AzerothCore 3.3.5a
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boss_ahune::boss_ahuneAI Struct Reference
Inheritance diagram for boss_ahune::boss_ahuneAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_ahuneAI (Creature *c)
 
bool CanBeSeen (Player const *player) override
 
void StartPhase1 ()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void UpdateAI (uint32 diff) override
 
void MoveInLineOfSight (Unit *) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void JustDied (Unit *) 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
 

Public Attributes

EventMap events
 
SummonList summons
 
ObjectGuid InvokerGUID
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from 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
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_ahuneAI()

boss_ahune::boss_ahuneAI::boss_ahuneAI ( Creature c)
inline
96 : ScriptedAI(c), summons(me)
97 {
98 SetCombatMovement(false);
102 events.Reset();
103 events.RescheduleEvent(EVENT_EMERGE, 12000);
104 events.RescheduleEvent(EVENT_INVOKER_SAY_1, 1000);
105 events.RescheduleEvent(EVENT_SUMMON_TOTEMS, 4000);
106 }
@ EQUIP_UNEQUIP
Definition: CreatureAI.h:66
@ UNIT_FLAG_NON_ATTACKABLE
Definition: Unit.h:449
events
Definition: boss_sartura.cpp:43
@ EVENT_EMERGE
Definition: boss_ahune.cpp:68
@ EVENT_INVOKER_SAY_1
Definition: boss_ahune.cpp:69
@ EVENT_SUMMON_TOTEMS
Definition: boss_ahune.cpp:72
Definition: ScriptedCreature.h:192
void SetEquipmentSlots(bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
Definition: ScriptedCreature.cpp:495
void SetCombatMovement(bool allowMovement)
Definition: ScriptedCreature.cpp:513
Creature * me
Definition: ScriptedCreature.h:282
void Clear()
Definition: ObjectGuid.h:140
void SetUnitFlag(UnitFlags flags)
Definition: Unit.h:1481
SummonList summons
Definition: boss_ahune.cpp:109
ObjectGuid InvokerGUID
Definition: boss_ahune.cpp:110

References ObjectGuid::Clear(), EQUIP_UNEQUIP, EVENT_EMERGE, EVENT_INVOKER_SAY_1, EVENT_SUMMON_TOTEMS, InvokerGUID, ScriptedAI::me, ScriptedAI::SetCombatMovement(), ScriptedAI::SetEquipmentSlots(), Unit::SetUnitFlag(), and UNIT_FLAG_NON_ATTACKABLE.

Member Function Documentation

◆ CanBeSeen()

bool boss_ahune::boss_ahuneAI::CanBeSeen ( Player const *  player)
inlineoverridevirtual

Reimplemented from CreatureAI.

113 {
114 if (player->IsGameMaster())
115 {
116 return true;
117 }
118
119 Group const* group = player->GetGroup();
120 return group && sLFGMgr->GetDungeon(group->GetGUID()) == lfg::LFG_DUNGEON_FROST_LORD_AHUNE;
121 }
#define sLFGMgr
Definition: LFGMgr.h:638
@ LFG_DUNGEON_FROST_LORD_AHUNE
Definition: LFGMgr.h:149
Definition: Group.h:168
ObjectGuid GetGUID() const
Definition: Group.cpp:2245

References Player::GetGroup(), Group::GetGUID(), Player::IsGameMaster(), lfg::LFG_DUNGEON_FROST_LORD_AHUNE, and sLFGMgr.

◆ EnterEvadeMode()

void boss_ahune::boss_ahuneAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

268 {
270 events.Reset();
273
275 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:67
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2108

References SummonList::DespawnAll(), Creature::DespawnOrUnsummon(), CreatureAI::EnterEvadeMode(), ScriptedAI::me, Unit::SetUnitFlag(), summons, and UNIT_FLAG_NON_ATTACKABLE.

Referenced by UpdateAI().

◆ JustDied()

void boss_ahune::boss_ahuneAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

