AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_the_lurker_below Struct Reference
Inheritance diagram for boss_the_lurker_below:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_the_lurker_below (Creature *creature)
 
void Reset () override
 
void DoAction (int32 action) override
 
void AttackStart (Unit *who) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void SchedulerPhaseOne (std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
 
void SchedulerPhaseTwo ()
 
void UpdateAI (uint32 diff) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
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
 
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 JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void 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=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, 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)
 
void SetCombatMovement (bool allowMovement)
 
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, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
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 ==================
 
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 ()
 
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, 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)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
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)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always 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)
 
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
 

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 ()
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
bool _ProccessHealthCheckEvent (uint8 healthPct, uint32 damage, std::function< void()> exec) const
 
void TeleportCheaters ()
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_the_lurker_below()

boss_the_lurker_below::boss_the_lurker_below ( Creature creature)
inline
68: BossAI(creature, DATA_THE_LURKER_BELOW) { }
@ DATA_THE_LURKER_BELOW
Definition: serpent_shrine.h:35
Definition: ScriptedCreature.h:469

Member Function Documentation

◆ AttackStart()

void boss_the_lurker_below::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

94 {
95 if (who && me->GetReactState() == REACT_AGGRESSIVE)
96 {
97 me->Attack(who, true);
98 }
99 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1037
Creature * me
Definition: ScriptedCreature.h:282
ReactStates GetReactState() const
Definition: Creature.h:91
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10280

References Unit::Attack(), Creature::GetReactState(), ScriptedAI::me, and REACT_AGGRESSIVE.

◆ DoAction()

void boss_the_lurker_below::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

80 {
81 if (action == ACTION_START_EVENT)
82 {
85 me->SetVisible(true);
90 }
91 }
@ UNIT_STAND_STATE_STAND
Definition: Unit.h:53
@ BASE_ATTACK
Definition: Unit.h:396
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ ACTION_START_EVENT
Definition: boss_lurker_below.cpp:40
void SetInCombatWithZone()
Definition: Creature.cpp:2732
void SetReactState(ReactStates st)
Definition: Creature.h:90
void SetVisible(bool x)
Definition: Unit.cpp:14220
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:1352
void UpdateObjectVisibility(bool forced=true, bool fromUpdate=false) override
Definition: Unit.cpp:19394
void SetStandState(uint8 state)
Definition: Unit.cpp:16994
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1496

References ACTION_START_EVENT, BASE_ATTACK, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::setAttackTimer(), Creature::SetInCombatWithZone(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetVisible(), UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and Unit::UpdateObjectVisibility().

◆ JustEngagedWith()

void boss_the_lurker_below::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

102 {
104
105 SchedulerPhaseOne(38800ms, 91000ms);
106 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
Definition: boss_lurker_below.cpp:108

References BossAI::JustEngagedWith(), and SchedulerPhaseOne().

◆ Reset()

void boss_the_lurker_below::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

71 {
75 me->SetVisible(false);
77 }
@ REACT_PASSIVE
Definition: Unit.h:1035
@ UNIT_STAND_STATE_SUBMERGED
Definition: Unit.h:62
void Reset() override
Definition: ScriptedCreature.h:496
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1495

References ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetUnitFlag(), Unit::SetVisible(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

◆ SchedulerPhaseOne()

