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

Public Member Functions

 boss_illidan_stormrage (Creature *creature)
 
void Reset () override
 
void DoAction (int32 param) override
 
void MovementInform (uint32 type, uint32 id) override
 
void ScheduleAbilities (uint8 phase)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why) override
 
void JustSummoned (Creature *summon) override
 
void KilledUnit (Unit *) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustDied (Unit *killer) override
 
bool CanAIAttack (Unit const *target) const 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 void InitializeAI ()
 
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 Member Functions

void CycleBeamPos (uint8 &beamPosId)
 

Private Attributes

bool _canTalk
 
bool _dying
 
bool _inCutscene
 
uint8 beamPosId
 

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)
 
virtual void MoveInLineOfSight (Unit *)
 
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_illidan_stormrage()

boss_illidan_stormrage::boss_illidan_stormrage ( Creature creature)
inline
199: BossAI(creature, DATA_ILLIDAN_STORMRAGE), _canTalk(true), _dying(false), _inCutscene(false), beamPosId(0) { }
@ DATA_ILLIDAN_STORMRAGE
Definition black_temple.h:38
Definition ScriptedCreature.h:467
uint8 beamPosId
Definition boss_illidan.cpp:695
bool _inCutscene
Definition boss_illidan.cpp:694
bool _canTalk
Definition boss_illidan.cpp:692
bool _dying
Definition boss_illidan.cpp:693

Member Function Documentation

◆ CanAIAttack()

bool boss_illidan_stormrage::CanAIAttack ( Unit const *  target) const
inlineoverridevirtual

Reimplemented from UnitAI.

687 {
688 return target->GetEntry() != NPC_AKAMA_ILLIDAN && target->GetEntry() != NPC_MAIEV_SHADOWSONG;
689 }
@ NPC_AKAMA_ILLIDAN
Definition black_temple.h:72
@ NPC_MAIEV_SHADOWSONG
Definition boss_illidan.cpp:142

References Object::GetEntry(), NPC_AKAMA_ILLIDAN, and NPC_MAIEV_SHADOWSONG.

◆ CycleBeamPos()

void boss_illidan_stormrage::CycleBeamPos ( uint8 beamPosId)
inlineprivate
698 {
699 uint8 newPos;
700 do {
701 newPos = urand(0, MAX_EYE_BEAM_POS - 1);
702 } while (newPos == beamPosId);
703 beamPosId = newPos;
704 }
std::uint8_t uint8
Definition Define.h:109
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ MAX_EYE_BEAM_POS
Definition boss_illidan.cpp:130

References beamPosId, MAX_EYE_BEAM_POS, and urand().

Referenced by ScheduleAbilities().

◆ DamageTaken()

void boss_illidan_stormrage::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 UnitAI.

667 {
668 if (damage >= me->GetHealth())
669 {
670 damage = me->GetHealth() - 1;
671
672 if (!_dying)
674 }
675
676 if (!_dying)
677 BossAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
678 }
@ ACTION_ILLIDAN_DIE
Definition boss_illidan.cpp:116
void DamageTaken(Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
Called at any Damage from any attacker (before damage apply)
Definition ScriptedCreature.cpp:749
uint32 GetHealth() const
Definition Unit.h:1038
Creature * me
Definition ScriptedCreature.h:280
void DoAction(int32 param) override
Definition boss_illidan.cpp:242

References _dying, ACTION_ILLIDAN_DIE, BossAI::DamageTaken(), DoAction(), Unit::GetHealth(), and ScriptedAI::me.

◆ DoAction()

void boss_illidan_stormrage::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

