AzerothCore 3.3.5a
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boss_twinemperorsAI Struct Referenceabstract
Inheritance diagram for boss_twinemperorsAI:
BossAI ScriptedAI CreatureAI UnitAI boss_veklor boss_veknilash

Public Member Functions

 boss_twinemperorsAI (Creature *creature)
 
CreatureGetTwin ()
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
void KilledUnit (Unit *victim) override
 
void EnterEvadeMode (EvadeReason why) override
 
void JustDied (Unit *killer) override
 
void DoAction (int32 action) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void UpdateAI (uint32 diff) override
 
virtual bool IAmVeklor ()=0
 
- 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
 

Protected Attributes

TaskScheduler _scheduler
 
bool _introDone
 
- 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
 

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)
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_twinemperorsAI()

boss_twinemperorsAI::boss_twinemperorsAI ( Creature creature)
inline
88 : BossAI(creature, DATA_TWIN_EMPERORS), _introDone(false)
89 {
91
93 {
95 });
96 }
@ UNIT_STAND_STATE_KNEEL
Definition: Unit.h:61
@ UNIT_STATE_CASTING
Definition: Unit.h:340
@ DATA_TWIN_EMPERORS
Definition: temple_of_ahnqiraj.h:34
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:182
Creature * me
Definition: ScriptedCreature.h:282
Definition: ScriptedCreature.h:456
bool HasUnitState(const uint32 f) const
Definition: Unit.h:1398
void SetStandState(uint8 state)
Definition: Unit.cpp:16900
bool _introDone
Definition: boss_twinemperors.cpp:294
TaskScheduler _scheduler
Definition: boss_twinemperors.cpp:293

References _scheduler, Unit::HasUnitState(), ScriptedAI::me, Unit::SetStandState(), TaskScheduler::SetValidator(), UNIT_STAND_STATE_KNEEL, and UNIT_STATE_CASTING.

Member Function Documentation

◆ DamageTaken()

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

Reimplemented from BossAI.

104 {
105 if (attacker)
106 {
107 if (attacker->GetEntry() == NPC_VEKLOR || attacker->GetEntry() == NPC_VEKNILASH)
108 {
109 me->LowerPlayerDamageReq(damage);
110 return;
111 }
112
113 if (Creature* twin = GetTwin())
114 {
115 float dmgPct = damage / (float)me->GetMaxHealth();
116 int32 actualDmg = dmgPct * twin->GetMaxHealth();
117 twin->CastCustomSpell(twin, SPELL_TWIN_EMPATHY, &actualDmg, nullptr, nullptr, true);
118 }
119 }
120 }
std::int32_t int32
Definition: Define.h:104
@ SPELL_TWIN_EMPATHY
Definition: boss_twinemperors.cpp:28
@ NPC_VEKLOR
Definition: temple_of_ahnqiraj.h:74
@ NPC_VEKNILASH
Definition: temple_of_ahnqiraj.h:75
Definition: Creature.h:46
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition: Creature.cpp:3689
uint32 GetEntry() const
Definition: Object.h:109
uint32 GetMaxHealth() const
Definition: Unit.h:1441
Creature * GetTwin()
Definition: boss_twinemperors.cpp:98

References Object::GetEntry(), Unit::GetMaxHealth(), GetTwin(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, NPC_VEKLOR, NPC_VEKNILASH, and SPELL_TWIN_EMPATHY.

◆ DoAction()

