AzerothCore 3.3.5a
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boss_nalorakk Struct Reference
Inheritance diagram for boss_nalorakk:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_nalorakk (Creature *creature)
 
void Reset () override
 
void MoveInLineOfSight (Unit *who) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void ShapeShift (bool currentlyInBearForm)
 
void GroupedAttack (std::list< Creature * > attackerList)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
bool CheckFullyDeadGroup (std::list< Creature * > groupToCheck)
 
bool CheckAnyEvadeGroup (std::list< Creature * > groupToCheck)
 
void JustDied (Unit *killer) 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
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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)
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
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
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
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 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.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
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 *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
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:
 
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.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
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.
 
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.
 
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.
 
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.
 
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
 

Private Attributes

uint8 _phase
 
bool _ranIntro
 
bool _active
 
bool _bearForm
 
TaskScheduler _introScheduler
 
std::list< Creature * > _waveList
 

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
float callForHelpRange
 
InstanceScript *const instance
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from BossAI
void _Reset ()
 
void _JustEngagedWith ()
 
void _JustDied ()
 
void _JustReachedHome ()
 
void _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from BossAI
SummonList summons
 
- 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_nalorakk()

boss_nalorakk::boss_nalorakk ( Creature creature)
inline
84 : BossAI(creature, DATA_NALORAKK)
85 {
87 _ranIntro = false;
88 _active = true;
90 me->SetImmuneToAll(true);
91 }
@ REACT_PASSIVE
Definition Unit.h:548
@ PHASE_SEND_GUARDS_1
Definition boss_nalorakk.cpp:64
Definition ScriptedCreature.h:467
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:883
Creature * me
Definition ScriptedCreature.h:280
uint8 _phase
Definition boss_nalorakk.cpp:360
bool _ranIntro
Definition boss_nalorakk.cpp:361
bool _active
Definition boss_nalorakk.cpp:362
@ DATA_NALORAKK
Definition zulaman.h:28

References _active, _phase, _ranIntro, ScriptedAI::me, PHASE_SEND_GUARDS_1, REACT_PASSIVE, Unit::SetImmuneToAll(), and Creature::SetReactState().

Member Function Documentation

◆ CheckAnyEvadeGroup()

bool boss_nalorakk::CheckAnyEvadeGroup ( std::list< Creature * >  groupToCheck)
inline
346 {
347 for (Creature* member : groupToCheck)
348 if (member->IsAlive() && !member->IsInCombat())
349 return true;
350 return false;
351 }
Definition Creature.h:43

Referenced by MoveInLineOfSight().

◆ CheckFullyDeadGroup()

bool boss_nalorakk::CheckFullyDeadGroup ( std::list< Creature * >  groupToCheck)
inline
334 {
335 for (Creature* member : groupToCheck)
336 {
337 if (member->IsAlive())
338 {
339 return false;
340 }
341 }
342 return true;
343 }

Referenced by MoveInLineOfSight().

◆ GroupedAttack()

void boss_nalorakk::GroupedAttack ( std::list< Creature * >  attackerList)
inline
320 {
321 for (Creature* attacker : attackerList)
322 {
323 attacker->SetInCombatWithZone();
324 }
325 }

Referenced by MoveInLineOfSight().

◆ JustDied()

void boss_nalorakk::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

354 {
355 BossAI::JustDied(killer);
357 }
@ SAY_DEATH
Definition boss_nalorakk.cpp:55
void JustDied(Unit *) override
Definition ScriptedCreature.h:505
Talk
Definition hyjal.cpp:82

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_nalorakk::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

