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

Public Member Functions

 boss_malchezaar (Creature *creature)
 
void Initialize ()
 
void clearweapons ()
 
void Reset () override
 
void KilledUnit (Unit *) override
 
void JustDied (Unit *) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void EnfeebleHealthEffect ()
 
void EnfeebleResetHealth ()
 
- 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

uint32 _phase
 
std::map< ObjectGuid, uint32_enfeebleTargets
 
std::vector< InfernalPoint * > positions
 

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_malchezaar()

boss_malchezaar::boss_malchezaar ( Creature creature)
inline
102: BossAI(creature, DATA_MALCHEZZAR) { }
@ DATA_MALCHEZZAR
Definition: karazhan.h:40
Definition: ScriptedCreature.h:456

Member Function Documentation

◆ clearweapons()

void boss_malchezaar::clearweapons ( )
inline
113 {
115 me->SetCanDualWield(false);
116 }
@ EQUIP_UNEQUIP
Definition: CreatureAI.h:66
@ EQUIP_NO_CHANGE
Definition: CreatureAI.h:65
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition: ScriptedCreature.cpp:495
Creature * me
Definition: ScriptedCreature.h:282
void SetCanDualWield(bool value) override
Definition: Creature.cpp:1771

References EQUIP_NO_CHANGE, EQUIP_UNEQUIP, ScriptedAI::me, Creature::SetCanDualWield(), and ScriptedAI::SetEquipmentSlots().

Referenced by DamageTaken(), and Initialize().

◆ DamageTaken()

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

Reimplemented from BossAI.

187 {
188 if (me->HealthBelowPctDamaged(60, damage) && _phase == PHASE_ONE)
189 {
191 _phase = 2;
196 me->SetCanDualWield(true);
198
199 scheduler.Schedule(5s, 10s, [this](TaskContext context)
200 {
202 context.Repeat();
203 });
204
206 }
207 else if (me->HealthBelowPctDamaged(30, damage) && _phase == PHASE_TWO)
208 {
212 clearweapons();
213
215
216 scheduler.Schedule(20s, 30s, [this](TaskContext context)
217 {
219 context.Repeat();
220 }).Schedule(20s, [this](TaskContext context)
221 {
224 context.Repeat();
225 });;
226 }
227 }
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ OFF_ATTACK
Definition: Unit.h:397
@ BASE_ATTACK
Definition: Unit.h:396
@ GROUP_SHADOW_WORD_PAIN
Definition: boss_prince_malchezaar.cpp:61
@ SAY_AXE_TOSS2
Definition: boss_prince_malchezaar.cpp:27
@ SAY_AXE_TOSS1
Definition: boss_prince_malchezaar.cpp:26
@ SPELL_THRASH_AURA
Definition: boss_prince_malchezaar.cpp:41
@ SPELL_SHADOW_WORD_PAIN
Definition: boss_prince_malchezaar.cpp:38
@ SPELL_SUNDER_ARMOR
Definition: boss_prince_malchezaar.cpp:40
@ SPELL_AMPLIFY_DAMAGE
Definition: boss_prince_malchezaar.cpp:43
@ SPELL_EQUIP_AXES
Definition: boss_prince_malchezaar.cpp:42
@ PHASE_ONE
Definition: boss_prince_malchezaar.cpp:66
@ PHASE_THREE
Definition: boss_prince_malchezaar.cpp:68
@ PHASE_TWO
Definition: boss_prince_malchezaar.cpp:67
@ NPC_MALCHEZARS_AXE
Definition: boss_prince_malchezaar.cpp:51
@ EQUIP_ID_AXE
Definition: boss_prince_malchezaar.cpp:54
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
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:41
Definition: TaskScheduler.h:400
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
TaskContext & SetGroup(TaskScheduler::group_t const group)
Sets the event in the given group.
Definition: TaskScheduler.cpp:187
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:257
TaskScheduler scheduler
Definition: ScriptedCreature.h:498
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:2318
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4069
uint32 GetAttackTime(WeaponAttackType att) const
Definition: Unit.h:1469
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4835
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1445
void SetAttackTime(WeaponAttackType att, uint32 val)
Definition: Unit.h:1475
void clearweapons()
Definition: boss_prince_malchezaar.cpp:112
uint32 _phase
Definition: boss_prince_malchezaar.cpp:264