301 {
303 me->DespawnOrUnsummon(15000);
304 if (GameObject* chest = me->SummonGameObject(187892, MinionSummonPos.GetPositionX(), MinionSummonPos.GetPositionY(), MinionSummonPos.GetPositionZ(), M_PI / 2, 0.0f, 0.0f, 0.0f, 0.0f, 900000000)) // loot
305 me->RemoveGameObject(chest, false);
306
307 bool finished = false;
308 Map::PlayerList const& players = me->GetMap()->GetPlayers();
309 if (!players.IsEmpty())
310 for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
311 if (Player* player = i->GetSource())
312 {
313 player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, 25740, 1, me);
314
315 if (player->GetGroup() && !finished)
316 {
317 finished = true;
318 sLFGMgr->FinishDungeon(player->GetGroup()->GetGUID(), lfg::LFG_DUNGEON_FROST_LORD_AHUNE, me->FindMap());
319 }
320 }
321 }
const Position MinionSummonPos
Definition: boss_ahune.cpp:34
@ ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
Definition: DBCEnums.h:128
bool IsEmpty() const
Definition: LinkedList.h:97
Definition: LinkedList.h:139
Definition: GameObject.h:122
Map * GetMap() const
Definition: Object.h:517
Map * FindMap() const
Definition: Object.h:518
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition: Object.cpp:2332
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Player.h:1046
void RemoveGameObject(GameObject *gameObj, bool del)
Definition: Unit.cpp:6109
PlayerList const & GetPlayers() const
Definition: Map.h:484
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37

References ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, MapRefMgr::begin(), SummonList::DespawnAll(), Creature::DespawnOrUnsummon(), MapRefMgr::end(), WorldObject::FindMap(), WorldObject::GetMap(), Map::GetPlayers(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), LinkedListHead::IsEmpty(), lfg::LFG_DUNGEON_FROST_LORD_AHUNE, ScriptedAI::me, MinionSummonPos, Unit::RemoveGameObject(), sLFGMgr, WorldObject::SummonGameObject(), and summons.

◆ JustEngagedWith()

void boss_ahune::boss_ahuneAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

133 {
135 events.Reset();
136 StartPhase1();
137 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:95
void StartPhase1()
Definition: boss_ahune.cpp:123

References CreatureAI::DoZoneInCombat(), and StartPhase1().

◆ JustSummoned()

void boss_ahune::boss_ahuneAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

278 {
279 if (summon)
280 {
281 summons.Summon(summon);
282 summon->SetInCombatWithZone();
283 }
284 }
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:90
void SetInCombatWithZone()
Definition: Creature.cpp:2723

References Creature::SetInCombatWithZone(), SummonList::Summon(), and summons.

◆ MoveInLineOfSight()

void boss_ahune::boss_ahuneAI::MoveInLineOfSight ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

265{}

◆ StartPhase1()

void boss_ahune::boss_ahuneAI::StartPhase1 ( )
inline
124 {
126 events.RescheduleEvent(EVENT_TOTEMS_ATTACK, 80000);
127 events.RescheduleEvent(EVENT_SPELL_COLD_SLAP, 1200);
128 events.RescheduleEvent(EVENT_SPELL_SUMMON_HAILSTONE, 2000);
129 events.RescheduleEvent(EVENT_SPELL_SUMMON_COLDWAVE, 5000);
130 }
@ EVENT_SPELL_SUMMON_HAILSTONE
Definition: boss_ahune.cpp:80
@ EVENT_SPELL_SUMMON_COLDWAVE
Definition: boss_ahune.cpp:81
@ EVENT_TOTEMS_ATTACK
Definition: boss_ahune.cpp:74
@ EVENT_SPELL_COLD_SLAP
Definition: boss_ahune.cpp:79
@ SPELL_AHUNES_SHIELD
Definition: boss_ahune.cpp:52
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

References Unit::CastSpell(), EVENT_SPELL_COLD_SLAP, EVENT_SPELL_SUMMON_COLDWAVE, EVENT_SPELL_SUMMON_HAILSTONE, EVENT_TOTEMS_ATTACK, ScriptedAI::me, and SPELL_AHUNES_SHIELD.

Referenced by JustEngagedWith(), and UpdateAI().

◆ SummonedCreatureDespawn()

void boss_ahune::boss_ahuneAI::SummonedCreatureDespawn ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

287 {
288 if (summon && summon->GetEntry() == NPC_FROZEN_CORE)
289 {
290 if (summon->GetHealth() > 0)
291 {
292 me->SetHealth(summon->GetHealth());
293 summon->CastSpell(summon, SPELL_AHUNE_RESURFACES, true);
294 }
295 else
296 Unit::Kill(me, me, false);
297 }
298 }
@ SPELL_AHUNE_RESURFACES
Definition: boss_ahune.cpp:50
@ NPC_FROZEN_CORE
Definition: the_slave_pens.h:51
uint32 GetEntry() const
Definition: Object.h:109
static void Kill(Unit *killer, Unit *victim, bool durabilityLoss=true, WeaponAttackType attackType=BASE_ATTACK, SpellInfo const *spellProto=nullptr, Spell const *spell=nullptr)
Definition: Unit.cpp:17862
void SetHealth(uint32 val)
Definition: Unit.cpp:15370
uint32 GetHealth() const
Definition: Unit.h:1440

References Unit::CastSpell(), Object::GetEntry(), Unit::GetHealth(), Unit::Kill(), ScriptedAI::me, NPC_FROZEN_CORE, Unit::SetHealth(), and SPELL_AHUNE_RESURFACES.