227 {
230 scheduler.Schedule(15s, 20s, GROUP_HUMAN, [this](TaskContext context)
231 {
233 DoCastRandomTarget(SPELL_SURGE, 0, 45.0f, false, false, false);
234 context.Repeat();
235 }).Schedule(15s, 25s, GROUP_HUMAN, [this](TaskContext context)
236 {
238 context.Repeat();
239 }).Schedule(6s, 34s, GROUP_HUMAN, [this](TaskContext context)
240 {
242 {
244 context.Repeat(1s);
245 }
246 else
247 context.Repeat();
248 }).Schedule(10min, GROUP_BERSERK, [this](TaskContext)
249 {
252 }).Schedule(45s, 50s, GROUP_HUMAN, [this](TaskContext)
253 {
255 });
256 }
@ GROUP_HUMAN
Definition boss_nalorakk.cpp:78
@ GROUP_BERSERK
Definition boss_nalorakk.cpp:77
@ SPELL_MANGLE
Definition boss_nalorakk.cpp:31
@ SPELL_BRUTALSWIPE
Definition boss_nalorakk.cpp:30
@ SPELL_BERSERK
Definition boss_nalorakk.cpp:27
@ SPELL_SURGE
Definition boss_nalorakk.cpp:33
@ SAY_SURGE
Definition boss_nalorakk.cpp:49
@ SAY_AGGRO
Definition boss_nalorakk.cpp:48
@ SAY_BERSERK
Definition boss_nalorakk.cpp:52
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
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.
Definition UnitAI.cpp:259
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
Unit * GetVictim() const
Definition Unit.h:862
void ShapeShift(bool currentlyInBearForm)
Definition boss_nalorakk.cpp:258
bool _bearForm
Definition boss_nalorakk.cpp:363

References _bearForm, UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), Unit::GetVictim(), GROUP_BERSERK, GROUP_HUMAN, Unit::HasAura(), BossAI::JustEngagedWith(), ScriptedAI::me, TaskContext::Repeat(), SAY_AGGRO, SAY_BERSERK, SAY_SURGE, TaskScheduler::Schedule(), CreatureAI::scheduler, ShapeShift(), SPELL_BERSERK, SPELL_BRUTALSWIPE, SPELL_MANGLE, and SPELL_SURGE.

◆ MoveInLineOfSight()

void boss_nalorakk::MoveInLineOfSight ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

112 {
113 if (who->IsPlayer() && !who->ToPlayer()->IsGameMaster() && _phase < PHASE_START_COMBAT && _active)
114 {
115 _active = false;
116 switch (_phase)
117 {
124 {
127 {
129 _waveList.clear();
130 me->GetMotionMaster()->MovePath(me->GetEntry()*100+1, false);
133 {
134 me->SetFacingTo(6.25f);
135 _active = true;
136 });
138 }
139 context.Repeat(5s);
140 });
141 break;
149 {
152 {
154 _waveList.clear();
156 me->GetMotionMaster()->MovePath(me->GetEntry()*100+2, false);
158 {
159 me->SetFacingTo(1.54f);
160 _active = true;
161 });
163 }
164 context.Repeat(5s);
165 });
166 break;
172 {
175 {
177 _waveList.clear();
179 me->GetMotionMaster()->MovePath(me->GetEntry() * 100 + 3, false);
181 {
182 me->SetFacingTo(1.54f);
183 _active = true;
184 });
186 }
187 context.Repeat(5s);
188 });
189 break;
195 _waveList.clear();
197 _ranIntro = true;
198 me->SetImmuneToAll(false);
201 break;
202 }
204 {
206 {
209 {
210 for (Creature* member : _waveList)
211 if (member->isMoving())
212 {
213 context.Repeat(1s);
214 return;
215 }
216 _active = true;
217 });
218 }
219 else
220 context.Repeat(10s);
221 });
222 }
224 }
@ REACT_AGGRESSIVE
Definition Unit.h:550
@ GROUP_CHECK_EVADE
Definition boss_nalorakk.cpp:75
@ GROUP_CHECK_DEAD
Definition boss_nalorakk.cpp:74
@ PHASE_SEND_GUARDS_4
Definition boss_nalorakk.cpp:67
@ PHASE_SEND_GUARDS_2
Definition boss_nalorakk.cpp:65
@ PHASE_SEND_GUARDS_3
Definition boss_nalorakk.cpp:66
@ PHASE_START_COMBAT
Definition boss_nalorakk.cpp:69
@ SAY_WAVE3
Definition boss_nalorakk.cpp:46
@ SAY_RUN_AWAY
Definition boss_nalorakk.cpp:58
@ SAY_WAVE2
Definition boss_nalorakk.cpp:45
@ SAY_WAVE1
Definition boss_nalorakk.cpp:44
@ SAY_WAVE4
Definition boss_nalorakk.cpp:47
virtual void MoveInLineOfSight(Unit *)
Definition CreatureAI.cpp:169
void SetHomePosition(float x, float y, float z, float o)
Definition Creature.h:340
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
bool IsPlayer() const
Definition Object.h:200
Player * ToPlayer()
Definition Object.h:201
uint32 GetEntry() const
Definition Object.h:115
bool IsGameMaster() const
Definition Player.h:1175
TaskScheduler & CancelGroup(group_t const group)
Definition TaskScheduler.cpp:53
void SetFacingTo(float ori)
Definition Unit.cpp:20581
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void GetCreaturesWithEntryInRange(std::list< Creature * > &creatureList, float radius, uint32 entry)
Definition Object.cpp:3097
void GetPosition(float &x, float &y) const
Definition Position.h:126
bool CheckFullyDeadGroup(std::list< Creature * > groupToCheck)
Definition boss_nalorakk.cpp:333
void GroupedAttack(std::list< Creature * > attackerList)
Definition boss_nalorakk.cpp:319
bool CheckAnyEvadeGroup(std::list< Creature * > groupToCheck)
Definition boss_nalorakk.cpp:345
std::list< Creature * > _waveList
Definition boss_nalorakk.cpp:365
TaskScheduler _introScheduler
Definition boss_nalorakk.cpp:364
@ NPC_AMANISHI_WARBRINGER
Definition zulaman.h:58
@ NPC_AMANISHI_MEDICINE_MAN
Definition zulaman.h:60
@ NPC_AMANISHI_TRIBESMAN
Definition zulaman.h:59
@ NPC_AMANISHI_AXE_THROWER
Definition zulaman.h:61

