AzerothCore 3.3.5a
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boss_thekal::boss_thekalAI Struct Reference
Inheritance diagram for boss_thekal::boss_thekalAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_thekalAI (Creature *creature)
 
void Initialize ()
 
void Reset () override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void SetData (uint32, uint32 data) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 
void ReviveZealot (uint32 zealotData)
 
void UpdateZealotStatus (uint32 data, bool dead)
 
void CheckPhaseTransition ()
 
- 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.
 
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 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
 

Private Attributes

TaskScheduler _scheduler
 
GuidVector _catGuids
 
bool _lorkhanDied
 
bool _zathDied
 
bool Enraged
 
bool WasDead
 

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
EventMap events
 
SummonList summons
 
TaskScheduler scheduler
 
- 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_thekalAI()

boss_thekal::boss_thekalAI::boss_thekalAI ( Creature creature)
inline
69 : BossAI(creature, DATA_THEKAL)
70 {
71 Initialize();
72 }
@ DATA_THEKAL
Definition: zulgurub.h:35
Definition: ScriptedCreature.h:456
void Initialize()
Definition: boss_thekal.cpp:74

References Initialize().

Member Function Documentation

◆ CheckPhaseTransition()

void boss_thekal::boss_thekalAI::CheckPhaseTransition ( )
inline
225 {
227 {
228 _scheduler.Schedule(3s, [this](TaskContext /*context*/) {
232
233 _scheduler.Schedule(6s, [this](TaskContext /*context*/) {
235 me->LoadEquipment(0, true);
237
238 _scheduler.Schedule(30s, [this](TaskContext context) {
240 context.Repeat();
241 }).Schedule(4s, [this](TaskContext context) {
243 context.Repeat(16s, 21s);
244 }).Schedule(12s, [this](TaskContext context) {
245 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
246 {
247 DoCast(target, SPELL_CHARGE);
249 AttackStart(target);
250 }
251 context.Repeat(15s, 22s);
252 }).Schedule(25s, [this](TaskContext context) {
254 context.Repeat(10s, 14s);
255 });
256 });
257 });
258 }
259 else
260 {
261 _scheduler.Schedule(10s, [this](TaskContext /*context*/) {
262 if (!(WasDead && _lorkhanDied && _zathDied))
263 {
265 }
266 });
267 }
268 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ UNIT_STAND_STATE_STAND
Definition: Unit.h:53
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ SAY_AGGRO
Definition: boss_thekal.cpp:25
@ ACTION_RESSURRECT
Definition: boss_thekal.cpp:59
@ SPELL_CHARGE
Definition: boss_thekal.cpp:40
@ SPELL_TIGER_FORM
Definition: boss_thekal.cpp:36
@ SPELL_FORCEPUNCH
Definition: boss_thekal.cpp:39
@ SPELL_FRENZY
Definition: boss_thekal.cpp:38
@ SPELL_SUMMONTIGERS
Definition: boss_thekal.cpp:42
Talk
Definition: boss_fathomlord_karathress.cpp:23
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:369
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
void DoResetThreatList()
Definition: ScriptedCreature.cpp:411
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
Creature * me
Definition: ScriptedCreature.h:282
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1777
void SetReactState(ReactStates st)
Definition: Creature.h:89
Definition: Unit.h:1290
void SetStandState(uint8 state)
Definition: Unit.cpp:16900
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
bool _zathDied
Definition: boss_thekal.cpp:274
bool _lorkhanDied
Definition: boss_thekal.cpp:273
TaskScheduler _scheduler
Definition: boss_thekal.cpp:271
void DoAction(int32 action) override
Definition: boss_thekal.cpp:180
bool WasDead
Definition: boss_thekal.cpp:276

References _lorkhanDied, _scheduler, _zathDied, ACTION_RESSURRECT, ScriptedAI::AttackStart(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), TaskContext::Repeat(), SAY_AGGRO, TaskScheduler::Schedule(), UnitAI::SelectTarget(), Creature::SetReactState(), Unit::SetStandState(), SPELL_CHARGE, SPELL_FORCEPUNCH, SPELL_FRENZY, SPELL_SUMMONTIGERS, SPELL_TIGER_FORM, UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and WasDead.