◆ UpdateAI()

void boss_ahune::boss_ahuneAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from ScriptedAI.

140 {
142 return;
143
144 events.Update(diff);
145
147 return;
148
149 switch(events.ExecuteEvent())
150 {
151 case 0:
152 break;
153 case EVENT_EMERGE:
154 me->SetVisible(true);
155 me->CastSpell(me, SPELL_EMERGE_0, false);
156 events.RescheduleEvent(EVENT_ATTACK, 2000);
157 break;
159 for (uint8 i = 0; i < 3; ++i)
161 break;
164 {
165 plr->Say("The Ice Stone has melted!", LANG_UNIVERSAL);
166 plr->CastSpell(plr, SPELL_MAKE_BONFIRE, true);
167 }
168 events.RescheduleEvent(EVENT_INVOKER_SAY_2, 2000);
169 break;
172 plr->Say("Ahune, your strength grows no more!", LANG_UNIVERSAL);
173 events.RescheduleEvent(EVENT_INVOKER_SAY_3, 2000);
174 break;
177 plr->Say("Your frozen reign will not come to pass!", LANG_UNIVERSAL);
178 break;
179 case EVENT_ATTACK:
180 events.Reset();
182 AttackStart(plr);
184 if (!me->IsInCombat())
185 {
187 return;
188 }
189 else
191 break;
193 for (uint8 i = 0; i < 3; ++i)
194 if (Creature* bunny = me->FindNearestCreature(NPC_TOTEM_BUNNY_1 + i, 150.0f, true))
195 bunny->CastSpell(me, SPELL_TOTEM_BEAM, false);
196 events.RescheduleEvent(EVENT_SUBMERGE, 10000);
197 break;
198 case EVENT_SUBMERGE:
204 {
205 c->SetHealth(me->GetHealth());
206 }
207 events.Reset();
208 events.RescheduleEvent(EVENT_COMBAT_EMERGE, 25000);
209 events.RescheduleEvent(EVENT_EMERGE_WARNING, 20000);
210 break;
213 break;
217 me->CastSpell(me, SPELL_EMERGE_0, false);
218 // me->CastSpell(me, SPELL_AHUNE_RESURFACES, true); // done in SummonedCreatureDespawn
220 StartPhase1();
221 break;
222
224 if (Unit* target = SelectTarget(SelectTargetMethod::MaxDistance, 0, 5.0f, true))
225 if (target->GetPositionZ() < me->GetPositionZ() + 6.0f)
226 {
227 int32 dmg = urand(5500, 6000);
228 me->CastCustomSpell(target, SPELL_COLD_SLAP, &dmg, nullptr, nullptr, false);
229 float x, y, z;
230 target->GetNearPoint(target, x, y, z, target->GetObjectSize(), 30.0f, target->GetAngle(me->GetPositionX(), me->GetPositionY()) + M_PI);
231 target->GetMotionMaster()->MoveJump(x, y, z + 20.0f, 10.0f, 20.0f);
232 }
233 events.RepeatEvent(1500);
234 break;
236 {
237 float dist = (float)urand(3, 10);
238 float angle = rand_norm() * 2 * M_PI;
240 events.RepeatEvent(30000);
241 }
242 break;
244 for (uint8 i = 0; i < 2; ++i)
245 {
246 float dist = (float)urand(3, 10);
247 float angle = rand_norm() * 2 * M_PI;
249 }
250 {
251 float dist = (float)urand(3, 10);
252 float angle = rand_norm() * 2 * M_PI;
254 }
255 events.RepeatEvent(6000);
256 break;
257
258 default:
259 break;
260 }
261
263 }
std::int32_t int32
Definition: Define.h:104
std::uint8_t uint8
Definition: Define.h:110
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
double rand_norm()
Definition: Random.cpp:77
@ TEMPSUMMON_TIMED_DESPAWN
Definition: Object.h:44
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ UNIT_FLAG_NOT_SELECTABLE
Definition: Unit.h:473
@ NPC_TOTEM
Definition: boss_halazzi.cpp:43
Talk
Definition: boss_fathomlord_karathress.cpp:23
@ EVENT_ATTACK
Definition: boss_ahune.cpp:73
@ EVENT_EMERGE_WARNING
Definition: boss_ahune.cpp:77
@ EVENT_COMBAT_EMERGE
Definition: boss_ahune.cpp:76
@ EVENT_INVOKER_SAY_3
Definition: boss_ahune.cpp:71
@ EVENT_INVOKER_SAY_2
Definition: boss_ahune.cpp:70
@ EVENT_SUBMERGE
Definition: boss_ahune.cpp:75
@ SPELL_EMERGE_0
Definition: boss_ahune.cpp:48
@ SPELL_COLD_SLAP
Definition: boss_ahune.cpp:53
@ SPELL_MAKE_BONFIRE
Definition: boss_ahune.cpp:45
@ SPELL_SUBMERGE_0
Definition: boss_ahune.cpp:49
@ SPELL_SUMMON_COLDWAVE
Definition: boss_ahune.cpp:55
@ SPELL_SELF_STUN
Definition: boss_ahune.cpp:47
@ SPELL_SUMMON_FROSTWIND
Definition: boss_ahune.cpp:56
@ SPELL_TOTEM_BEAM
Definition: boss_ahune.cpp:46
@ SPELL_SUMMON_HAILSTONE
Definition: boss_ahune.cpp:54
@ EMOTE_RETREAT
Definition: boss_ahune.cpp:38
@ EMOTE_RESURFACE
Definition: boss_ahune.cpp:39
const Position TotemPos[3]
Definition: boss_ahune.cpp:33
@ NPC_TOTEM_BUNNY_1
Definition: the_slave_pens.h:54
@ LANG_UNIVERSAL
Definition: SharedDefines.h:707
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:225
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
Creature * DoSummon(uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
Definition: CreatureAI.cpp:400
@ EVADE_REASON_OTHER
Definition: CreatureAI.h:92
bool UpdateVictim()
Definition: CreatureAI.cpp:269
void AttackStart(Unit *) override
Definition: ScriptedCreature.cpp:206
Definition: Creature.h:46
Creature * FindNearestCreature(uint32 entry, float range, bool alive=true) const
Definition: Object.cpp:2409
Definition: Unit.h:1290
void SetVisible(bool x)
Definition: Unit.cpp:14129
void RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveMode mode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4708
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:1480
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1226
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
bool IsInCombat() const
Definition: Unit.h:1688
void RemoveUnitFlag(UnitFlags flags)
Definition: Unit.h:1482
void EnterEvadeMode(EvadeReason why) override
Definition: boss_ahune.cpp:267

