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 JustDied (Unit *) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void PathEndReached (uint32) override
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) 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.
 
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
 

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_jeklik()

boss_jeklik::boss_jeklik ( Creature creature)
inline
109: BossAI(creature, DATA_JEKLIK) { }
@ DATA_JEKLIK
Definition: zulgurub.h:31
Definition: ScriptedCreature.h:456

Member Function Documentation

◆ DamageTaken()

void boss_jeklik::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from BossAI.

163 {
164 if (events.IsInPhase(PHASE_ONE) && !HealthAbovePct(50))
165 {
168 events.SetPhase(PHASE_TWO);
169 events.CancelEventGroup(PHASE_ONE);
170
171 events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 5s, 15s, PHASE_TWO);
172 events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 10s, 15s, PHASE_TWO);
173 events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, 25s, 35s, PHASE_TWO);
174 events.ScheduleEvent(EVENT_MIND_FLAY, 10s, 30s, PHASE_TWO);
175 events.ScheduleEvent(EVENT_GREATER_HEAL, 25s, PHASE_TWO);
176 events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, 10s, PHASE_TWO);
177
178 return;
179 }
180 }
@ SPELL_BAT_FORM
Definition: boss_jeklik.cpp:38
@ PHASE_ONE
Definition: boss_jeklik.cpp:86
@ PHASE_TWO
Definition: boss_jeklik.cpp:87
@ EVENT_PSYCHIC_SCREAM
Definition: boss_jeklik.cpp:77
@ EVENT_SHADOW_WORD_PAIN
Definition: boss_jeklik.cpp:78
@ EVENT_SPAWN_FLYING_BATS
Definition: boss_jeklik.cpp:81
@ EVENT_CURSE_OF_BLOOD
Definition: boss_jeklik.cpp:76
@ EVENT_MIND_FLAY
Definition: boss_jeklik.cpp:79
@ EVENT_GREATER_HEAL
Definition: boss_jeklik.cpp:80
events
Definition: boss_sartura.cpp:43
void DoResetThreatList()
Definition: ScriptedCreature.cpp:411
Creature * me
Definition: ScriptedCreature.h:282
bool HealthAbovePct(uint32 pct) const
Definition: ScriptedCreature.h:357
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4835

References ScriptedAI::DoResetThreatList(), EVENT_CURSE_OF_BLOOD, EVENT_GREATER_HEAL, EVENT_MIND_FLAY, EVENT_PSYCHIC_SCREAM, EVENT_SHADOW_WORD_PAIN, EVENT_SPAWN_FLYING_BATS, ScriptedAI::HealthAbovePct(), ScriptedAI::me, PHASE_ONE, PHASE_TWO, Unit::RemoveAurasDueToSpell(), and SPELL_BAT_FORM.

◆ EnterEvadeMode()

void boss_jeklik::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

128 {
133 }
Position const homePosition
Definition: boss_jeklik.cpp:105
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SetHomePosition(float x, float y, float z, float o)
Definition: Creature.h:328
float GetPositionZ() const
Definition: Position.h:119
float GetOrientation() const
Definition: Position.h:120
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
MotionMaster * GetMotionMaster()
Definition: Unit.h:2262
void NearTeleportTo(Position &pos, bool casting=false, bool vehicleTeleport=false, bool withPet=false, bool removeTransport=false)
Definition: Unit.cpp:20148
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References MotionMaster::Clear(), CreatureAI::EnterEvadeMode(), Unit::GetMotionMaster(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), homePosition, ScriptedAI::me, Unit::NearTeleportTo(), and Creature::SetHomePosition().

◆ JustDied()

void boss_jeklik::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

122 {
123 _JustDied();
125 }
@ SAY_DEATH
Definition: boss_jeklik.cpp:29
Talk
Definition: boss_fathomlord_karathress.cpp:23
void _JustDied()
Definition: ScriptedCreature.cpp:585

References BossAI::_JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_jeklik::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

136 {
139 me->SetHover(true);
140 me->SetDisableGravity(true);
142
144 }
@ SAY_AGGRO
Definition: boss_jeklik.cpp:27
@ PATH_JEKLIK_INTRO
Definition: boss_jeklik.cpp:102
@ SPELL_GREEN_CHANNELING
Definition: boss_jeklik.cpp:37
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3092
bool SetHover(bool enable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition: Creature.cpp:3257
void MovePath(uint32 path_id, bool repeatable)
Definition: MotionMaster.cpp:758

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

◆ PathEndReached()

void boss_jeklik::PathEndReached ( uint32  )
inlineoverridevirtual

Reimplemented from CreatureAI.