243 {
245 switch (param)
246 {
248 {
250
253 }, 2210ms);
256 }, 5670ms); // 3460ms
259 }, 8100ms); // 2430ms
262 }, 11750ms); // 3650ms
265 }, 26950ms); // 15200ms
268 }, 29980ms); // 3030ms
271 }, 39710ms); // 9730ms
274 }, 40920ms); // 1210ms
278 }, 43370ms); // 2450ms
279 }
280 break;
282 {
284 DoStopAttack();
289 me->SetDisableGravity(true);
290 me->SetHover(true);
291 me->SetOrientation(2.837961435317993164f);
293
296 }, 3640ms);
299 }, 7290ms); // 3650ms
300 }
301 break;
303 {
305 _inCutscene = true;
307 DoStopAttack();
310
313 }, 1200ms);
316 }, 1430ms); // 230ms
319 }, 10940ms); // 9510ms
322 }, 19490ms); // 8550ms
325 }, 23080ms); // 3590ms
330 _inCutscene = false;
331 }, 32830ms); // 9750ms
332 }
333 break;
335 {
338 DoStopAttack();
340 me->SetCombatMovement(false);
343
344 Talk(SAY_ILLIDAN_MORPH, 2630ms);
345
347 // me->SetControlled(false, UNIT_STATE_ROOT);
350 }, 12230ms, GROUP_DEMON_FORM);
351 }
352 break;
354 {
357 me->SetCombatMovement(true);
364 }
365 break;
367 {
371
374 }, 15s, GROUP_DEMON_FORM);
375 }
376 break;
378 {
381
384
385 _dying = true;
387 maiev->AI()->DoAction(ACTION_MAIEV_ENDING);
389 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
392 akama->AI()->DoAction(ACTION_AKAMA_ENDING);
393 }, 1s);
394
397 DoCastSelf(SPELL_DEATH, true);
399
402 }, 7490ms);
404 Unit::Kill(nullptr, me);
405 }, 25530ms); // 18040ms
406 }
407 break;
408 }
409 }
@ EMOTE_STATE_READY1H
Definition SharedDefines.h:1966
@ EMOTE_ONESHOT_QUESTION
Definition SharedDefines.h:1900
@ EMOTE_ONESHOT_LIFTOFF
Definition SharedDefines.h:1960
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ SHEATH_STATE_MELEE
Definition UnitDefines.h:127
@ UNIT_STATE_ROOT
Definition UnitDefines.h:180
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:251
@ UNIT_FLAG_IMMUNE_TO_NPC
Definition UnitDefines.h:259
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ UNIT_FLAG_IMMUNE_TO_PC
Definition UnitDefines.h:258
@ REACT_PASSIVE
Definition Unit.h:548
@ REACT_AGGRESSIVE
Definition Unit.h:550
@ UNIT_NPC_EMOTESTATE
Definition UpdateFields.h:140
@ DATA_AKAMA_ILLIDAN
Definition black_temple.h:37
@ SAY_ILLIDAN_TAKEOFF
Definition boss_illidan.cpp:32
@ SAY_ILLIDAN_UNCONVINCED
Definition boss_illidan.cpp:39
@ SAY_ILLIDAN_CONFRONT_MAIEV
Definition boss_illidan.cpp:42
@ SAY_ILLIDAN_DUPLICITY
Definition boss_illidan.cpp:38
@ SAY_ILLIDAN_PREPARED
Definition boss_illidan.cpp:40
@ SAY_ILLIDAN_SHADOW_PRISON
Definition boss_illidan.cpp:41
@ SAY_ILLIDAN_DEFEATED
Definition boss_illidan.cpp:44
@ SAY_ILLIDAN_MORPH
Definition boss_illidan.cpp:35
@ ACTION_SHADOW_PRISON
Definition boss_illidan.cpp:115
@ ACTION_ILLIDAN_DEMON_TRANSFORM
Definition boss_illidan.cpp:117
@ EQUIPMENT_GLAIVES
Definition boss_illidan.cpp:109
@ PHASE_MAIEV
Definition boss_illidan.cpp:150
@ GROUP_DEMON_FORM
Definition boss_illidan.cpp:138
@ PHASE_DEMON
Definition boss_illidan.cpp:149
@ ACTION_ILLIDAN_LIFTOFF
Definition boss_illidan.cpp:113
@ ACTION_START_EVENT
Definition boss_illidan.cpp:112
@ POINT_ILLIDAN_TAKEOFF
Definition boss_illidan.cpp:132
@ ACTION_ILLIDAN_CAGED
Definition boss_illidan.cpp:114
@ ACTION_MAIEV_ENDING
Definition boss_illidan.cpp:127
@ ACTION_AKAMA_ENDING
Definition boss_illidan.cpp:123
@ ACTION_ILLIDAN_DEMON_TRANSFORM_BACK
Definition boss_illidan.cpp:118
@ SPELL_CLEAR_ALL_DEBUFFS
Definition boss_illidan.cpp:55
@ SPELL_EMOTE_TALK_QUESTION
Definition boss_illidan.cpp:54
@ SPELL_SHADOW_PRISON
Definition boss_illidan.cpp:78
@ SPELL_CAGE_TRAP_PERIODIC
Definition boss_illidan.cpp:99
@ SPELL_DEMON_FORM
Definition boss_illidan.cpp:84
@ SPELL_DEMON_TRANSFORM_1
Definition boss_illidan.cpp:81
@ SPELL_SUMMON_MAIEV
Definition boss_illidan.cpp:77
@ SPELL_DEMON_TRANSFORM_2
Definition boss_illidan.cpp:82
@ SPELL_FRENZY
Definition boss_illidan.cpp:93
@ SPELL_DEATH
Definition boss_illidan.cpp:95
@ SPELL_DEMON_TRANSFORM_3
Definition boss_illidan.cpp:83
Position illidanTakeoffPoint
Definition boss_illidan.cpp:174
InstanceScript *const instance
Definition ScriptedCreature.h:474
SummonList summons
Definition ScriptedCreature.h:517
TaskScheduler scheduler
Definition CreatureAI.h:75
Definition Creature.h:43
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
bool SetDisableGravity(bool disable, bool packetOnly=false, bool updateAnimationTier=true) override
Enable or disable the creature's fly mode by adding or removing: MOVEMENTFLAG_FLYING....
Definition Creature.cpp:3222
bool SetHover(bool enable, bool packetOnly=false, bool updateAnimationTier=true) override
Definition Creature.cpp:3387
void LoadEquipment(int8 id=1, bool force=false)
Definition Creature.cpp:1804
void SetCombatMovement(bool allowMovement)
Definition Creature.cpp:3863
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void CancelEventGroup(uint8 group)
Definition EventProcessor.cpp:114
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition EventProcessor.h:107
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:213
void Clear(bool reset=true)
Definition MotionMaster.h:167
Creature * GetCreatureWithEntry(uint32 entry) const
Definition ScriptedCreature.cpp:132
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
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:17754
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
virtual void SetSheath(SheathState sheathed)
Definition Unit.h:1692
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition Unit.cpp:18086
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4941
void StopMovingOnCurrentPos()
Definition Unit.cpp:16741
void SetUInt32Value(uint16 index, uint32 value)
Definition Unit.cpp:21372
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2011
void SetStandState(uint8 state)
Definition Unit.cpp:16778
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
EventProcessor m_Events
Definition Object.h:639
Talk
Definition hyjal.cpp:82
void SetOrientation(float orientation)
Definition Position.h:116
void DoResetThreatList()
Definition ScriptedCreature.cpp:445
void DoStopAttack()
Definition ScriptedCreature.cpp:248
void ScheduleAbilities(uint8 phase)
Definition boss_illidan.cpp:470