References ScriptedAI::AttackStart(), Unit::CastCustomSpell(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), CreatureAI::DoSummon(), EMOTE_RESURFACE, EMOTE_RETREAT, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_ATTACK, EVENT_COMBAT_EMERGE, EVENT_EMERGE, EVENT_EMERGE_WARNING, EVENT_INVOKER_SAY_1, EVENT_INVOKER_SAY_2, EVENT_INVOKER_SAY_3, EVENT_SPELL_COLD_SLAP, EVENT_SPELL_SUMMON_COLDWAVE, EVENT_SPELL_SUMMON_HAILSTONE, EVENT_SUBMERGE, EVENT_SUMMON_TOTEMS, EVENT_TOTEMS_ATTACK, WorldObject::FindNearestCreature(), Unit::GetHealth(), ObjectAccessor::GetPlayer(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::HasUnitFlag(), Unit::HasUnitState(), InvokerGUID, Unit::IsInCombat(), LANG_UNIVERSAL, ScriptedAI::me, MinionSummonPos, NPC_FROZEN_CORE, NPC_TOTEM, NPC_TOTEM_BUNNY_1, rand_norm(), Unit::RemoveAura(), Unit::RemoveUnitFlag(), UnitAI::SelectTarget(), Creature::SetInCombatWithZone(), Unit::SetUnitFlag(), Unit::SetVisible(), SPELL_COLD_SLAP, SPELL_EMERGE_0, SPELL_MAKE_BONFIRE, SPELL_SELF_STUN, SPELL_SUBMERGE_0, SPELL_SUMMON_COLDWAVE, SPELL_SUMMON_FROSTWIND, SPELL_SUMMON_HAILSTONE, SPELL_TOTEM_BEAM, StartPhase1(), TEMPSUMMON_TIMED_DESPAWN, TotemPos, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), and urand().

Member Data Documentation

◆ events

EventMap boss_ahune::boss_ahuneAI::events

◆ InvokerGUID

ObjectGuid boss_ahune::boss_ahuneAI::InvokerGUID

Referenced by boss_ahuneAI(), and UpdateAI().

◆ summons

SummonList boss_ahune::boss_ahuneAI::summons