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boss_loken::boss_lokenAI Struct Reference
Inheritance diagram for boss_loken::boss_lokenAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_lokenAI (Creature *creature)
void MoveInLineOfSight (Unit *) override
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void JustDied (Unit *) override
void LokenSpeach (bool hp)
void KilledUnit (Unit *victim) 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 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 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 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)
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

Public Attributes

EventMap events
bool isActive
uint32 IntroTimer
uint8 HealthCheck
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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

◆ boss_lokenAI()

boss_loken::boss_lokenAI::boss_lokenAI ( Creature creature)
74 : ScriptedAI(creature)
75 {
76 m_pInstance = creature->GetInstanceScript();
77 if (m_pInstance)
79 }
Definition: halls_of_lightning.h:33
Definition: ScriptedCreature.h:192
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:52
bool isActive
Definition: boss_loken.cpp:84
InstanceScript * m_pInstance
Definition: boss_loken.cpp:81

References ZoneScript::GetData(), WorldObject::GetInstanceScript(), isActive, m_pInstance, and TYPE_LOKEN_INTRO.

Member Function Documentation

◆ JustDied()

void boss_loken::boss_lokenAI::JustDied ( Unit )

Reimplemented from ScriptedAI.

134 {
137 if (m_pInstance)
139 }
Definition: InstanceScript.h:59
Definition: boss_loken.cpp:49
Definition: halls_of_lightning.h:31
Definition: boss_fathomlord_karathress.cpp:23
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:53

References DONE, m_pInstance, SAY_DEATH, ZoneScript::SetData(), and TYPE_LOKEN.

◆ JustEngagedWith()

void boss_loken::boss_lokenAI::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

116 {
120 events.ScheduleEvent(EVENT_ARC_LIGHTNING, 10s);
121 events.ScheduleEvent(EVENT_SHOCKWAVE, 3s);
122 events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 15s);
124 if (m_pInstance)
125 {
128 if (me->GetMap()->IsHeroic())
130 }
131 }
Definition: InstanceScript.h:57
Definition: boss_sartura.cpp:43
Definition: boss_loken.cpp:43
Definition: boss_loken.cpp:55
Definition: boss_loken.cpp:57
Definition: boss_loken.cpp:56
Definition: boss_loken.cpp:36
Definition: DBCEnums.h:116
Creature * me
Definition: ScriptedCreature.h:282
void SetInCombatWithZone()
Definition: Creature.cpp:2723
Map * GetMap() const
Definition: Object.h:517
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition: InstanceScript.cpp:592
bool IsHeroic() const
Definition: Map.h:451

References ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH, InstanceScript::DoStartTimedAchievement(), EVENT_ARC_LIGHTNING, EVENT_LIGHTNING_NOVA, EVENT_SHOCKWAVE, WorldObject::GetMap(), IN_PROGRESS, Map::IsHeroic(), m_pInstance, ScriptedAI::me, SAY_AGGRO, ZoneScript::SetData(), Creature::SetInCombatWithZone(), and TYPE_LOKEN.

◆ KilledUnit()

void boss_loken::boss_lokenAI::KilledUnit ( Unit victim)

Reimplemented from ScriptedAI.

163 {
164 if (victim->GetTypeId() != TYPEID_PLAYER)
165 return;
167 Talk(SAY_SLAY);
168 }
Definition: ObjectGuid.h:38
Definition: boss_loken.cpp:45
TypeID GetTypeId() const
Definition: Object.h:121

References Object::GetTypeId(), SAY_SLAY, and TYPEID_PLAYER.

◆ LokenSpeach()

void boss_loken::boss_lokenAI::LokenSpeach ( bool  hp)
142 {
143 if (hp)
144 {
145 switch(HealthCheck)
146 {
147 case 75:
149 break;
150 case 50:
152 break;
153 case 25:
155 break;
156 }
157 }
158 else
159 Talk(SAY_NOVA);
160 }
Definition: boss_loken.cpp:48
Definition: boss_loken.cpp:44
Definition: boss_loken.cpp:47
Definition: boss_loken.cpp:46
uint8 HealthCheck
Definition: boss_loken.cpp:86

References HealthCheck, SAY_25HEALTH, SAY_50HEALTH, SAY_75HEALTH, and SAY_NOVA.

Referenced by UpdateAI().

◆ MoveInLineOfSight()

void boss_loken::boss_lokenAI::MoveInLineOfSight ( Unit )

Reimplemented from CreatureAI.

88{ }

◆ Reset()

void boss_loken::boss_lokenAI::Reset ( )

Reimplemented from ScriptedAI.

91 {
92 events.Reset();
93 if (m_pInstance)
94 {
97 }
99 HealthCheck = 75;
100 IntroTimer = 0;
103 if (!isActive)
104 {
107 }
108 else
109 {
112 }
113 }
Definition: Unit.h:328
Definition: Unit.h:449
Definition: InstanceScript.h:56
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18272
void RemoveAllAuras()
Definition: Unit.cpp:5249
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1493
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1494
void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
Definition: InstanceScript.cpp:603
uint32 IntroTimer
Definition: boss_loken.cpp:85

References ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH, InstanceScript::DoStopTimedAchievement(), HealthCheck, IntroTimer, isActive, m_pInstance, ScriptedAI::me, NOT_STARTED, Unit::RemoveAllAuras(), Unit::RemoveUnitFlag(), Unit::SetControlled(), ZoneScript::SetData(), Unit::SetUnitFlag(), TYPE_LOKEN, UNIT_FLAG_NON_ATTACKABLE, and UNIT_STATE_STUNNED.

◆ UpdateAI()

void boss_loken::boss_lokenAI::UpdateAI ( uint32  diff)

Reimplemented from ScriptedAI.

171 {
172 if (!isActive)
173 {
174 IntroTimer += diff;
175 if (IntroTimer > 5000 && IntroTimer < 10000)
176 {
178 {
180 IntroTimer = 10000;
181 }
182 else
183 IntroTimer = 0;
184 }
186 if (IntroTimer >= 30000 && IntroTimer < 40000)
187 {
189 IntroTimer = 40000;
190 }
191 if (IntroTimer >= 60000)
192 {
193 isActive = true;
194 if (m_pInstance)
200 if (Player* target = SelectTargetFromPlayerList(80))
201 AttackStart(target);
202 }
204 return;
205 }
207 //Return since we have no target
208 if (!UpdateVictim())
209 return;
211 events.Update(diff);
214 return;
216 switch (events.ExecuteEvent())
217 {
220 {
221 LokenSpeach(true);
222 HealthCheck -= 25;
223 }
225 events.Repeat(1s);
226 break;
228 events.Repeat(15s);
232 events.DelayEvents(5s);
233 events.ScheduleEvent(EVENT_AURA_REMOVE, me->GetMap()->IsHeroic() ? 4s : 5s);
236 break;
239 break;
242 me->CastSpell(target, SPELL_ARC_LIGHTNING, false);
244 events.Repeat(12s);
245 break;
248 break;
249 }
252 }
Definition: Unit.h:340
Definition: boss_loken.cpp:42
Definition: boss_loken.cpp:41
Definition: boss_loken.cpp:58
Definition: boss_loken.cpp:59
Definition: boss_loken.cpp:28
Definition: boss_loken.cpp:27
Definition: boss_loken.cpp:26
Definition: boss_loken.cpp:32
Definition: boss_loken.cpp:33
Definition: boss_loken.cpp:29
Definition: boss_loken.cpp:30
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
bool HealthBelowPct(uint32 pct) const
Definition: ScriptedCreature.h:356
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition: ScriptedCreature.cpp:526
Definition: Player.h:1056
Definition: Unit.h:1302
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4712
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
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410
void LokenSpeach(bool hp)
Definition: boss_loken.cpp:141

References ScriptedAI::AttackStart(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_ARC_LIGHTNING, EVENT_AURA_REMOVE, EVENT_CHECK_HEALTH, EVENT_LIGHTNING_NOVA, EVENT_SHOCKWAVE, WorldObject::GetMap(), Unit::HasUnitState(), ScriptedAI::HealthBelowPct(), HealthCheck, IntroTimer, isActive, Map::IsHeroic(), LokenSpeach(), m_pInstance, ScriptedAI::me, Unit::RemoveAura(), Unit::RemoveUnitFlag(), SAY_INTRO_1, SAY_INTRO_2, ScriptedAI::SelectTargetFromPlayerList(), Unit::SetControlled(), ZoneScript::SetData(), SPELL_ARC_LIGHTNING, SPELL_LIGHTNING_NOVA_H, SPELL_LIGHTNING_NOVA_N, SPELL_LIGHTNING_NOVA_THUNDERS, SPELL_LIGHTNING_NOVA_VISUAL, SPELL_PULSING_SHOCKWAVE_H, SPELL_PULSING_SHOCKWAVE_N, TYPE_LOKEN_INTRO, UNIT_FLAG_NON_ATTACKABLE, UNIT_STATE_CASTING, UNIT_STATE_STUNNED, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_loken::boss_lokenAI::events

◆ HealthCheck

uint8 boss_loken::boss_lokenAI::HealthCheck

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

◆ IntroTimer

uint32 boss_loken::boss_lokenAI::IntroTimer

Referenced by Reset(), and UpdateAI().

◆ isActive

bool boss_loken::boss_lokenAI::isActive

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

◆ m_pInstance

InstanceScript* boss_loken::boss_lokenAI::m_pInstance