References _dying, _inCutscene, ACTION_AKAMA_ENDING, ACTION_ILLIDAN_CAGED, ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_DIE, ACTION_ILLIDAN_LIFTOFF, ACTION_MAIEV_ENDING, ACTION_SHADOW_PRISON, ACTION_START_EVENT, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), MotionMaster::Clear(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), ScriptedAI::DoStopAttack(), EMOTE_ONESHOT_LIFTOFF, EMOTE_ONESHOT_QUESTION, EMOTE_STATE_READY1H, EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_DEMON_FORM, Unit::HandleEmoteCommand(), Unit::HasAura(), illidanTakeoffPoint, BossAI::instance, Unit::Kill(), Creature::LoadEquipment(), WorldObject::m_Events, ScriptedAI::me, MotionMaster::MovePoint(), NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_MAIEV, POINT_ILLIDAN_TAKEOFF, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), SAY_ILLIDAN_CONFRONT_MAIEV, SAY_ILLIDAN_DEFEATED, SAY_ILLIDAN_DUPLICITY, SAY_ILLIDAN_MORPH, SAY_ILLIDAN_PREPARED, SAY_ILLIDAN_SHADOW_PRISON, SAY_ILLIDAN_TAKEOFF, SAY_ILLIDAN_UNCONVINCED, ScheduleAbilities(), CreatureAI::scheduler, Creature::SetCombatMovement(), Unit::SetControlled(), Creature::SetDisableGravity(), Creature::SetHover(), Creature::SetInCombatWithZone(), Position::SetOrientation(), Creature::SetReactState(), Unit::SetSheath(), Unit::SetStandState(), Unit::SetUInt32Value(), Unit::SetUnitFlag(), SHEATH_STATE_MELEE, SPELL_CAGE_TRAP_PERIODIC, SPELL_CLEAR_ALL_DEBUFFS, SPELL_DEATH, SPELL_DEMON_FORM, SPELL_DEMON_TRANSFORM_1, SPELL_DEMON_TRANSFORM_2, SPELL_DEMON_TRANSFORM_3, SPELL_EMOTE_TALK_QUESTION, SPELL_FRENZY, SPELL_SHADOW_PRISON, SPELL_SUMMON_MAIEV, Unit::StopMovingOnCurrentPos(), BossAI::summons, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_FLAG_NON_ATTACKABLE, UNIT_FLAG_NOT_SELECTABLE, UNIT_NPC_EMOTESTATE, UNIT_STAND_STATE_STAND, and UNIT_STATE_ROOT.