References _active, _introScheduler, _phase, _ranIntro, _waveList, TaskScheduler::CancelGroup(), CheckAnyEvadeGroup(), CheckFullyDeadGroup(), WorldObject::GetCreaturesWithEntryInRange(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPosition(), GROUP_CHECK_DEAD, GROUP_CHECK_EVADE, GroupedAttack(), Player::IsGameMaster(), Object::IsPlayer(), ScriptedAI::me, CreatureAI::MoveInLineOfSight(), MotionMaster::MovePath(), NPC_AMANISHI_AXE_THROWER, NPC_AMANISHI_MEDICINE_MAN, NPC_AMANISHI_TRIBESMAN, NPC_AMANISHI_WARBRINGER, PHASE_SEND_GUARDS_1, PHASE_SEND_GUARDS_2, PHASE_SEND_GUARDS_3, PHASE_SEND_GUARDS_4, PHASE_START_COMBAT, REACT_AGGRESSIVE, TaskContext::Repeat(), SAY_RUN_AWAY, SAY_WAVE1, SAY_WAVE2, SAY_WAVE3, SAY_WAVE4, TaskScheduler::Schedule(), Unit::SetFacingTo(), Creature::SetHomePosition(), Unit::SetImmuneToAll(), Creature::SetReactState(), and Object::ToPlayer().

◆ Reset()

void boss_nalorakk::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

94 {
96 _waveList.clear();
98 if (_bearForm)
99 {
101 _bearForm = false;
102 }
103 if (_ranIntro)
104 {
107 _active = false;
108 }
109 }
@ SPELL_BEARFORM
Definition boss_nalorakk.cpp:34
void Reset() override
Definition ScriptedCreature.h:502
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4941

References _active, _bearForm, _introScheduler, _phase, _ranIntro, _waveList, TaskScheduler::CancelAll(), ScriptedAI::me, PHASE_START_COMBAT, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), BossAI::Reset(), Creature::SetReactState(), and SPELL_BEARFORM.

