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

Public Member Functions

 boss_jeklik (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void PathEndReached (uint32 pathId) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *killer) 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
 

Public Attributes

uint8 batRidersCount = 0
 
- Public Attributes inherited from BossAI
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

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 ()
 
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_jeklik()

boss_jeklik::boss_jeklik ( Creature creature)
inline
117: BossAI(creature, DATA_JEKLIK) { }
@ DATA_JEKLIK
Definition: zulgurub.h:31
Definition: ScriptedCreature.h:469

Member Function Documentation

◆ EnterEvadeMode()

void boss_jeklik::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

254 {
256 {
257 me->DespawnOnEvade(5s);
258 }
259
261 }
@ EVADE_REASON_NO_PATH
Definition: CreatureAI.h:93
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:196
Creature * me
Definition: ScriptedCreature.h:282
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition: Creature.cpp:2125

References Creature::DespawnOnEvade(), CreatureAI::EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_PATH, and ScriptedAI::me.

◆ JustDied()

void boss_jeklik::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

264 {
265 BossAI::JustDied(killer);
267 }
@ SAY_DEATH
Definition: boss_jeklik.cpp:34
Talk
Definition: boss_fathomlord_karathress.cpp:25
void JustDied(Unit *) override
Definition: ScriptedCreature.h:498

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_jeklik::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

134 {
136
139
141 me->SetDisableGravity(true);
143
145 }
@ SAY_AGGRO
Definition: boss_jeklik.cpp:32
@ PATH_JEKLIK_INTRO
Definition: boss_jeklik.cpp:101
@ SPELL_BAT_FORM
Definition: boss_jeklik.cpp:46
@ SPELL_GREEN_CHANNELING
Definition: boss_jeklik.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:94
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3109
MotionMaster * GetMotionMaster()
Definition: Unit.h:2276
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4855
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:800

References UnitAI::DoCastSelf(), CreatureAI::DoZoneInCombat(), Unit::GetMotionMaster(), BossAI::JustEngagedWith(), ScriptedAI::me, MotionMaster::MovePath(), PATH_JEKLIK_INTRO, Unit::RemoveAurasDueToSpell(), SAY_AGGRO, Creature::SetDisableGravity(), SPELL_BAT_FORM, and SPELL_GREEN_CHANNELING.

◆ PathEndReached()

void boss_jeklik::PathEndReached ( uint32  pathId)
inlineoverridevirtual

Reimplemented from CreatureAI.

148 {
150
151 me->SetDisableGravity(false);
152 SetCombatMovement(true);
154
155 //
156 // Phase 1
157 //
158 scheduler.Schedule(10s, 20s, PHASE_ONE, [this](TaskContext context)
159 {
160 if (Unit* target = SelectTarget(SelectTargetMethod::MinDistance, 0, -8.0f, false, false))
161 {
162 DoCast(target, SPELL_CHARGE);
163 AttackStart(target);
164 }
165 context.Repeat(15s, 30s);
166 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
167 {
169 context.Repeat(20s, 30s);
170 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
171 {
173 context.Repeat(10s, 20s);
174 }).Schedule(5s, 15s, PHASE_ONE, [this](TaskContext context)
175 {
177 context.Repeat(20s, 30s);
178 }).Schedule(20s, PHASE_ONE, [this](TaskContext context)
179 {
181 context.Repeat(20s, 30s);
182 }).Schedule(30s, PHASE_ONE, [this](TaskContext context)
183 {
185 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
186 {
187 for (uint8 i = 0; i < 6; ++i)
188 {
190 {
191 bat->AI()->AttackStart(target);
192 }
193 }
194 }
195 context.Repeat(30s);
196 });
197
198 //
199 // Phase 2 (@ 50% health)
200 //
202 {
205
207
208 scheduler.Schedule(5s, 15s, PHASE_TWO, [this](TaskContext context)
209 {
211 context.Repeat(25s, 30s);
212 }).Schedule(25s, 35s, PHASE_TWO, [this](TaskContext context)
213 {
215 context.Repeat(35s, 45s);
216 }).Schedule(10s, 15s, PHASE_TWO, [this](TaskContext context)
217 {
219 context.Repeat(12s, 18s);
220 }).Schedule(10s, 30s, PHASE_TWO, [this](TaskContext context)
221 {
223 context.Repeat(20s, 40s);
224 }).Schedule(25s, PHASE_TWO, [this](TaskContext context)
225 {
229 context.Repeat(25s);
230 }).Schedule(10s, PHASE_TWO, [this](TaskContext context)
231 {
233 {
234 // summon up to 2 bat riders
235 if (batRidersCount < 2)
236 {
238 // only if the bat rider was successfully created
240 {
242 }
243 if (batRidersCount == 1)
244 {
245 context.Repeat(10s, 15s);
246 }
247 }
248 }
249 });
250 });
251 }
std::uint8_t uint8
Definition: Define.h:110
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ REACT_AGGRESSIVE
Definition: Unit.h:1037
@ SAY_CALL_RIDERS
Definition: boss_jeklik.cpp:33
@ EMOTE_SUMMON_BATS
Definition: boss_jeklik.cpp:35
@ EMOTE_GREAT_HEAL
Definition: boss_jeklik.cpp:36
Position const SpawnBatRider
Definition: boss_jeklik.cpp:96
@ NPC_BLOODSEEKER_BAT
Definition: boss_jeklik.cpp:76
@ NPC_BATRIDER
Definition: boss_jeklik.cpp:77
@ SPELL_SONIC_BURST
Definition: boss_jeklik.cpp:52
@ SPELL_GREATER_HEAL
Definition: boss_jeklik.cpp:60
@ SPELL_CHARGE
Definition: boss_jeklik.cpp:51
@ SPELL_CURSE_OF_BLOOD
Definition: boss_jeklik.cpp:56
@ SPELL_SHADOW_WORD_PAIN
Definition: boss_jeklik.cpp:58
@ SPELL_BLOOD_LEECH
Definition: boss_jeklik.cpp:50
@ SPELL_SWOOP
Definition: boss_jeklik.cpp:53
@ SPELL_MIND_FLAY
Definition: boss_jeklik.cpp:59
@ SPELL_PIERCE_ARMOR
Definition: boss_jeklik.cpp:49
@ SPELL_PSYCHIC_SCREAM
Definition: boss_jeklik.cpp:57
Position const SpawnBat[6]
Definition: boss_jeklik.cpp:86
@ PHASE_ONE
Definition: boss_jeklik.cpp:82
@ PHASE_TWO
Definition: boss_jeklik.cpp:83
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:418
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:488
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:256
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
TaskScheduler scheduler
Definition: CreatureAI.h:76
virtual void PathEndReached(uint32)
Definition: CreatureAI.h:157
void DoResetThreatList()
Definition: ScriptedCreature.cpp:438
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:540
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:724
float GetThreatListSize() const
Definition: ThreatMgr.h:222
Definition: Creature.h:46
void SetReactState(ReactStates st)
Definition: Creature.h:90
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
Definition: Unit.h:1302
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4081
ThreatMgr & GetThreatMgr()
Definition: Unit.h:2159
uint8 batRidersCount
Definition: boss_jeklik.cpp:115

References ScriptedAI::AttackStart(), batRidersCount, TaskScheduler::CancelGroup(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), EMOTE_GREAT_HEAL, EMOTE_SUMMON_BATS, ThreatMgr::GetThreatListSize(), Unit::GetThreatMgr(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, NPC_BATRIDER, NPC_BLOODSEEKER_BAT, CreatureAI::PathEndReached(), PHASE_ONE, PHASE_TWO, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_CALL_RIDERS, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, UnitAI::SelectTarget(), ScriptedAI::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetReactState(), SpawnBat, SpawnBatRider, SPELL_BAT_FORM, SPELL_BLOOD_LEECH, SPELL_CHARGE, SPELL_CURSE_OF_BLOOD, SPELL_GREATER_HEAL, SPELL_MIND_FLAY, SPELL_PIERCE_ARMOR, SPELL_PSYCHIC_SCREAM, SPELL_SHADOW_WORD_PAIN, SPELL_SONIC_BURST, SPELL_SWOOP, WorldObject::SummonCreature(), and TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT.

◆ Reset()

void boss_jeklik::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

120 {
122
124
125 me->SetDisableGravity(false);
128 batRidersCount = 0;
129
131 }
@ REACT_PASSIVE
Definition: Unit.h:1035
Position const JeklikCaveHomePosition
Definition: boss_jeklik.cpp:97
void Reset() override
Definition: ScriptedCreature.h:496
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:330

References batRidersCount, UnitAI::DoCastSelf(), JeklikCaveHomePosition, ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), ScriptedAI::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetHomePosition(), Creature::SetReactState(), and SPELL_GREEN_CHANNELING.

Member Data Documentation

◆ batRidersCount

uint8 boss_jeklik::batRidersCount = 0

Referenced by PathEndReached(), and Reset().