AzeorthCore 3.3.5a
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npc_zealot_lorkhan::npc_zealot_lorkhanAI Struct Reference
Inheritance diagram for npc_zealot_lorkhan::npc_zealot_lorkhanAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_zealot_lorkhanAI (Creature *creature)
 
void Reset () override
 
void EnterCombat (Unit *) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
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 EnterCombat (Unit *) override
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 Cast Spell. More...
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 Play sound. More...
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoResetThreat ()
 Reset Threat. More...
 
float DoGetThreat (Unit *unit)
 
void DoModifyThreatPercent (Unit *unit, int32 pct)
 Modify Unit Threat. More...
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 Teleport player. More...
 
void DoTeleportAll (float x, float y, float z, float o)
 Teleport all. More...
 
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 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)
 
void SetCombatMovement (bool allowMovement)
 Set Combat Movement. More...
 
bool IsCombatMovementAllowed () const
 
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
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void EnterCombat (Unit *)
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (Unit *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 ()
 
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 *)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, float dist=0.0f, bool playerOnly=false, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, PREDICATE const &predicate, uint32 maxTargets, SelectTargetMethod targetType)
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void HealDone (Unit *, uint32 &)
 
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)
 
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)
 
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)
 
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

InstanceScriptinstance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

Private Attributes

TaskScheduler _scheduler
 

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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_zealot_lorkhanAI()

npc_zealot_lorkhan::npc_zealot_lorkhanAI::npc_zealot_lorkhanAI ( Creature creature)
inline
292 : ScriptedAI(creature)
293 {
294 instance = creature->GetInstanceScript();
295 }
Definition: ScriptedCreature.h:177
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1194
InstanceScript * instance
Definition: boss_thekal.cpp:297

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ EnterCombat()

void npc_zealot_lorkhan::npc_zealot_lorkhanAI::EnterCombat ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

310 {
311 _scheduler.Schedule(1s, [this](TaskContext context) {
313 context.Repeat(1min);
314 }).Schedule(32s, [this](TaskContext context) {
317
318 if (!thekal || !zath)
319 return;
320
321 if ((me->GetHealthPct() <= thekal->GetHealthPct()) || (me->GetHealthPct() <= zath->GetHealthPct()))
322 {
324 }
325 else if (zath->GetHealthPct() <= thekal->GetHealthPct())
326 {
328 }
329 else
330 {
331 DoCast(thekal, SPELL_GREATERHEAL);
332 }
333
334 context.Repeat(15s, 20s);
335 }).Schedule(6s, [this](TaskContext context) {
337 context.Repeat(15s, 25s);
338 });
339 }
@ SPELL_GREATERHEAL
Definition: boss_thekal.cpp:47
@ SPELL_SHIELD
Definition: boss_thekal.cpp:45
@ SPELL_DISARM
Definition: boss_thekal.cpp:48
@ DATA_THEKAL
Definition: zulgurub.h:33
@ DATA_ZATH
Definition: zulgurub.h:40
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:217
Definition: TaskScheduler.h:400
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:323
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
Creature * me
Definition: ScriptedCreature.h:267
Definition: Unit.h:1290
float GetHealthPct() const
Definition: Unit.h:1446
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:98
TaskScheduler _scheduler
Definition: boss_thekal.cpp:361

References _scheduler, DATA_THEKAL, DATA_ZATH, UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), InstanceScript::GetCreature(), Unit::GetHealthPct(), instance, ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_DISARM, SPELL_GREATERHEAL, and SPELL_SHIELD.

◆ JustDied()

void npc_zealot_lorkhan::npc_zealot_lorkhanAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

342 {
344
346 {
347 thekal->AI()->SetData(ACTION_RESSURRECT, DATA_LORKHAN);
348 }
349 }
@ EMOTE_ZEALOT_DIES
Definition: boss_thekal.cpp:28
@ ACTION_RESSURRECT
Definition: boss_thekal.cpp:59
@ DATA_LORKHAN
Definition: zulgurub.h:39
Talk
Definition: boss_fathomlord_karathress.cpp:23
Definition: Creature.h:46

References ACTION_RESSURRECT, DATA_LORKHAN, DATA_THEKAL, EMOTE_ZEALOT_DIES, InstanceScript::GetCreature(), and instance.

◆ Reset()

void npc_zealot_lorkhan::npc_zealot_lorkhanAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

300 {
302
304 {
306 });
307 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ UNIT_STATE_CASTING
Definition: Unit.h:340
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:182
bool HasReactState(ReactStates state) const
Definition: Creature.h:90
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398

References _scheduler, TaskScheduler::CancelAll(), Creature::HasReactState(), Unit::HasUnitState(), ScriptedAI::me, REACT_PASSIVE, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

◆ UpdateAI()

void npc_zealot_lorkhan::npc_zealot_lorkhanAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

352 {
354 return;
355
356 _scheduler.Update(diff,
357 std::bind(&ScriptedAI::DoMeleeAttackIfReady, this));
358 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:268
ReactStates GetReactState() const
Definition: Creature.h:89

References _scheduler, UnitAI::DoMeleeAttackIfReady(), Creature::GetReactState(), ScriptedAI::me, REACT_PASSIVE, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _scheduler

TaskScheduler npc_zealot_lorkhan::npc_zealot_lorkhanAI::_scheduler
private

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

◆ instance

InstanceScript* npc_zealot_lorkhan::npc_zealot_lorkhanAI::instance