◆ ShapeShift()

void boss_nalorakk::ShapeShift ( bool  currentlyInBearForm)
inline
259 {
260 if (currentlyInBearForm)
261 {
264 _bearForm = false;
265
266 me->SetCanDualWield(true);
267
268 scheduler.Schedule(15s, 20s, GROUP_HUMAN, [this](TaskContext context)
269 {
271 DoCastRandomTarget(SPELL_SURGE, 0, 45.0f, false, false, false);
272 context.Repeat();
273 }).Schedule(15s, 25s, GROUP_HUMAN, [this](TaskContext context)
274 {
276 context.Repeat();
277 }).Schedule(6s, 34s, GROUP_HUMAN, [this](TaskContext context)
278 {
280 context.Repeat();
281 }).Schedule(10min, GROUP_BERSERK, [this](TaskContext)
282 {
285 }).Schedule(45s, 50s, GROUP_HUMAN, [this](TaskContext)
286 {
288 });
289 }
290 else
291 {
296 _bearForm = true;
297
298 me->SetCanDualWield(false);
299
300 scheduler.Schedule(4s, 26s, GROUP_BEAR, [this](TaskContext context)
301 {
303 context.Repeat(4s, 26s);
304 }).Schedule(6s, 21s, GROUP_BEAR, [this](TaskContext context)
305 {
307 context.Repeat(6s, 21s);
308 }).Schedule(11s, 24s, GROUP_BEAR, [this](TaskContext context)
309 {
311 context.Repeat(11s, 24s);
312 }).Schedule(30s, GROUP_BEAR, [this](TaskContext)
313 {
315 });
316 }
317 }
@ GROUP_BEAR
Definition boss_nalorakk.cpp:79
@ SPELL_LACERATINGSLASH
Definition boss_nalorakk.cpp:37
@ SPELL_RENDFLESH
Definition boss_nalorakk.cpp:38
@ SPELL_DEAFENINGROAR
Definition boss_nalorakk.cpp:39
@ SAY_SHIFTEDTOTROLL
Definition boss_nalorakk.cpp:51
@ SAY_SHIFTEDTOBEAR
Definition boss_nalorakk.cpp:50
@ EMOTE_BEAR
Definition boss_nalorakk.cpp:59
void SetCanDualWield(bool value) override
Definition Creature.cpp:1798

References _bearForm, TaskScheduler::CancelGroup(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), EMOTE_BEAR, GROUP_BEAR, GROUP_BERSERK, GROUP_HUMAN, ScriptedAI::me, TaskContext::Repeat(), SAY_BERSERK, SAY_SHIFTEDTOBEAR, SAY_SHIFTEDTOTROLL, SAY_SURGE, TaskScheduler::Schedule(), CreatureAI::scheduler, Creature::SetCanDualWield(), ShapeShift(), SPELL_BEARFORM, SPELL_BERSERK, SPELL_BRUTALSWIPE, SPELL_DEAFENINGROAR, SPELL_LACERATINGSLASH, SPELL_MANGLE, SPELL_RENDFLESH, and SPELL_SURGE.

Referenced by JustEngagedWith(), and ShapeShift().

◆ UpdateAI()

void boss_nalorakk::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

328 {
330 BossAI::UpdateAI(diff);
331 }
void UpdateAI(uint32 diff) override
Use to start attacking a target. Called just before JustEngagedWith()
Definition ScriptedCreature.cpp:721
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27

References _introScheduler, TaskScheduler::Update(), and BossAI::UpdateAI().

Member Data Documentation

◆ _active

bool boss_nalorakk::_active
private

◆ _bearForm

bool boss_nalorakk::_bearForm
private

Referenced by JustEngagedWith(), Reset(), and ShapeShift().

◆ _introScheduler

TaskScheduler boss_nalorakk::_introScheduler
private

Referenced by MoveInLineOfSight(), Reset(), and UpdateAI().

◆ _phase

uint8 boss_nalorakk::_phase
private

◆ _ranIntro

bool boss_nalorakk::_ranIntro
private

◆ _waveList

std::list<Creature *> boss_nalorakk::_waveList
private

Referenced by MoveInLineOfSight(), and Reset().


The documentation for this struct was generated from the following file: