectGuid  guid)
inline
541 {
542 return _bloodboltedPlayers.count(guid) != 0;
543 }

References _bloodboltedPlayers.

Referenced by BloodboltHitCheck::operator()().

◆ WasVampire()

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::WasVampire ( ObjectGuid  guid)
inline
536 {
537 return _vampires.count(guid) != 0;
538 }

References _vampires.

Member Data Documentation

◆ _bloodboltedPlayers

GuidSet boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_bloodboltedPlayers

◆ _creditBloodQuickening

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_creditBloodQuickening

Referenced by JustDied(), JustEngagedWith(), and Reset().

◆ _killMinchar

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_killMinchar

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

◆ _offtankGUID

ObjectGuid boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_offtankGUID

Referenced by Reset(), and UpdateAI().

◆ _tankGUID

ObjectGuid boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_tankGUID

Referenced by Reset(), and UpdateAI().

◆ _vampires

GuidSet boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::_vampires

Referenced by Reset(), SetGUID(), and WasVampire().

◆ bEnteredCombat

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::bEnteredCombat

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