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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 (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged - this happens after JustEnteredCombat.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoRewardPlayersInArea ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0ms, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0ms)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
bool IsEngaged () const
 Check if creature is currently engaged in combat.
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool IsEscortNPC (bool=true) const
 
void JustEnteredCombat (Unit *who) override
 Called when the unit enters combat.
 
virtual void JustStartedThreateningMe (Unit *who)
 
void EngagementStart (Unit *who)
 
void EngagementOver ()
 
void JustExitedCombat () override
 Called when the unit leaves combat.
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void 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
162 {
163 bEnteredCombat = false;
164 }
Definition ScriptedCreature.h:485
@ DATA_BLOOD_QUEEN_LANA_THEL
Definition icecrown_citadel.h:94
bool bEnteredCombat
Definition boss_blood_queen_lana_thel.cpp:172

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.

578 {
579 return me->IsVisible();
580 }
bool IsVisible() const
Definition Unit.h:2017
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
517 {
529 }
@ 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:694

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.

276 {
277 if (action != ACTION_KILL_MINCHAR)
278 return;
279
281 _killMinchar = true;
282 else
283 GoToMinchar();
284 }
@ IN_PROGRESS
Definition InstanceScript.h:59
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:252
@ ACTION_KILL_MINCHAR
Definition icecrown_citadel.h:528
bool _killMinchar
Definition boss_blood_queen_lana_thel.cpp:167
void GoToMinchar()
Definition boss_blood_queen_lana_thel.cpp:260

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.

557 {
558 const Map::PlayerList& pl = me->GetMap()->GetPlayers();
559 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
560 if (Player* p = itr->GetSource())
561 if (p->IsAlive() && p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
562 Unit::Kill(me, p);
563
564 if (_killMinchar)
565 {
566 if (!me->IsAlive())
567 return;
568 _EnterEvadeMode(why);
569 Reset();
570 GoToMinchar();
571 return;
572 }
573
575 }
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:329
Definition Player.h:1084
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:13997
bool IsAlive() const
Definition Unit.h:1797
Map * GetMap() const
Definition Object.h:625
void Reset() override
Definition boss_blood_queen_lana_thel.cpp:174

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
261 {
262 if (!me->IsAlive())
263 return;
268 me->StopMoving();
269 me->SetCanFly(true);
270 me->SetDisableGravity(true);
273 }
@ DONE
Definition InstanceScript.h:61
@ UNIT_STATE_EVADE
Definition UnitDefines.h:194
@ POINT_MINCHAR
Definition boss_blood_queen_lana_thel.cpp:122
Position const mincharPos
Definition boss_blood_queen_lana_thel.cpp:127
void MoveIdle()
Definition MotionMaster.cpp:234
void MovePoint(uint32 id, const Position &pos, ForcedMovement forcedMovement=FORCED_MOVEMENT_NONE, float speed=0.f, bool generatePath=true, bool forceDestination=true, std::optional< AnimTier > animTier=std::nullopt)
Definition MotionMaster.h:240
MotionMaster * GetMotionMaster()
Definition Unit.h:1762
void StopMoving()
Definition Unit.cpp:13056
void SetCanFly(bool enable)
Add the movement flag: MOVEMENTFLAGCAN_FLY. Generaly only use by players, allowing them to fly by pre...
Definition Unit.cpp:16587
void AddUnitState(uint32 f)
Definition Unit.h:735
void SendMovementFlagUpdate(bool self=false)
Definition Unit.cpp:13110
Unit * GetVictim() const
Definition Unit.h:903
void SetDisableGravity(bool disable)
Definition Unit.cpp:16527
void SendMeleeAttackStop(Unit *victim=nullptr)
Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side or int...
Definition Unit.cpp:3268
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_BLOOD_QUICKENING_STATE
Definition icecrown_citadel.h:119

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.

233 {
234 _JustDied();
236
239
240 CleanAuras();
241
243 {
245 Map::PlayerList const& pl = me->GetMap()->GetPlayers();
246 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
247 if (Player* p = itr->GetSource())
250 {
251 minchar->SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
252 minchar->SetCanFly(false);
253 minchar->SetDisableGravity(false);
254 minchar->RemoveAllAuras();
255 minchar->GetMotionMaster()->MoveCharge(4629.3711f, 2782.6089f, 401.5301f, SPEED_CHARGE / 3.0f);
256 }
257 }
258 }
#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:79
void _JustDied()
Definition ScriptedCreature.cpp:664
Definition Creature.h:47
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:285
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:2498
Talk
Definition hyjal.cpp:82
@ NPC_INFILTRATOR_MINCHAR_BQ
Definition icecrown_citadel.h:191
@ NPC_BLOOD_QUICKENING_CREDIT_25
Definition icecrown_citadel.h:192
@ SPELL_SHADOWS_FATE
Definition icecrown_citadel.h:63
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition ScriptedCreature.h:408
bool Is25ManRaid() const
Definition ScriptedCreature.h:389
bool _creditBloodQuickening
Definition boss_blood_queen_lana_thel.cpp:166
void CleanAuras()
Definition boss_blood_queen_lana_thel.cpp:516

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.

202 {
204 {
207 return;
208 }
209
210 bEnteredCombat = true;
213 events.Reset();
214 events.ScheduleEvent(EVENT_BERSERK, 330s);
215 events.ScheduleEvent(EVENT_VAMPIRIC_BITE, 15s);
216 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
217 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 10s, 12s);
218 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 20s);
219 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 30s);
220 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 15s, 25s);
221 events.ScheduleEvent(EVENT_AIR_PHASE, Is25ManRaid() ? 127s : 124s);
222
223 CleanAuras();
224 me->setActive(true);
230 }
@ SPELL_SHROUD_OF_SORROW
Definition boss_blood_queen_lana_thel.cpp:48
@ SAY_AGGRO
Definition boss_blood_queen_lana_thel.cpp:31
@ EVENT_BLOOD_MIRROR
Definition boss_blood_queen_lana_thel.cpp:101
@ EVENT_PACT_OF_THE_DARKFALLEN
Definition boss_blood_queen_lana_thel.cpp:103
@ EVENT_AIR_PHASE
Definition boss_blood_queen_lana_thel.cpp:106
@ EVENT_DELIRIOUS_SLASH
Definition boss_blood_queen_lana_thel.cpp:102
@ EVENT_TWILIGHT_BLOODBOLT
Definition boss_blood_queen_lana_thel.cpp:105
@ EVENT_SWARMING_SHADOWS
Definition boss_blood_queen_lana_thel.cpp:104
@ EVENT_BERSERK
Definition boss_blood_queen_lana_thel.cpp:99
@ EVENT_VAMPIRIC_BITE
Definition boss_blood_queen_lana_thel.cpp:100
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:396
void DoCastSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:705
virtual bool CheckRequiredBosses(uint32, Player const *=nullptr) const
Definition InstanceScript.h:265
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:1389
void setActive(bool isActiveObject)
Definition Object.cpp:1082
virtual uint32 GetData(uint32) const
Definition ZoneScript.h:51
@ LIGHT_S_HAMMER_TELEPORT
Definition icecrown_citadel.h:74
void EnterEvadeMode(EvadeReason why) override
Definition boss_blood_queen_lana_thel.cpp:556

References _creditBloodQuickening, bEnteredCombat, Unit::CastSpell(), InstanceScript::CheckRequiredBosses(), CleanAuras(), DATA_BLOOD_QUEEN_LANA_THEL, DATA_BLOOD_QUICKENING_STATE, 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_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.

287 {
288 if (victim->IsPlayer())
289 Talk(SAY_KILL);
290 }
@ 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.

293 {
294 if (type != EFFECT_MOTION_TYPE && type != POINT_MOTION_TYPE)
295 return;
296
297 switch (id)
298 {
299 case POINT_CENTER:
301 events.ScheduleEvent(EVENT_AIR_PHASE, Is25ManRaid() ? 100s : 120s);
302 events.ScheduleEvent(EVENT_AIR_START_FLYING, 2500ms);
303 break;
304 case POINT_AIR:
305 _bloodboltedPlayers.clear();
308 events.ScheduleEvent(EVENT_AIR_FLY_DOWN, 7s);
309 break;
310 case POINT_GROUND:
311 me->SetCanFly(false);
312 me->SetDisableGravity(false);
314 if (Unit* target = me->SelectVictim())
315 AttackStart(target);
316 events.RescheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
317 events.RescheduleEvent(EVENT_SWARMING_SHADOWS, 20s);
318 break;
319 case POINT_MINCHAR:
322 Reset();
323 default:
324 break;
325 }
326 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ EFFECT_MOTION_TYPE
Definition MotionMaster.h:56
@ REACT_AGGRESSIVE
Definition Unit.h:568
@ POINT_GROUND
Definition boss_blood_queen_lana_thel.cpp:121
@ POINT_CENTER
Definition boss_blood_queen_lana_thel.cpp:119
@ POINT_AIR
Definition boss_blood_queen_lana_thel.cpp:120
@ 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:107
@ EVENT_AIR_FLY_DOWN
Definition boss_blood_queen_lana_thel.cpp:108
Unit * SelectVictim()
Definition Unit.cpp:11512
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:261
Definition Unit.h:664
void AttackStart(Unit *) override
Definition ScriptedCreature.cpp:228
GuidSet _bloodboltedPlayers
Definition boss_blood_queen_lana_thel.cpp:170

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.

175 {
177 _killMinchar = false;
180 _vampires.clear();
181 CleanAuras();
183
184 events.Reset();
186
187 me->SetCanFly(false);
188 me->SetDisableGravity(false);
189
190 if (bEnteredCombat)
191 {
192 bEnteredCombat = false;
195 }
196
199 }
@ FAIL
Definition InstanceScript.h:60
@ NOT_STARTED
Definition InstanceScript.h:58
SummonList summons
Definition ScriptedCreature.h:539
void Clear()
Definition ObjectGuid.h:138
void DespawnAll(Milliseconds delay=0ms)
Definition ScriptedCreature.cpp:72
ObjectGuid _tankGUID
Definition boss_blood_queen_lana_thel.cpp:168
ObjectGuid _offtankGUID
Definition boss_blood_queen_lana_thel.cpp:169
GuidSet _vampires
Definition boss_blood_queen_lana_thel.cpp:171

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.

542 {
543 switch (type)
544 {
545 case GUID_BLOODBOLT:
546 _bloodboltedPlayers.insert(guid);
547 break;
548 case GUID_VAMPIRE:
549 _vampires.insert(guid);
550 break;
551 default:
552 break;
553 }
554 }
@ GUID_VAMPIRE
Definition boss_blood_queen_lana_thel.cpp:113
@ GUID_BLOODBOLT
Definition boss_blood_queen_lana_thel.cpp:114

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.

