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boss_shirrak_the_dead_watcher Struct Reference
Inheritance diagram for boss_shirrak_the_dead_watcher:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_shirrak_the_dead_watcher (Creature *creature)
void EnterEvadeMode (EvadeReason why) override
void Reset () override
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
void JustSummoned (Creature *summon) override
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
uint8 getStackCount (float dist)
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.
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
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

Public Attributes

ObjectGuid focusGUID
- Public Attributes inherited from BossAI
InstanceScript *const instance
- Public Attributes inherited from ScriptedAI
bool IsFleeing

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
- Public Types inherited from CreatureAI
enum  EvadeReason {
- 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 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_shirrak_the_dead_watcher()

boss_shirrak_the_dead_watcher::boss_shirrak_the_dead_watcher ( Creature creature)
47 {
49 {
51 });
52 }
Definition: Unit.h:340
Definition: auchenai_crypts.h:31
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:185
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
TaskScheduler scheduler
Definition: ScriptedCreature.h:499
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1410

References Unit::HasUnitState(), ScriptedAI::me, BossAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ EnterEvadeMode()

void boss_shirrak_the_dead_watcher::EnterEvadeMode ( EvadeReason  why)

Reimplemented from CreatureAI.

57 {
60 }
Definition: Unit.h:335
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18272

References CreatureAI::EnterEvadeMode(), ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

◆ getStackCount()

uint8 boss_shirrak_the_dead_watcher::getStackCount ( float  dist)
168 {
169 if (dist < 15)
170 return 4;
171 if (dist < 25)
172 return 3;
173 if (dist < 35)
174 return 2;
175 return 1;
176 }

◆ JustEngagedWith()

void boss_shirrak_the_dead_watcher::JustEngagedWith ( Unit )

Called for reaction when initially engaged.

Reimplemented from BossAI.

70 {
72 scheduler.Schedule(1ms, [this] (TaskContext context)
73 {
74 Map::PlayerList const& PlayerList = me->GetMap()->GetPlayers();
75 for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
76 {
77 if (Player* player = i->GetSource())
78 {
79 float dist = me->GetDistance(player);
80 if (player->IsAlive() && dist < 45.0f)
81 {
82 Aura* aura = player->GetAura(SPELL_INHIBIT_MAGIC);
83 if (!aura)
84 {
85 aura = me->AddAura(SPELL_INHIBIT_MAGIC, player);
86 }
87 else
88 {
89 aura->RefreshDuration();
90 }
92 if (aura)
93 {
94 aura->SetStackAmount(getStackCount(dist));
95 }
96 }
97 else
98 {
99 player->RemoveAurasDueToSpell(SPELL_INHIBIT_MAGIC);
100 }
101 }
102 }
103 context.Repeat(3s);
104 }).Schedule(28s, [this](TaskContext context)
105 {
107 context.Repeat(30s);
108 scheduler.Schedule(1500ms, [this](TaskContext context)
109 {
111 context.Repeat(10s);
112 });
113 }).Schedule(10s, [this](TaskContext context)
114 {
116 context.Repeat(10s);
117 }).Schedule(17s, [this](TaskContext context)
118 {
119 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 60.0f, true))
120 {
121 if (Creature* cr = me->SummonCreature(ENTRY_FOCUS_FIRE, target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 7000))
122 {
123 focusGUID = cr->GetGUID();
124 }
125 Talk(EMOTE_FOCUSED, target);
126 }
127 context.Repeat(15s, 20s);
128 scheduler.Schedule(3s, [this](TaskContext /*context*/)
129 {
131 {
132 me->CastSpell(flare, SPELL_FOCUS_CAST, true);
133 }
134 }).Schedule(3500ms, [this](TaskContext /*context*/)
135 {
137 {
138 me->CastSpell(flare, SPELL_FOCUS_CAST, true);
139 }
140 }).Schedule(4s, [this](TaskContext /*context*/)
141 {
143 {
144 me->CastSpell(flare, SPELL_FOCUS_CAST, true);
145 }
146 }).Schedule(5s, [this](TaskContext /*context*/)
147 {
149 });
151 });
152 }
Definition: Object.h:44
Definition: boss_shirrak_the_dead_watcher.cpp:41
Definition: boss_shirrak_the_dead_watcher.cpp:40
Definition: boss_shirrak_the_dead_watcher.cpp:29
Definition: boss_shirrak_the_dead_watcher.cpp:28
Definition: boss_shirrak_the_dead_watcher.cpp:32
Definition: boss_fathomlord_karathress.cpp:23
HashMapHolder< Player >::MapType const & GetPlayers()
Definition: ObjectAccessor.cpp:80
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:215
Definition: LinkedList.h:139
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:220
Definition: TaskScheduler.h:406
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:476
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition: UnitAI.cpp:111
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:598
Definition: Creature.h:46
Map * GetMap() const
Definition: Object.h:517
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:2343
Definition: Unit.h:1302
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
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37
ObjectGuid focusGUID
Definition: boss_shirrak_the_dead_watcher.cpp:54

References BossAI::_JustEngagedWith(), MapRefMgr::begin(), MapRefMgr::end(), WorldObject::GetMap(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), and BossAI::scheduler.

◆ JustSummoned()

void boss_shirrak_the_dead_watcher::JustSummoned ( Creature summon)

Reimplemented from BossAI.

155 {
156 summon->CastSpell(summon, SPELL_FOCUS_FIRE_VISUAL, true);
157 }
Definition: boss_shirrak_the_dead_watcher.cpp:31

References Unit::CastSpell(), and SPELL_FOCUS_FIRE_VISUAL.

◆ Reset()

void boss_shirrak_the_dead_watcher::Reset ( )

Reimplemented from BossAI.

63 {
64 _Reset();
67 }
void _Reset()
Definition: ScriptedCreature.cpp:570
void Clear()
Definition: ObjectGuid.h:140

References BossAI::_Reset(), ObjectGuid::Clear(), focusGUID, ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

◆ SpellHitTarget()

void boss_shirrak_the_dead_watcher::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 

Reimplemented from ScriptedAI.

160 {
161 if (spellInfo->Id == SPELL_FOCUS_CAST)
162 {
163 target->CastSpell(target, SPELL_FIERY_BLAST, false);
164 }
165 }
Definition: boss_shirrak_the_dead_watcher.cpp:30

References Unit::CastSpell(), SpellInfo::Id, SPELL_FIERY_BLAST, and SPELL_FOCUS_CAST.

◆ UpdateAI()

void boss_shirrak_the_dead_watcher::UpdateAI ( uint32  diff)

Reimplemented from BossAI.

179 {
180 scheduler.Update(diff);
181 if (!UpdateVictim())
182 return;
185 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269

Member Data Documentation

◆ focusGUID

ObjectGuid boss_shirrak_the_dead_watcher::focusGUID

Referenced by Reset().