Referenced by DamageTaken(), DoAction(), Reset(), and ScheduleAbilities().

◆ EnterEvadeMode()

void boss_illidan_stormrage::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

626 {
627 if (_inCutscene)
628 return;
629
631 akama->DespawnOnEvade();
632
635
639 }
@ GROUP_PHASE_FLYING
Definition boss_illidan.cpp:137
@ GROUP_BERSERK
Definition boss_illidan.cpp:136
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:504
void DespawnOnEvade(Seconds respawnDelay=20s)
Definition Creature.cpp:2191

References _inCutscene, EventProcessor::CancelEventGroup(), DATA_AKAMA_ILLIDAN, Creature::DespawnOnEvade(), BossAI::EnterEvadeMode(), InstanceScript::GetCreature(), GROUP_BERSERK, GROUP_DEMON_FORM, GROUP_PHASE_FLYING, BossAI::instance, WorldObject::m_Events, and ScriptedAI::me.

Referenced by ScheduleAbilities().

◆ JustDied()

void boss_illidan_stormrage::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from CreatureAI.

681 {
682 summons.clear();
683 BossAI::JustDied(killer);
684 }
void JustDied(Unit *) override
Definition ScriptedCreature.h:505
void clear()
Definition ScriptedCreature.h:83

References SummonList::clear(), BossAI::JustDied(), and BossAI::summons.

◆ JustEngagedWith()

void boss_illidan_stormrage::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

614 {
618 akama->AI()->AttackStart(me);
619
622 }, 25min, GROUP_BERSERK);
623 }
@ PHASE_INITIAL
Definition boss_illidan.cpp:146
@ SPELL_BERSERK
Definition boss_illidan.cpp:53
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503

References EventProcessor::AddEventAtOffset(), DATA_AKAMA_ILLIDAN, UnitAI::DoCastSelf(), InstanceScript::GetCreature(), GROUP_BERSERK, BossAI::instance, BossAI::JustEngagedWith(), WorldObject::m_Events, ScriptedAI::me, PHASE_INITIAL, ScheduleAbilities(), and SPELL_BERSERK.

◆ JustSummoned()

void boss_illidan_stormrage::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

642 {
643 summons.Summon(summon);
644 if (summon->GetEntry() == NPC_ILLIDAN_DB_TARGET)
645 DoCast(summon, SPELL_EYE_BLAST);
646 else if (summon->GetEntry() == NPC_MAIEV_SHADOWSONG)
647 {
648 me->SetTarget(summon->GetGUID());
649 me->SetFacingToObject(summon);
650 }
651 }
@ NPC_ILLIDAN_DB_TARGET
Definition boss_illidan.cpp:141
@ SPELL_EYE_BLAST
Definition boss_illidan.cpp:73
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition Creature.cpp:3562
uint32 GetEntry() const
Definition Object.h:115
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20591

References UnitAI::DoCast(), Object::GetEntry(), Object::GetGUID(), ScriptedAI::me, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, Unit::SetFacingToObject(), Creature::SetTarget(), SPELL_EYE_BLAST, SummonList::Summon(), and BossAI::summons.

◆ KilledUnit()

void boss_illidan_stormrage::KilledUnit ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

654 {
655 if (_canTalk)
656 {
658 _canTalk = false;
659
661 _canTalk = true;
662 }, 6s); // 3590ms
663 }
664 }
@ SAY_ILLIDAN_KILL
Definition boss_illidan.cpp:31

References _canTalk, EventProcessor::AddEventAtOffset(), WorldObject::m_Events, ScriptedAI::me, and SAY_ILLIDAN_KILL.

◆ MovementInform()

void boss_illidan_stormrage::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