References _phase, BASE_ATTACK, TaskScheduler::CancelGroup(), clearweapons(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), EQUIP_ID_AXE, EQUIP_NO_CHANGE, Unit::GetAttackTime(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GROUP_SHADOW_WORD_PAIN, Unit::HealthBelowPctDamaged(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, NPC_MALCHEZARS_AXE, OFF_ATTACK, PHASE_ONE, PHASE_THREE, PHASE_TWO, Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_AXE_TOSS1, SAY_AXE_TOSS2, TaskScheduler::Schedule(), BossAI::scheduler, Unit::SetAttackTime(), Creature::SetCanDualWield(), ScriptedAI::SetEquipmentSlots(), TaskContext::SetGroup(), SPELL_AMPLIFY_DAMAGE, SPELL_EQUIP_AXES, SPELL_SHADOW_WORD_PAIN, SPELL_SUNDER_ARMOR, SPELL_THRASH_AURA, WorldObject::SummonCreature(), and TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT.

◆ EnfeebleHealthEffect()

void boss_malchezaar::EnfeebleHealthEffect ( )
inline
230 {
231 std::list<Unit*> targetList;
232 SelectTargetList(targetList, 5, SelectTargetMethod::Random, 1, [&](Unit* u) { return u->IsAlive() && u->IsPlayer(); });
233
234 if (targetList.empty())
235 return;
236
237 for (auto const& target : targetList)
238 {
239 if (target)
240 {
241 _enfeebleTargets[target->GetGUID()] = target->GetHealth();
242
243 me->CastSpell(target, SPELL_ENFEEBLE, true);
244 target->SetHealth(1);
245 }
246 }
247 }
@ SPELL_ENFEEBLE
Definition: boss_prince_malchezaar.cpp:35
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)
Definition: UnitAI.cpp:116
bool IsPlayer() const
Definition: Object.h:194
Definition: Unit.h:1290
bool IsAlive() const
Definition: Unit.h:1808
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
std::map< ObjectGuid, uint32 > _enfeebleTargets
Definition: boss_prince_malchezaar.cpp:265

References _enfeebleTargets, Unit::CastSpell(), Unit::IsAlive(), Object::IsPlayer(), ScriptedAI::me, UnitAI::SelectTargetList(), and SPELL_ENFEEBLE.

Referenced by JustEngagedWith().

◆ EnfeebleResetHealth()

void boss_malchezaar::EnfeebleResetHealth ( )
inline
250 {
251 for (auto targets : _enfeebleTargets)
252 {
253 if (Unit* target = ObjectAccessor::GetUnit(*me, targets.first))
254 {
255 if (target->IsAlive())
256 {
257 target->SetHealth(targets.second);
258 }
259 }
260 }
261 }
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:204

References _enfeebleTargets, ObjectAccessor::GetUnit(), and ScriptedAI::me.

Referenced by JustEngagedWith().

◆ Initialize()

void boss_malchezaar::Initialize ( )
inline
105 {
106 _phase = 1;
107 clearweapons();
108 positions.clear();
110 }
@ DATA_GO_NETHER_DOOR
Definition: karazhan.h:54
InstanceScript *const instance
Definition: ScriptedCreature.h:461
void HandleGameObject(ObjectGuid guid, bool open, GameObject *go=nullptr)
Definition: InstanceScript.cpp:109
ObjectGuid GetGuidData(uint32 type) const override
Definition: InstanceScript.cpp:94
std::vector< InfernalPoint * > positions
Definition: boss_prince_malchezaar.cpp:266

References _phase, clearweapons(), DATA_GO_NETHER_DOOR, InstanceScript::GetGuidData(), InstanceScript::HandleGameObject(), BossAI::instance, and positions.

Referenced by Reset().

◆ JustDied()

void boss_malchezaar::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

130 {
131 _JustDied();
134 }
@ SAY_DEATH
Definition: boss_prince_malchezaar.cpp:30
void _JustDied()
Definition: ScriptedCreature.cpp:585

References BossAI::_JustDied(), DATA_GO_NETHER_DOOR, InstanceScript::GetGuidData(), InstanceScript::HandleGameObject(), BossAI::instance, and SAY_DEATH.

◆ JustEngagedWith()

void boss_malchezaar::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

137 {
141
142 scheduler.Schedule(30s, [this](TaskContext context)
143 {
145
146 scheduler.Schedule(9s, [this](TaskContext)
147 {
149 });
150
151 context.SetGroup(GROUP_ENFEEBLE);
153 context.Repeat();
154 }).Schedule(35500ms, [this](TaskContext context)
155 {
158 context.Repeat();
159 }).Schedule(40s, [this](TaskContext context)
160 {
161 Position pos = me->GetRandomNearPosition(40.0);;
162
163 if (Creature* RELAY = me->FindNearestCreature(NPC_RELAY, 100.0f))
164 {
165 if (Creature* infernal = RELAY->SummonCreature(NPC_NETHERSPITE_INFERNAL, pos, TEMPSUMMON_TIMED_DESPAWN, 180000))
166 {
167 infernal->SetDisplayId(INFERNAL_MODEL_INVISIBLE);
168 infernal->SetFaction(me->GetFaction());
169 infernal->SetControlled(true, UNIT_STATE_ROOT);
170 RELAY->AI()->DoCast(infernal, SPELL_INFERNAL_RELAY);
171 summons.Summon(infernal);
172 }
173 }
174
175 context.Repeat(_phase == PHASE_THREE ? 15s : 45s);
176
178 }).Schedule(20s, [this](TaskContext context)
179 {
182 context.Repeat();
183 });
184 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ UNIT_STATE_ROOT
Definition: Unit.h:335
@ GROUP_SHADOW_NOVA
Definition: boss_prince_malchezaar.cpp:60
@ GROUP_ENFEEBLE
Definition: boss_prince_malchezaar.cpp:59
@ SAY_AGGRO
Definition: boss_prince_malchezaar.cpp:25
@ SAY_SUMMON
Definition: boss_prince_malchezaar.cpp:29
@ SPELL_SHADOW_NOVA
Definition: boss_prince_malchezaar.cpp:37
@ INFERNAL_MODEL_INVISIBLE
Definition: boss_prince_malchezaar.cpp:52
@ SPELL_INFERNAL_RELAY
Definition: boss_prince_malchezaar.cpp:53
@ NPC_NETHERSPITE_INFERNAL
Definition: boss_prince_malchezaar.cpp:50
@ NPC_RELAY
Definition: karazhan.h:102
TaskScheduler & DelayGroup(group_t const group, std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks of a group with the given duration.
Definition: TaskScheduler.h:285
SpellCastResult DoCastAOE(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:249
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598
SummonList summons
Definition: ScriptedCreature.h:497
Definition: Creature.h:46
Position GetRandomNearPosition(float radius)
Definition: Object.cpp:2698
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2409
Definition: Position.h:28
uint32 GetFaction() const
Definition: Unit.h:1495
void EnfeebleHealthEffect()
Definition: boss_prince_malchezaar.cpp:229
void EnfeebleResetHealth()
Definition: boss_prince_malchezaar.cpp:249

References BossAI::_JustEngagedWith(), _phase, DATA_GO_NETHER_DOOR, TaskScheduler::DelayGroup(), UnitAI::DoCastAOE(), UnitAI::DoCastVictim(), EnfeebleHealthEffect(), EnfeebleResetHealth(), WorldObject::FindNearestCreature(), Unit::GetFaction(), InstanceScript::GetGuidData(), WorldObject::GetRandomNearPosition(), GROUP_ENFEEBLE, GROUP_SHADOW_NOVA, GROUP_SHADOW_WORD_PAIN, InstanceScript::HandleGameObject(), INFERNAL_MODEL_INVISIBLE, BossAI::instance, ScriptedAI::me, NPC_NETHERSPITE_INFERNAL, NPC_RELAY, PHASE_THREE, TaskContext::Repeat(), SAY_AGGRO, SAY_SUMMON, TaskScheduler::Schedule(), BossAI::scheduler, TaskContext::SetGroup(), SPELL_INFERNAL_RELAY, SPELL_SHADOW_NOVA, SPELL_SHADOW_WORD_PAIN, SummonList::Summon(), WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and UNIT_STATE_ROOT.

◆ KilledUnit()

void boss_malchezaar::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

125 {
126 Talk(SAY_SLAY);
127 }
@ SAY_SLAY
Definition: boss_prince_malchezaar.cpp:28

References SAY_SLAY.

◆ Reset()

void boss_malchezaar::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

119 {
120 Initialize();
121 _Reset();
122 }
void _Reset()
Definition: ScriptedCreature.cpp:570
void Initialize()
Definition: boss_prince_malchezaar.cpp:104

References BossAI::_Reset(), and Initialize().

Member Data Documentation

◆ _enfeebleTargets

std::map<ObjectGuid, uint32> boss_malchezaar::_enfeebleTargets
private

◆ _phase

uint32 boss_malchezaar::_phase
private

◆ positions

std::vector<InfernalPoint*> boss_malchezaar::positions
private

Referenced by Initialize().