void boss_twinemperorsAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

151 {
152 if (action == ACTION_CANCEL_INTRO)
153 {
154 _introDone = true;
156 return;
157 }
158
159 if (action == ACTION_AFTER_TELEPORT)
160 {
164 _scheduler.DelayAll(2300ms);
165 _scheduler.Schedule(2s, [this](TaskContext /*context*/)
166 {
169 if (Unit* victim = me->SelectNearestTarget())
170 {
171 me->AddThreat(victim, 2000.f);
172 AttackStart(victim);
173 }
174 });
175 }
176
177 if (action != ACTION_START_INTRO)
178 return;
179
180 _scheduler.Schedule(5s, [this](TaskContext /*context*/)
181 {
183 me->LoadEquipment(1, true);
184 });
185
186 if (IAmVeklor())
187 {
189 .Schedule(12s, GROUP_INTRO, [this](TaskContext /*context*/)
190 {
192 })
193 .Schedule(20s, GROUP_INTRO, [this](TaskContext /*context*/)
194 {
196 })
197 .Schedule(28s, GROUP_INTRO, [this](TaskContext /*context*/)
198 {
200 })
201 .Schedule(30s, GROUP_INTRO, [this](TaskContext /*context*/)
202 {
205 })
206 .Schedule(33s, GROUP_INTRO, [this](TaskContext /*context*/)
207 {
209 _introDone = true;
210 });
211 }
212 else
213 {
215 .Schedule(17s, GROUP_INTRO, [this](TaskContext /*context*/)
216 {
218 })
219 .Schedule(23s, GROUP_INTRO, [this](TaskContext /*context*/)
220 {
222 })
223 .Schedule(28s, GROUP_INTRO, [this](TaskContext /*context*/)
224 {
226 })
227 .Schedule(32s, GROUP_INTRO, [this](TaskContext /*context*/)
228 {
231 })
232 .Schedule(33s, GROUP_INTRO, [this](TaskContext /*context*/)
233 {
235 _introDone = true;
236 });
237 }
238 }
@ REACT_PASSIVE
Definition: Unit.h:1023
@ REACT_AGGRESSIVE
Definition: Unit.h:1025
@ UNIT_STAND_STATE_STAND
Definition: Unit.h:53
@ UNIT_STATE_ROOT
Definition: Unit.h:335
@ ACTION_AFTER_TELEPORT
Definition: boss_twinemperors.cpp:52
@ ACTION_START_INTRO
Definition: boss_twinemperors.cpp:50
@ ACTION_CANCEL_INTRO
Definition: boss_twinemperors.cpp:51
@ GROUP_INTRO
Definition: boss_twinemperors.cpp:75
constexpr float veklorOrientationIntro
Definition: boss_twinemperors.cpp:83
@ SPELL_TWIN_TELEPORT_VISUAL
Definition: boss_twinemperors.cpp:30
constexpr float veknilashOrientationIntro
Definition: boss_twinemperors.cpp:84
@ SAY_INTRO_2
Definition: boss_twinemperors.cpp:59
@ SAY_INTRO_1
Definition: boss_twinemperors.cpp:58
@ SAY_INTRO_0
Definition: boss_twinemperors.cpp:57
Talk
Definition: boss_fathomlord_karathress.cpp:23
@ EMOTE_ONESHOT_POINT
Definition: SharedDefines.h:1889
@ EMOTE_ONESHOT_ROAR
Definition: SharedDefines.h:1879
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:265
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:217
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:41
Definition: TaskScheduler.h:400
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:369
void DoResetThreatList()
Definition: ScriptedCreature.cpp:411
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1777
void SetReactState(ReactStates st)
Definition: Creature.h:89
Unit * SelectNearestTarget(float dist=0, bool playerOnly=false) const
Definition: Creature.cpp:2314
Definition: Unit.h:1290
void SetFacingTo(float ori)
Definition: Unit.cpp:20782
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition: Unit.cpp:18192
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:1970
virtual bool IAmVeklor()=0

References _introDone, _scheduler, ACTION_AFTER_TELEPORT, ACTION_CANCEL_INTRO, ACTION_START_INTRO, TaskScheduler::CancelGroup(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_ONESHOT_POINT, EMOTE_ONESHOT_ROAR, GROUP_INTRO, Unit::HandleEmoteCommand(), IAmVeklor(), Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, REACT_PASSIVE, SAY_INTRO_0, SAY_INTRO_1, SAY_INTRO_2, TaskScheduler::Schedule(), Creature::SelectNearestTarget(), Unit::SetControlled(), Unit::SetFacingTo(), Creature::SetReactState(), Unit::SetStandState(), SPELL_TWIN_TELEPORT_VISUAL, UNIT_STAND_STATE_STAND, UNIT_STATE_ROOT, veklorOrientationIntro, and veknilashOrientationIntro.

Referenced by JustEngagedWith().

◆ EnterEvadeMode()

void boss_twinemperorsAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

129 {
131
132 if (Creature* twin = GetTwin())
133 if (!twin->IsInEvadeMode())
134 twin->AI()->EnterEvadeMode(why);
135
137 }
TaskScheduler & CancelAll()
Definition: TaskScheduler.cpp:33
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition: CreatureAI.cpp:197

References _scheduler, TaskScheduler::CancelAll(), CreatureAI::EnterEvadeMode(), and GetTwin().