Referenced by DamageTaken(), and SetData().

◆ DamageTaken()

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

Reimplemented from BossAI.

155 {
156 if (!me->HasAura(SPELL_TIGER_FORM) && damage >= me->GetHealth())
157 {
158 damage = me->GetHealth() - 1;
159
160 if (!WasDead)
161 {
165 me->AttackStop();
167 WasDead = true;
170 }
171 }
172
173 if (!Enraged && me->HealthBelowPctDamaged(20, damage) && me->HasAura(SPELL_TIGER_FORM))
174 {
176 Enraged = true;
177 }
178 }
@ UNIT_FIELD_FLAGS
Definition: UpdateFields.h:117
@ REACT_PASSIVE
Definition: Unit.h:1023
@ UNIT_STAND_STATE_SLEEP
Definition: Unit.h:56
@ EMOTE_THEKAL_DIES
Definition: boss_thekal.cpp:29
@ SPELL_ENRAGE
Definition: boss_thekal.cpp:41
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:845
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition: Unit.cpp:5610
uint32 GetHealth() const
Definition: Unit.h:1440
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445
bool AttackStop()
Definition: Unit.cpp:10368
void CheckPhaseTransition()
Definition: boss_thekal.cpp:224
bool Enraged
Definition: boss_thekal.cpp:275

References Unit::AttackStop(), CheckPhaseTransition(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_THEKAL_DIES, Enraged, Unit::GetHealth(), Unit::HasAura(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, REACT_PASSIVE, Object::SetFlag(), Creature::SetReactState(), Unit::SetStandState(), SPELL_ENRAGE, SPELL_TIGER_FORM, UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_SLEEP, and WasDead.

◆ DoAction()

void boss_thekal::boss_thekalAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

181 {
182 if (action == ACTION_RESSURRECT)
183 {
188 me->SetFullHealth();
189 WasDead = false;
190 }
191 }
@ UNIT_FIELD_BYTES_1
Definition: UpdateFields.h:131
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:650
void SetFullHealth()
Definition: Unit.h:1455
void RestoreFaction()
Definition: Unit.cpp:18863

References ACTION_RESSURRECT, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::RestoreFaction(), Unit::SetFullHealth(), Creature::SetReactState(), Object::SetUInt32Value(), UNIT_FIELD_BYTES_1, UNIT_FLAG_NOT_SELECTABLE, and WasDead.

Referenced by CheckPhaseTransition().

◆ Initialize()

void boss_thekal::boss_thekalAI::Initialize ( )
inline
75 {
76 Enraged = false;
77 WasDead = false;
78 _lorkhanDied = false;
79 _zathDied = false;
80 }

References _lorkhanDied, _zathDied, Enraged, and WasDead.

Referenced by boss_thekalAI(), and Reset().

◆ JustDied()

void boss_thekal::boss_thekalAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

109 {
110 _JustDied();
112
114 {
115 zealot->Kill(zealot, zealot);
116 }
117
118 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
119 {
120 zealot->Kill(zealot, zealot);
121 }
122 }
@ SAY_DEATH
Definition: boss_thekal.cpp:26
@ DATA_LORKHAN
Definition: zulgurub.h:41
@ DATA_ZATH
Definition: zulgurub.h:42
InstanceScript *const instance
Definition: ScriptedCreature.h:461
void _JustDied()
Definition: ScriptedCreature.cpp:585
Definition: Creature.h:46
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99

References BossAI::_JustDied(), DATA_LORKHAN, DATA_ZATH, InstanceScript::GetCreature(), BossAI::instance, and SAY_DEATH.

◆ JustEngagedWith()

void boss_thekal::boss_thekalAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

125 {
127
129 _scheduler.Schedule(4s, [this](TaskContext context) {
131 context.Repeat(15s, 20s);
132 }).Schedule(9s, [this](TaskContext context) {
134 context.Repeat(20s, 25s);
135 }).Schedule(16s, [this](TaskContext context) {
137 context.Repeat(20s, 28s);
138 });
139 }
@ SPELL_BLOODLUST
Definition: boss_thekal.cpp:46
@ SPELL_SILENCE
Definition: boss_thekal.cpp:35
@ SPELL_MORTALCLEAVE
Definition: boss_thekal.cpp:34
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598

References BossAI::_JustEngagedWith(), _scheduler, TaskScheduler::CancelAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_BLOODLUST, SPELL_MORTALCLEAVE, and SPELL_SILENCE.

◆ Reset()

void boss_thekal::boss_thekalAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

83 {
84 _Reset();
85 Initialize();
86
90 me->LoadEquipment(1, true);
91
93 {
94 zealot->AI()->Reset();
95 }
96
97 if (Creature* zealot = instance->GetCreature(DATA_ZATH))
98 {
99 zealot->AI()->Reset();
100 }
101
103 {
105 });
106 }
@ UNIT_STATE_CASTING
Definition: Unit.h:340
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:182
void _Reset()
Definition: ScriptedCreature.cpp:570
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition: Object.cpp:860
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398

References BossAI::_Reset(), _scheduler, DATA_LORKHAN, DATA_ZATH, InstanceScript::GetCreature(), Unit::HasUnitState(), Initialize(), BossAI::instance, Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, Object::RemoveFlag(), Creature::SetReactState(), Unit::SetStandState(), TaskScheduler::SetValidator(), UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and UNIT_STATE_CASTING.

◆ ReviveZealot()

void boss_thekal::boss_thekalAI::ReviveZealot ( uint32  zealotData)
inline
203 {
204 if (Creature* zealot = instance->GetCreature(zealotData))
205 {
206 zealot->Respawn(true);
207 zealot->SetInCombatWithZone();
208 UpdateZealotStatus(zealotData, false);
209 }
210 }
void UpdateZealotStatus(uint32 data, bool dead)
Definition: boss_thekal.cpp:212

References InstanceScript::GetCreature(), BossAI::instance, and UpdateZealotStatus().

Referenced by SetData().

◆ SetData()

void boss_thekal::boss_thekalAI::SetData ( uint32  ,
uint32  data 
)
inlineoverridevirtual

Reimplemented from UnitAI.

142 {
143 UpdateZealotStatus(data, true);
145
146 _scheduler.Schedule(10s, [this, data](TaskContext /*context*/) {
147 if (!_lorkhanDied || !_zathDied || !WasDead)
148 {
149 ReviveZealot(data);
150 }
151 });
152 }
void ReviveZealot(uint32 zealotData)
Definition: boss_thekal.cpp:202

References _lorkhanDied, _scheduler, _zathDied, CheckPhaseTransition(), ReviveZealot(), TaskScheduler::Schedule(), UpdateZealotStatus(), and WasDead.

◆ UpdateAI()

void boss_thekal::boss_thekalAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

194 {
196 return;
197
198 _scheduler.Update(diff,
199 std::bind(&BossAI::DoMeleeAttackIfReady, this));
200 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269
ReactStates GetReactState() const
Definition: Creature.h:90

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

◆ UpdateZealotStatus()

void boss_thekal::boss_thekalAI::UpdateZealotStatus ( uint32  data,
bool  dead 
)
inline
213 {
214 if (data == DATA_LORKHAN)
215 {
216 _lorkhanDied = dead;
217 }
218 else if (data == DATA_ZATH)
219 {
220 _zathDied = dead;
221 }
222 }

References _lorkhanDied, _zathDied, DATA_LORKHAN, and DATA_ZATH.

Referenced by ReviveZealot(), and SetData().

Member Data Documentation

◆ _catGuids

GuidVector boss_thekal::boss_thekalAI::_catGuids
private

◆ _lorkhanDied

bool boss_thekal::boss_thekalAI::_lorkhanDied
private

◆ _scheduler

TaskScheduler boss_thekal::boss_thekalAI::_scheduler
private

◆ _zathDied

bool boss_thekal::boss_thekalAI::_zathDied
private

◆ Enraged

bool boss_thekal::boss_thekalAI::Enraged
private

Referenced by DamageTaken(), and Initialize().

◆ WasDead

bool boss_thekal::boss_thekalAI::WasDead
private