147 {
148 me->SetHover(false);
149 me->SetDisableGravity(false);
151 SetCombatMovement(true);
153 events.SetPhase(PHASE_ONE);
154 events.ScheduleEvent(EVENT_CHARGE_JEKLIK, 10s, 20s, PHASE_ONE);
155 events.ScheduleEvent(EVENT_PIERCE_ARMOR, 5s, 15s, PHASE_ONE);
156 events.ScheduleEvent(EVENT_BLOOD_LEECH, 5s, 15s, PHASE_ONE);
157 events.ScheduleEvent(EVENT_SONIC_BURST, 5s, 15s, PHASE_ONE);
158 events.ScheduleEvent(EVENT_SWOOP, 20s, PHASE_ONE);
159 events.ScheduleEvent(EVENT_SPAWN_BATS, 30s, PHASE_ONE);
160 }
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ EVENT_SPAWN_BATS
Definition: boss_jeklik.cpp:73
@ EVENT_BLOOD_LEECH
Definition: boss_jeklik.cpp:70
@ EVENT_CHARGE_JEKLIK
Definition: boss_jeklik.cpp:68
@ EVENT_SONIC_BURST
Definition: boss_jeklik.cpp:71
@ EVENT_SWOOP
Definition: boss_jeklik.cpp:72
@ EVENT_PIERCE_ARMOR
Definition: boss_jeklik.cpp:69
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:513
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598
void SetReactState(ReactStates st)
Definition: Creature.h:89

References BossAI::_JustEngagedWith(), EVENT_BLOOD_LEECH, EVENT_CHARGE_JEKLIK, EVENT_PIERCE_ARMOR, EVENT_SONIC_BURST, EVENT_SPAWN_BATS, EVENT_SWOOP, ScriptedAI::me, PHASE_ONE, REACT_AGGRESSIVE, ScriptedAI::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetHover(), and Creature::SetReactState().

◆ Reset()

void boss_jeklik::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

112 {
114 me->SetHover(false);
115 me->SetDisableGravity(false);
117 _Reset();
118 SetCombatMovement(false);
119 }
@ REACT_PASSIVE
Definition: Unit.h:1023
void _Reset()
Definition: ScriptedCreature.cpp:570

References BossAI::_Reset(), UnitAI::DoCastSelf(), ScriptedAI::me, REACT_PASSIVE, ScriptedAI::SetCombatMovement(), Creature::SetDisableGravity(), Creature::SetHover(), Creature::SetReactState(), and SPELL_GREEN_CHANNELING.

◆ UpdateAI()

void boss_jeklik::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

183 {
184 if (!UpdateVictim())
185 return;
186
187 events.Update(diff);
188
190 return;
191
192 while (uint32 eventId = events.ExecuteEvent())
193 {
194 switch (eventId)
195 {
196 // Phase one
198 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
199 {
200 DoCast(target, SPELL_CHARGE);
201 AttackStart(target);
202 }
203 events.ScheduleEvent(EVENT_CHARGE_JEKLIK, 15s, 30s, PHASE_ONE);
204 break;
207 events.ScheduleEvent(EVENT_PIERCE_ARMOR, 20s, 30s, PHASE_ONE);
208 break;
211 events.ScheduleEvent(EVENT_BLOOD_LEECH, 10s, 20s, PHASE_ONE);
212 break;
215 events.ScheduleEvent(EVENT_SONIC_BURST, 20s, 30s, PHASE_ONE);
216 break;
217 case EVENT_SWOOP:
219 events.ScheduleEvent(EVENT_SWOOP, 20s, 30s, PHASE_ONE);
220 break;
221 case EVENT_SPAWN_BATS:
223 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
224 for (uint8 i = 0; i < 6; ++i)
226 bat->AI()->AttackStart(target);
227 events.ScheduleEvent(EVENT_SPAWN_BATS, 30s, PHASE_ONE);
228 break;
229 //Phase two
232 events.ScheduleEvent(EVENT_CURSE_OF_BLOOD, 25s, 30s, PHASE_TWO);
233 break;
236 events.ScheduleEvent(EVENT_PSYCHIC_SCREAM, 35s, 45s, PHASE_TWO);
237 break;
240 events.ScheduleEvent(EVENT_SHADOW_WORD_PAIN, 12s, 18s, PHASE_TWO);
241 break;
242 case EVENT_MIND_FLAY:
244 events.ScheduleEvent(EVENT_MIND_FLAY, 20s, 40s, PHASE_TWO);
245 break;
250 events.ScheduleEvent(EVENT_GREATER_HEAL, 25s, PHASE_TWO);
251 break;
254 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
255 if (Creature* flyingBat = me->SummonCreature(NPC_FRENZIED_BAT, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + 15.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 15000))
256 flyingBat->AI()->DoZoneInCombat();
257 events.ScheduleEvent(EVENT_SPAWN_FLYING_BATS, 10s, 15s, PHASE_TWO);
258 break;
259 default:
260 break;
261 }
262 }
263
265 }
std::uint8_t uint8
Definition: Define.h:110
std::uint32_t uint32
Definition: Define.h:108
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition: Object.h:45
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ SAY_CALL_RIDERS
Definition: boss_jeklik.cpp:28
@ EMOTE_SUMMON_BATS
Definition: boss_jeklik.cpp:30
@ EMOTE_GREAT_HEAL
Definition: boss_jeklik.cpp:31
@ NPC_BLOODSEEKER_BAT
Definition: boss_jeklik.cpp:61
@ NPC_FRENZIED_BAT
Definition: boss_jeklik.cpp:62
@ SPELL_SONIC_BURST
Definition: boss_jeklik.cpp:44
@ SPELL_GREATER_HEAL
Definition: boss_jeklik.cpp:52
@ SPELL_CHARGE
Definition: boss_jeklik.cpp:43
@ SPELL_CURSE_OF_BLOOD
Definition: boss_jeklik.cpp:48
@ SPELL_SHADOW_WORD_PAIN
Definition: boss_jeklik.cpp:50
@ SPELL_BLOOD_LEECH
Definition: boss_jeklik.cpp:42
@ SPELL_SWOOP
Definition: boss_jeklik.cpp:45
@ SPELL_MIND_FLAY
Definition: boss_jeklik.cpp:51
@ SPELL_PIERCE_ARMOR
Definition: boss_jeklik.cpp:41
@ SPELL_PSYCHIC_SCREAM
Definition: boss_jeklik.cpp:49
Position const SpawnBat[6]
Definition: boss_jeklik.cpp:90
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:241
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
Definition: UnitAI.cpp:257
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
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
Definition: Creature.h:46
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
Definition: Unit.h:1290
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4069
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398

References ScriptedAI::AttackStart(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EMOTE_GREAT_HEAL, EMOTE_SUMMON_BATS, EVENT_BLOOD_LEECH, EVENT_CHARGE_JEKLIK, EVENT_CURSE_OF_BLOOD, EVENT_GREATER_HEAL, EVENT_MIND_FLAY, EVENT_PIERCE_ARMOR, EVENT_PSYCHIC_SCREAM, EVENT_SHADOW_WORD_PAIN, EVENT_SONIC_BURST, EVENT_SPAWN_BATS, EVENT_SPAWN_FLYING_BATS, EVENT_SWOOP, Unit::HasUnitState(), Unit::InterruptNonMeleeSpells(), ScriptedAI::me, NPC_BLOODSEEKER_BAT, NPC_FRENZIED_BAT, PHASE_ONE, PHASE_TWO, SAY_CALL_RIDERS, UnitAI::SelectTarget(), SpawnBat, 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(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().