void boss_the_lurker_below::SchedulerPhaseOne ( std::chrono::milliseconds  spoutTimer,
std::chrono::milliseconds  p2Timer 
)
inline
109 {
110 scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
111 {
113 context.Repeat(10200ms, 54900ms);
114 }).Schedule(18150ms, GROUP_WHIRL, [this](TaskContext context)
115 {
117 context.Repeat(34150ms, 68550ms);
118 }).Schedule(spoutTimer, [this](TaskContext context)
119 {
124 me->SetTarget();
127 scheduler.Schedule(3s, [this](TaskContext)
128 {
131 });
132 context.Repeat(60s);
133 }).Schedule(p2Timer, [this](TaskContext)
134 {
135 //phase2
141 for (uint8 i = 0; i < MAX_SUMMONS; ++i)
142 {
143 //needs sniffed spell probably
144 me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
145 }
147 });
148 }
std::uint8_t uint8
Definition: Define.h:110
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ TRIGGERED_IGNORE_SET_FACING
Will ignore interruptible aura's at cast.
Definition: SpellDefines.h:141
Talk
Definition: boss_fathomlord_karathress.cpp:25
@ NPC_COILFANG_GUARDIAN
Definition: boss_lurker_below.cpp:43
@ MAX_SUMMONS
Definition: boss_lurker_below.cpp:41
@ EMOTE_TAKE_BREATH
Definition: boss_lurker_below.cpp:39
@ NPC_COILFANG_AMBUSHER
Definition: boss_lurker_below.cpp:44
const Position positions[MAX_SUMMONS]
Definition: boss_lurker_below.cpp:53
@ SPELL_CLEAR_ALL_DEBUFFS
Definition: boss_lurker_below.cpp:33
@ SPELL_SPOUT_VISUAL
Definition: boss_lurker_below.cpp:29
@ SPELL_SPOUT_PERIODIC
Definition: boss_lurker_below.cpp:30
@ SPELL_SUBMERGE_VISUAL
Definition: boss_lurker_below.cpp:34
@ SPELL_WHIRL
Definition: boss_lurker_below.cpp:27
@ SPELL_GEYSER
Definition: boss_lurker_below.cpp:28
@ GROUP_GEYSER
Definition: boss_lurker_below.cpp:50
@ GROUP_WHIRL
Definition: boss_lurker_below.cpp:49
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
TaskScheduler & RescheduleGroup(group_t const group, std::chrono::duration< _Rep, _Period > const &duration)
Reschedule all tasks of a group with the given duration.
Definition: TaskScheduler.h:352
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:256
TaskScheduler scheduler
Definition: CreatureAI.h:76
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3441
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition: Object.cpp:2343
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4081
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20894
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:1169
Unit * GetVictim() const
Definition: Unit.h:1398
void SchedulerPhaseTwo()
Definition: boss_lurker_below.cpp:150

References TaskScheduler::CancelAll(), Unit::CastSpell(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), EMOTE_TAKE_BREATH, Unit::GetVictim(), GROUP_GEYSER, GROUP_WHIRL, Unit::InterruptNonMeleeSpells(), MAX_SUMMONS, ScriptedAI::me, NPC_COILFANG_AMBUSHER, NPC_COILFANG_GUARDIAN, positions, REACT_PASSIVE, TaskContext::Repeat(), TaskScheduler::RescheduleGroup(), TaskScheduler::Schedule(), CreatureAI::scheduler, SchedulerPhaseTwo(), Unit::SetFacingToObject(), Creature::SetReactState(), Unit::SetStandState(), Creature::SetTarget(), Unit::SetUnitFlag(), SPELL_CLEAR_ALL_DEBUFFS, SPELL_GEYSER, SPELL_SPOUT_PERIODIC, SPELL_SPOUT_VISUAL, SPELL_SUBMERGE_VISUAL, SPELL_WHIRL, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, TRIGGERED_IGNORE_SET_FACING, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

Referenced by JustEngagedWith(), and SchedulerPhaseTwo().

◆ SchedulerPhaseTwo()

◆ UpdateAI()

void boss_the_lurker_below::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

164 {
165 if (!UpdateVictim())
166 return;
167
168 scheduler.Update(diff);
169
171 return;
172
173 Unit* target = nullptr;
175 {
176 target = me->GetVictim();
177 }
178 else
179 {
181 for (ThreatReference const* ref : t_list)
182 {
183 if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, ref->getUnitGuid()))
184 {
185 if (me->IsWithinMeleeRange(threatTarget))
186 {
187 target = threatTarget;
188 break;
189 }
190 }
191 }
192 }
193 if (target)
194 {
195 me->AttackerStateUpdate(target);
196 }
197 else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
198 {
199 me->CastSpell(target, SPELL_WATER_BOLT, false);
200 }
202 }
@ SPELL_WATER_BOLT
Definition: boss_lurker_below.cpp:26
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:202
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:268
Definition: ThreatMgr.h:49
std::list< HostileReference * > StorageType
Definition: ThreatMgr.h:148
ThreatContainer::StorageType const & GetThreatList() const
Definition: ThreatMgr.h:274
Definition: Unit.h:1302
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:683
uint8 getStandState() const
Definition: Unit.h:1548
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition: Unit.cpp:2537
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2159
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:1355
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition: Unit.cpp:661

References Unit::AttackerStateUpdate(), Unit::CastSpell(), Creature::GetReactState(), Unit::getStandState(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::resetAttackTimer(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_WATER_BOLT, UNIT_STAND_STATE_STAND, TaskScheduler::Update(), and CreatureAI::UpdateVictim().