◆ GetTwin()

Creature * boss_twinemperorsAI::GetTwin ( )
inline
99 {
101 }
@ DATA_VEKNILASH
Definition: temple_of_ahnqiraj.h:46
@ DATA_VEKLOR
Definition: temple_of_ahnqiraj.h:45
InstanceScript *const instance
Definition: ScriptedCreature.h:461
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:99

References DATA_VEKLOR, DATA_VEKNILASH, InstanceScript::GetCreature(), IAmVeklor(), and BossAI::instance.

Referenced by DamageTaken(), EnterEvadeMode(), JustDied(), and JustEngagedWith().

◆ IAmVeklor()

virtual bool boss_twinemperorsAI::IAmVeklor ( )
pure virtual

Implemented in boss_veknilash, and boss_veklor.

Referenced by DoAction(), GetTwin(), JustEngagedWith(), and UpdateAI().

◆ JustDied()

void boss_twinemperorsAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

140 {
141 if (Creature* twin = GetTwin())
142 if (twin->IsAlive())
143 Unit::Kill(me, twin);
144
146
147 BossAI::JustDied(killer);
148 }
@ SAY_DEATH
Definition: boss_twinemperors.cpp:61
void JustDied(Unit *) override
Definition: ScriptedCreature.h:484
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

References GetTwin(), BossAI::JustDied(), Unit::Kill(), ScriptedAI::me, and SAY_DEATH.

◆ JustEngagedWith()

void boss_twinemperorsAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

Reimplemented in boss_veknilash, and boss_veklor.

241 {
243
244 if (!_introDone)
245 {
247 if (Creature* twin = GetTwin())
248 twin->AI()->DoAction(ACTION_CANCEL_INTRO);
249 }
250
251 if (Creature* twin = GetTwin())
252 if (!twin->IsInCombat())
253 twin->AI()->AttackStart(who);
254
256 .Schedule(15min, [this](TaskContext /*context*/)
257 {
258 if (IAmVeklor())
259 {
262 }
263 else
265 })
266 .Schedule(3600ms, [this](TaskContext context) // according to sniffs it should be casted by both emperors.
267 {
268 if (Creature* twin = GetTwin())
269 {
270 if (me->IsWithinDist(twin, 60.f))
271 DoCast(twin, SPELL_HEAL_BROTHER, true);
272 }
273
274 context.Repeat();
275 });
276 }
@ SPELL_HEAL_BROTHER
Definition: boss_twinemperors.cpp:31
@ SPELL_FRENZY
Definition: boss_twinemperors.cpp:35
@ SPELL_BERSERK
Definition: boss_twinemperors.cpp:42
@ EMOTE_ENRAGE
Definition: boss_twinemperors.cpp:62
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:470
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:178
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:483
bool IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition: Object.cpp:1316
void DoAction(int32 action) override
Definition: boss_twinemperors.cpp:150

References _introDone, _scheduler, ACTION_CANCEL_INTRO, DoAction(), UnitAI::DoCast(), UnitAI::DoCastSelf(), EMOTE_ENRAGE, GetTwin(), IAmVeklor(), WorldObject::IsWithinDist(), BossAI::JustEngagedWith(), ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_BERSERK, SPELL_FRENZY, and SPELL_HEAL_BROTHER.

Referenced by boss_veknilash::JustEngagedWith(), and boss_veklor::JustEngagedWith().

◆ KilledUnit()

void boss_twinemperorsAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

123 {
124 if (victim && victim->GetTypeId() == TYPEID_PLAYER)
125 Talk(SAY_KILL);
126 }
@ TYPEID_PLAYER
Definition: ObjectGuid.h:38
@ SAY_KILL
Definition: boss_twinemperors.cpp:60
TypeID GetTypeId() const
Definition: Object.h:121

References Object::GetTypeId(), SAY_KILL, and TYPEID_PLAYER.

◆ UpdateAI()

void boss_twinemperorsAI::UpdateAI ( uint32  diff)
inlineoverridevirtual

Reimplemented from BossAI.

279 {
280 if (!UpdateVictim() && _introDone)
281 return;
282
283 _scheduler.Update(diff, [this]
284 {
285 if (!IAmVeklor())
287 });
288 }
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:15
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:40
bool UpdateVictim()
Definition: CreatureAI.cpp:269

References _introDone, _scheduler, UnitAI::DoMeleeAttackIfReady(), IAmVeklor(), TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _introDone

bool boss_twinemperorsAI::_introDone
protected

Referenced by DoAction(), JustEngagedWith(), and UpdateAI().

◆ _scheduler