AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_bronjahm::boss_bronjahmAI Struct Reference
Inheritance diagram for boss_bronjahm::boss_bronjahmAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_bronjahmAI (Creature *creature)
 
void JustReachedHome () override
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void SpellHitTarget (Unit *, SpellInfo const *spell) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *who) override
 
void JustSummoned (Creature *summon) override
 
void EnterEvadeMode (EvadeReason why) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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 DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
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
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () 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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
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. More...
 
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 SummonedCreatureEvade (Creature *)
 
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
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- 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
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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)
 To specify the caster as target if the spell is self-cast. More...
 
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, bool withTank=true)
 Cast the spell on a random unit from the threat list. More...
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim. More...
 
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)
 Called when a summon reaches a waypoint or point movement finished. More...
 
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

InstanceScriptpInstance
 
EventMap events
 
SummonList summons
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_bronjahmAI()

boss_bronjahm::boss_bronjahmAI::boss_bronjahmAI ( Creature creature)
inline
70 : ScriptedAI(creature), summons(me)
71 {
72 pInstance = creature->GetInstanceScript();
73 }
Definition: ScriptedCreature.h:190
Creature * me
Definition: ScriptedCreature.h:280
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
InstanceScript * pInstance
Definition: boss_bronjahm.cpp:75
SummonList summons
Definition: boss_bronjahm.cpp:77

References WorldObject::GetInstanceScript(), and pInstance.

Member Function Documentation

◆ DamageTaken()

void boss_bronjahm::boss_bronjahmAI::DamageTaken ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage from any attacker (before damage apply)

Note
It use for recalculation damage or special reaction at damage for attack reaction use AttackedBy called for non DOT damage in Unit::DealDamage also

Reimplemented from ScriptedAI.

110 {
112 {
116 me->CastSpell(me, SPELL_TELEPORT, false);
117 events.CancelEvent(EVENT_SPELL_CORRUPT_SOUL);
118 events.DelayEvents(6000);
119 events.RescheduleEvent(EVENT_SPELL_FEAR, 8s, 14s);
120 }
121 }
events
Definition: boss_sartura.cpp:43
@ EVENT_SPELL_CORRUPT_SOUL
Definition: boss_bronjahm.cpp:59
@ EVENT_SPELL_FEAR
Definition: boss_bronjahm.cpp:57
@ SPELL_TELEPORT
Definition: boss_bronjahm.cpp:46
@ UNIT_FLAG_DISABLE_MOVE
Definition: UnitDefines.h:231
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
bool HasUnitFlag(UnitFlags flags) const
Definition: Unit.h:712
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:1167
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
void MoveIdle()
Definition: MotionMaster.cpp:232
void Clear(bool reset=true)
Definition: MotionMaster.h:167

References Unit::CastSpell(), MotionMaster::Clear(), EVENT_SPELL_CORRUPT_SOUL, EVENT_SPELL_FEAR, Unit::GetMotionMaster(), Unit::HasUnitFlag(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, MotionMaster::MoveIdle(), Unit::SetUnitFlag(), SPELL_TELEPORT, and UNIT_FLAG_DISABLE_MOVE.

◆ EnterEvadeMode()

void boss_bronjahm::boss_bronjahmAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

204 {
207 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:208
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

References CreatureAI::EnterEvadeMode(), ScriptedAI::me, Unit::RemoveUnitFlag(), and UNIT_FLAG_DISABLE_MOVE.

◆ JustDied()

void boss_bronjahm::boss_bronjahmAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

185 {
187 if (pInstance)
189 }
Talk
Definition: hyjal.cpp:82
@ DATA_BRONJAHM
Definition: forge_of_souls.h:30
@ SAY_DEATH
Definition: boss_bronjahm.cpp:30
@ DONE
Definition: InstanceScript.h:60
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References DATA_BRONJAHM, DONE, pInstance, SAY_DEATH, and ZoneScript::SetData().

◆ JustEngagedWith()

void boss_bronjahm::boss_bronjahmAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

95 {
98
100 events.Reset();
101 events.RescheduleEvent(EVENT_SPELL_SHADOW_BOLT, 2s);
102 events.RescheduleEvent(EVENT_SPELL_MAGICS_BANE, 5s, 10s);
103 events.RescheduleEvent(EVENT_SPELL_CORRUPT_SOUL, 14s, 20s);
104
105 if (pInstance)
107 }
@ EVENT_SPELL_MAGICS_BANE
Definition: boss_bronjahm.cpp:58
@ EVENT_SPELL_SHADOW_BOLT
Definition: boss_bronjahm.cpp:56
@ SAY_AGGRO
Definition: boss_bronjahm.cpp:28
@ SPELL_SOULSTORM_CHANNEL_OOC
Definition: boss_bronjahm.cpp:37
@ IN_PROGRESS
Definition: InstanceScript.h:58
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4909

References DATA_BRONJAHM, CreatureAI::DoZoneInCombat(), EVENT_SPELL_CORRUPT_SOUL, EVENT_SPELL_MAGICS_BANE, EVENT_SPELL_SHADOW_BOLT, IN_PROGRESS, ScriptedAI::me, pInstance, Unit::RemoveAurasDueToSpell(), SAY_AGGRO, ZoneScript::SetData(), and SPELL_SOULSTORM_CHANNEL_OOC.

◆ JustReachedHome()

void boss_bronjahm::boss_bronjahmAI::JustReachedHome ( )
inlineoverridevirtual

◆ JustSummoned()

void boss_bronjahm::boss_bronjahmAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from ScriptedAI.

198 {
199 summons.Summon(summon);
201 }
@ REACT_PASSIVE
Definition: Unit.h:548
void Summon(Creature const *summon)
Definition: ScriptedCreature.h:88
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94

References REACT_PASSIVE, Creature::SetReactState(), SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_bronjahm::boss_bronjahmAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

192 {
193 if (who->IsPlayer())
194 Talk(SAY_SLAY);
195 }
@ SAY_SLAY
Definition: boss_bronjahm.cpp:29
bool IsPlayer() const
Definition: Object.h:197

References Object::IsPlayer(), and SAY_SLAY.

◆ Reset()

void boss_bronjahm::boss_bronjahmAI::Reset ( )
inlineoverridevirtual

◆ SpellHitTarget()

void boss_bronjahm::boss_bronjahmAI::SpellHitTarget ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

124 {
125 if (spell->Id == SPELL_TELEPORT)
126 {
128 events.RescheduleEvent(EVENT_START_SOULSTORM, 1ms);
129 }
130 }
@ EVENT_START_SOULSTORM
Definition: boss_bronjahm.cpp:60
@ SPELL_TELEPORT_VISUAL
Definition: boss_bronjahm.cpp:47

References Unit::CastSpell(), EVENT_START_SOULSTORM, SpellInfo::Id, ScriptedAI::me, SPELL_TELEPORT, and SPELL_TELEPORT_VISUAL.

◆ UpdateAI()

void boss_bronjahm::boss_bronjahmAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Reimplemented from ScriptedAI.

133 {
134 if (!UpdateVictim())
135 return;
136
137 events.Update(diff);
138
140 return;
141
143 if (me->isAttackReady())
145
146 switch (events.ExecuteEvent())
147 {
148 case 0:
149 break;
153 events.Repeat(2s);
154 break;
155 case EVENT_SPELL_FEAR:
156 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 10.0f, true))
158 events.Repeat(8s, 12s);
159 break;
162 events.Repeat(10s, 15s);
163 break;
165 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 100.0f, true))
166 {
168 me->CastSpell(target, SPELL_CORRUPT_SOUL, false);
169 }
170 events.Repeat(20s, 25s);
171 break;
174 me->CastSpell(me, SPELL_SOULSTORM, false);
177
178 break;
179 }
180
182 }
@ SAY_CORRUPT_SOUL
Definition: boss_bronjahm.cpp:32
@ SAY_SOUL_STORM
Definition: boss_bronjahm.cpp:31
@ SPELL_MAGICS_BANE
Definition: boss_bronjahm.cpp:41
@ SPELL_FEAR
Definition: boss_bronjahm.cpp:40
@ SPELL_SHADOW_BOLT
Definition: boss_bronjahm.cpp:39
@ SPELL_SOULSTORM
Definition: boss_bronjahm.cpp:51
@ SPELL_SOULSTORM_VISUAL
Definition: boss_bronjahm.cpp:49
@ SPELL_CORRUPT_SOUL
Definition: boss_bronjahm.cpp:42
@ SPELLVALUE_MAX_TARGETS
Definition: SpellDefines.h:117
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:110
bool UpdateVictim()
Definition: CreatureAI.cpp:280
Definition: Unit.h:630
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:1224
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20538
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition: Unit.cpp:664
Unit * GetVictim() const
Definition: Unit.h:853
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:838

References Unit::CastCustomSpell(), Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_SPELL_CORRUPT_SOUL, EVENT_SPELL_FEAR, EVENT_SPELL_MAGICS_BANE, EVENT_SPELL_SHADOW_BOLT, EVENT_START_SOULSTORM, Unit::GetVictim(), Unit::HasUnitFlag(), Unit::HasUnitState(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, SAY_CORRUPT_SOUL, SAY_SOUL_STORM, UnitAI::SelectTarget(), Unit::SetFacingToObject(), SPELL_CORRUPT_SOUL, SPELL_FEAR, SPELL_MAGICS_BANE, SPELL_SHADOW_BOLT, SPELL_SOULSTORM, SPELL_SOULSTORM_VISUAL, SPELL_TELEPORT_VISUAL, SPELLVALUE_MAX_TARGETS, UNIT_FLAG_DISABLE_MOVE, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ events

EventMap boss_bronjahm::boss_bronjahmAI::events

◆ pInstance

InstanceScript* boss_bronjahm::boss_bronjahmAI::pInstance

◆ summons

SummonList boss_bronjahm::boss_bronjahmAI::summons

Referenced by JustSummoned(), and Reset().