329 {
330 if (!UpdateVictim())
331 return;
332
333 events.Update(diff);
334
336 return;
337
338 switch (events.ExecuteEvent())
339 {
340 case EVENT_BERSERK:
343 me->CastSpell(me, SPELL_BERSERK, true);
344 break;
346 {
348 {
349 me->CastSpell(target, SPELL_VAMPIRIC_BITE, false);
350 me->CastSpell((Unit*)nullptr, SPELL_VAMPIRIC_BITE_DUMMY, true);
352 SetGUID(target->GetGUID(), GUID_VAMPIRE);
355 }
356 }
357 break;
359 if (me->GetVictim())
360 {
361 std::list<Player*> myList;
362 const Map::PlayerList& pl = me->GetMap()->GetPlayers();
363 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
364 if (Player* p = itr->GetSource())
365 if (p->IsAlive() && p != me->GetVictim() && !p->IsGameMaster() && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
366 myList.push_back(p);
367 if (!myList.empty())
368 {
370 Player* target = myList.front();
371 if (me->GetVictim()->GetGUID() != _tankGUID || target->GetGUID() != _offtankGUID)
372 {
373 // remove manually from previous, single target flag has nothing to do with this as caster is in every case different.
374 if (_tankGUID)
375 if (Player* prevTank = ObjectAccessor::GetPlayer(*me, _tankGUID))
376 {
378 prevTank->RemoveAurasDueToSpell(SPELL_BLOOD_MIRROR_VISUAL);
379 }
380 if (_offtankGUID)
381 if (Player* prevOfftank = ObjectAccessor::GetPlayer(*me, _offtankGUID))
382 prevOfftank->RemoveAurasDueToSpell(SPELL_BLOOD_MIRROR_DUMMY);
383
384 if (target->GetDistance(me->GetVictim()) > 39.0f || me->GetDistance(me->GetVictim()) > 39.0f)
385 {
388 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
389 break;
390 }
391
393 _offtankGUID = target->GetGUID();
397
401 }
402 }
403 }
404 events.ScheduleEvent(EVENT_BLOOD_MIRROR, 2500ms);
405 break;
408 {
409 Unit* target = nullptr;
410 if (_offtankGUID)
412 if (t->IsAlive() && t->GetDistance(me) < 10.0f)
413 target = t;
414 if (!target)
415 if (me->GetVictim() && me->GetVictim()->GetDistance(me) < 10.0f)
416 target = me->GetVictim();
417 if (!target)
418 {
419 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 5s);
420 break;
421 }
422 me->CastSpell(target, SPELL_DELIRIOUS_SLASH, false);
423 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 20s, 24s);
424 break;
425 }
426 events.ScheduleEvent(EVENT_DELIRIOUS_SLASH, 5s);
427 break;
430 {
431 std::list<Player*> myList;
432 const Map::PlayerList& pl = me->GetMap()->GetPlayers();
433 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
434 if (Player* p = itr->GetSource())
435 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && p->GetDistance(me) < 100.0f && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
436 myList.push_back(p);
438 if (myList.size() > 1)
439 {
441 for (std::list<Player*>::iterator itr = myList.begin(); itr != myList.end(); ++itr)
443 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 30s);
444 }
445 else
446 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
447 break;
448 }
449 events.ScheduleEvent(EVENT_PACT_OF_THE_DARKFALLEN, 5s);
450 break;
453 {
454 std::list<Player*> myList;
455 const Map::PlayerList& pl = me->GetMap()->GetPlayers();
456 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
457 if (Player* p = itr->GetSource())
458 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && !p->HasAura(SPELL_PACT_OF_THE_DARKFALLEN) && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
459 myList.push_back(p);
460
461 if (!myList.empty())
462 {
464 Player* target = myList.front();
467 me->CastSpell(target, SPELL_SWARMING_SHADOWS, false);
468 }
469
470 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 30s);
471 break;
472 }
473 events.ScheduleEvent(EVENT_SWARMING_SHADOWS, 5s);
474 break;
477 {
478 std::list<Player*> myList;
479 const Map::PlayerList& pl = me->GetMap()->GetPlayers();
480 for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
481 if (Player* p = itr->GetSource())
482 if (p->IsAlive() && p != me->GetVictim() && p->GetGUID() != _offtankGUID && !p->IsGameMaster() && !p->HasAura(SPELL_PACT_OF_THE_DARKFALLEN) && !p->HasAura(SPELL_UNCONTROLLABLE_FRENZY))
483 myList.push_back(p);
484
486 for (std::list<Player*>::iterator itr = myList.begin(); itr != myList.end(); ++itr)
489 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 10s, 15s);
490 break;
491 }
492 events.ScheduleEvent(EVENT_TWILIGHT_BLOODBOLT, 5s);
493 break;
494 case EVENT_AIR_PHASE:
495 me->AttackStop();
498 break;
502 me->DisableSpline();
503 me->SetCanFly(true);
504 me->SetDisableGravity(true);
506 me->GetMotionMaster()->MoveTakeoff(POINT_AIR, airPos, 0.642857f * 7.0f);
507 break;
509 me->GetMotionMaster()->MoveLand(POINT_GROUND, centerPos, 0.642857f * 7.0f);
510 break;
511 }
512
514 }
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:566
Position const centerPos
Definition boss_blood_queen_lana_thel.cpp:125
@ 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:78
@ SPELL_GUSHING_WOUND
Definition boss_blood_queen_lana_thel.cpp:80
@ SPELL_THIRST_QUENCHED
Definition boss_blood_queen_lana_thel.cpp:81
Position const airPos
Definition boss_blood_queen_lana_thel.cpp:126
@ SPELL_BERSERK
Definition boss_maiden_of_virtue.cpp:36
Definition Object.h:800
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:588
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:553
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1466
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:111
void DisableSpline()
Definition Unit.cpp:756
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:736
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition Unit.cpp:7471
float GetDistance(WorldObject const *obj) const
Definition Object.cpp:1295
@ 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:199
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220
Definition boss_blood_queen_lana_thel.cpp:130
void SetGUID(ObjectGuid const &guid, int32 type=0) override
Definition boss_blood_queen_lana_thel.cpp:541

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
537 {
538 return _bloodboltedPlayers.count(guid) != 0;
539 }

References _bloodboltedPlayers.

Referenced by BloodboltHitCheck::operator()().

◆ WasVampire()

bool boss_blood_queen_lana_thel::boss_blood_queen_lana_thelAI::WasVampire ( ObjectGuid  guid)
inline
532 {
533 return _vampires.count(guid) != 0;
534 }

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: