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

Public Member Functions

 boss_romulo (Creature *creature)
 
void Reset () override
 
void DoAction (int32 action) override
 
void JustReachedHome () override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void ScheduleCombat ()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason reason) override
 
void JustDied (Unit *) override
 
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 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
 

Private Attributes

InstanceScriptinstance
 
uint32 phase
 
bool isFakingDeath
 
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 ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 
- 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
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_romulo()

boss_romulo::boss_romulo ( Creature creature)
inline
1128 : ScriptedAI(creature)
1129 {
1130 instance = creature->GetInstanceScript();
1131 }
Definition: ScriptedCreature.h:192
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * instance
Definition: bosses_opera.cpp:1280

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DamageTaken()

void boss_romulo::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1165 {
1166 if (damage < me->GetHealth())
1167 {
1168 return;
1169 }
1170
1171 damage = me->GetHealth() - 1;
1172
1173 if (phase == PHASE_ROMULO)
1174 {
1177 isFakingDeath = true;
1178 phase = PHASE_BOTH;
1179
1181 {
1182 Resurrect(me);
1183 isFakingDeath = false;
1184 if (Creature* julliane = instance->GetCreature(DATA_JULIANNE))
1185 {
1186 julliane->AI()->DoAction(ACTION_DO_RESURRECT);
1187 }
1188 }, 3s);
1189 }
1190
1191 if (phase == PHASE_BOTH && !isFakingDeath)
1192 {
1196 isFakingDeath = true;
1197 }
1198 }
@ SAY_ROMULO_DEATH2
Definition: bosses_opera.cpp:835
@ SAY_ROMULO_DEATH
Definition: bosses_opera.cpp:834
@ PHASE_BOTH
Definition: bosses_opera.cpp:862
@ PHASE_ROMULO
Definition: bosses_opera.cpp:861
void Resurrect(Creature *target)
Definition: bosses_opera.cpp:892
void PretendToDie(Creature *creature)
Definition: bosses_opera.cpp:880
@ ACTION_DO_RESURRECT
Definition: karazhan.h:209
@ ACTION_SCHEDULE_RAJ_CHECK
Definition: karazhan.h:207
@ DATA_JULIANNE
Definition: karazhan.h:71
phase
Definition: boss_skadi.cpp:103
Talk
Definition: boss_fathomlord_karathress.cpp:25
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:108
Creature * me
Definition: ScriptedCreature.h:282
Definition: Creature.h:46
EventProcessor m_Events
Definition: Unit.h:2108
uint32 GetHealth() const
Definition: Unit.h:1454
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99
virtual void DoAction(int32)
Definition: InstanceScript.h:263
bool isFakingDeath
Definition: bosses_opera.cpp:1282

References ACTION_DO_RESURRECT, ACTION_SCHEDULE_RAJ_CHECK, EventProcessor::AddEventAtOffset(), DATA_JULIANNE, InstanceScript::DoAction(), InstanceScript::GetCreature(), Unit::GetHealth(), instance, isFakingDeath, Unit::m_Events, ScriptedAI::me, PHASE_BOTH, PHASE_ROMULO, PretendToDie(), Resurrect(), SAY_ROMULO_DEATH, and SAY_ROMULO_DEATH2.

◆ DoAction()

void boss_romulo::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

1140 {
1141 switch(action)
1142 {
1144 isFakingDeath = false;
1145 break;
1148 break;
1151 break;
1152 }
1153 }
@ ACTION_COMBAT_SCHEDULE
Definition: bosses_opera.cpp:874
@ ACTION_FAKING_DEATH
Definition: bosses_opera.cpp:873
@ ACTION_CANCEL_COMBAT
Definition: bosses_opera.cpp:877
@ GROUP_COMBAT
Definition: bosses_opera.cpp:867
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
TaskScheduler _scheduler
Definition: bosses_opera.cpp:1283
void ScheduleCombat()
Definition: bosses_opera.cpp:1200

References _scheduler, ACTION_CANCEL_COMBAT, ACTION_COMBAT_SCHEDULE, ACTION_FAKING_DEATH, TaskScheduler::CancelGroup(), GROUP_COMBAT, isFakingDeath, and ScheduleCombat().

◆ EnterEvadeMode()

void boss_romulo::EnterEvadeMode ( EvadeReason  reason)
inlineoverridevirtual

Reimplemented from CreatureAI.

1244 {
1246
1248 }
@ FAIL
Definition: InstanceScript.h:59
@ DATA_OPERA_PERFORMANCE
Definition: karazhan.h:34
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:196
virtual bool SetBossState(uint32 id, EncounterState state)
Definition: InstanceScript.cpp:350

References DATA_OPERA_PERFORMANCE, CreatureAI::EnterEvadeMode(), FAIL, instance, and InstanceScript::SetBossState().

◆ JustDied()

void boss_romulo::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1251 {
1253
1255 }
@ DONE
Definition: InstanceScript.h:60

References DATA_OPERA_PERFORMANCE, DONE, instance, SAY_ROMULO_DEATH, and InstanceScript::SetBossState().

◆ JustEngagedWith()

void boss_romulo::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

1237 {
1239
1241 }
@ SAY_ROMULO_AGGRO
Definition: bosses_opera.cpp:833

References SAY_ROMULO_AGGRO, and ScheduleCombat().

◆ JustReachedHome()

void boss_romulo::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

1156 {
1158 if (Creature* julianne = instance->GetCreature(DATA_JULIANNE))
1159 {
1160 julianne->DespawnOrUnsummon();
1161 }
1162 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2117

References DATA_JULIANNE, Creature::DespawnOrUnsummon(), InstanceScript::GetCreature(), instance, and ScriptedAI::me.

◆ KilledUnit()

void boss_romulo::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1258 {
1259 if (victim != me)
1260 {
1262 }
1263 }
@ SAY_ROMULO_SLAY
Definition: bosses_opera.cpp:837

References ScriptedAI::me, and SAY_ROMULO_SLAY.

◆ Reset()

void boss_romulo::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

1134 {
1136 isFakingDeath = false;
1137 }

References isFakingDeath, and PHASE_ROMULO.

◆ ScheduleCombat()

void boss_romulo::ScheduleCombat ( )
inline
1201 {
1202 if (Creature* Julianne = instance->GetCreature(DATA_JULIANNE))
1203 {
1204 if (Julianne->GetVictim())
1205 {
1206 me->AddThreat(Julianne->GetVictim(), 1.0f);
1207 AttackStart(Julianne->GetVictim());
1208 }
1209 }
1210
1211 _scheduler.Schedule(15s, GROUP_COMBAT, [this](TaskContext context)
1212 {
1213 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 1, 100, true))
1214 {
1215 if (target && !me->HasInArc(M_PI, target))
1216 {
1217 DoCast(target, SPELL_BACKWARD_LUNGE);
1218 context.Repeat(15s, 30s);
1219 }
1220 }
1221 }).Schedule(20s, GROUP_COMBAT, [this](TaskContext context)
1222 {
1224 context.Repeat(20s, 40s);
1225 }).Schedule(25s, GROUP_COMBAT, [this](TaskContext context)
1226 {
1228 context.Repeat(15s, 25s);
1229 }).Schedule(10s, GROUP_COMBAT, [this](TaskContext context)
1230 {
1232 context.Repeat(10s, 20s);
1233 });
1234 }
@ SPELL_DEADLY_SWATHE
Definition: bosses_opera.cpp:847
@ SPELL_POISON_THRUST
Definition: bosses_opera.cpp:848
@ SPELL_DARING
Definition: bosses_opera.cpp:846
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
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 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
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:210
bool HasInArc(float arcangle, const Position *pos, float targetRadius=0.0f) const
Definition: Position.cpp:140
Definition: Unit.h:1302
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14639

References _scheduler, Unit::AddThreat(), ScriptedAI::AttackStart(), DATA_JULIANNE, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), InstanceScript::GetCreature(), GROUP_COMBAT, Position::HasInArc(), instance, ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), UnitAI::SelectTarget(), SPELL_DARING, SPELL_DEADLY_SWATHE, and SPELL_POISON_THRUST.

Referenced by DoAction(), and JustEngagedWith().

◆ UpdateAI()

void boss_romulo::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

1266 {
1267 _scheduler.Update(diff);
1268
1269 if (!UpdateVictim())
1270 {
1271 return;
1272 }
1273
1274 if (!isFakingDeath)
1275 {
1277 }
1278 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
bool UpdateVictim()
Definition: CreatureAI.cpp:268

References _scheduler, UnitAI::DoMeleeAttackIfReady(), isFakingDeath, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _scheduler

TaskScheduler boss_romulo::_scheduler
private

Referenced by DoAction(), ScheduleCombat(), and UpdateAI().

◆ instance

◆ isFakingDeath

bool boss_romulo::isFakingDeath
private

Referenced by DamageTaken(), DoAction(), Reset(), and UpdateAI().

◆ phase

uint32 boss_romulo::phase
private