412 {
413 if (type == POINT_MOTION_TYPE)
414 {
415 switch (id)
416 {
418 {
421
424 }, 1210ms);
428 }, 2430ms); // 1220ms
431 }, 3090ms); // 660ms
432 }
433 break;
435 {
439 }
440 break;
442 {
445
448 }, 1215ms);
451 me->SetDisableGravity(false);
452 me->SetHover(false);
453 }, 3665ms); // 2450ms
460 }, 6095ms); // 2430ms
463 }, 7305ms); // 1210ms
464 }
465 break;
466 }
467 }
468 }
@ POINT_MOTION_TYPE
Definition MotionMaster.h:48
@ EMOTE_ONESHOT_LAND
Definition SharedDefines.h:1964
@ NPC_BLADE_OF_AZZINOTH
Definition black_temple.h:75
@ SAY_ILLIDAN_SUMMONFLAMES
Definition boss_illidan.cpp:33
@ PHASE_LANDING
Definition boss_illidan.cpp:148
@ POINT_ILLIDAN_HOVER
Definition boss_illidan.cpp:133
@ PHASE_FLYING
Definition boss_illidan.cpp:147
@ POINT_ILLIDAN_LAND
Definition boss_illidan.cpp:134
@ EQUIPMENT_UNARMED
Definition boss_illidan.cpp:108
@ ACTION_RETURN_BLADE
Definition boss_illidan.cpp:128
@ SPELL_HIT_CHANCE
Definition boss_illidan.cpp:56
@ SPELL_THROW_GLAIVE
Definition boss_illidan.cpp:67
@ SPELL_THROW_GLAIVE2
Definition boss_illidan.cpp:68
Position roomCenter
Definition boss_illidan.cpp:176
Definition ScriptedCreature.h:167
void DoAction(int32 info, uint16 max=0)
Definition ScriptedCreature.h:102
void SetFacingTo(float ori)
Definition Unit.cpp:20581
float GetAngle(const Position *pos) const
Definition Position.cpp:78

References ACTION_RETURN_BLADE, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelAll(), SummonList::DoAction(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), EMOTE_ONESHOT_LAND, EQUIPMENT_GLAIVES, EQUIPMENT_UNARMED, Position::GetAngle(), Unit::HandleEmoteCommand(), Creature::LoadEquipment(), WorldObject::m_Events, ScriptedAI::me, NPC_BLADE_OF_AZZINOTH, PHASE_FLYING, PHASE_LANDING, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, POINT_ILLIDAN_TAKEOFF, POINT_MOTION_TYPE, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), roomCenter, SAY_ILLIDAN_SUMMONFLAMES, ScheduleAbilities(), CreatureAI::scheduler, Unit::SetControlled(), Creature::SetDisableGravity(), Unit::SetFacingTo(), Creature::SetHover(), Creature::SetReactState(), SPELL_HIT_CHANCE, SPELL_THROW_GLAIVE, SPELL_THROW_GLAIVE2, BossAI::summons, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STATE_ROOT.

◆ Reset()

void boss_illidan_stormrage::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

202 {
207 _canTalk = true;
208 _dying = false;
209 _inCutscene = false;
212 me->SetDisableGravity(false);
213 me->SetHover(false);
219 me->SetCombatMovement(true);
220
222 // Call for minions
225 akama->AI()->DoAction(ACTION_AKAMA_MINIONS);
226 });
228 // Phase 2
231 });
233 // Maiev Spawn Scene
239 });
240 }
@ UNIT_STAND_STATE_KNEEL
Definition UnitDefines.h:40
@ SHEATH_STATE_UNARMED
Definition UnitDefines.h:126
@ SAY_ILLIDAN_MINION
Definition boss_illidan.cpp:30
@ ACTION_AKAMA_MINIONS
Definition boss_illidan.cpp:122
@ SPELL_DUAL_WIELD
Definition boss_illidan.cpp:52
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition ScriptedCreature.cpp:775
void Reset() override
Definition ScriptedCreature.h:502
void ReplaceAllUnitFlags(UnitFlags flags)
Remove the Unit flag specify only.
Definition Unit.h:721

References _canTalk, _dying, _inCutscene, ACTION_AKAMA_MINIONS, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, ACTION_ILLIDAN_LIFTOFF, ACTION_SHADOW_PRISON, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), DATA_AKAMA_ILLIDAN, DoAction(), UnitAI::DoCastSelf(), EQUIPMENT_GLAIVES, InstanceScript::GetCreature(), GROUP_BERSERK, GROUP_DEMON_FORM, GROUP_PHASE_FLYING, Unit::HasAura(), BossAI::instance, Creature::LoadEquipment(), WorldObject::m_Events, MAX_EYE_BEAM_POS, ScriptedAI::me, Unit::ReplaceAllUnitFlags(), BossAI::Reset(), SAY_ILLIDAN_MINION, BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Creature::SetCombatMovement(), Unit::SetControlled(), Creature::SetDisableGravity(), Creature::SetHover(), Unit::SetSheath(), Unit::SetStandState(), SHEATH_STATE_UNARMED, SPELL_DEMON_FORM, SPELL_DUAL_WIELD, UNIT_FLAG_IMMUNE_TO_NPC, UNIT_FLAG_IMMUNE_TO_PC, UNIT_STAND_STATE_KNEEL, UNIT_STATE_ROOT, and urand().

◆ ScheduleAbilities()

void boss_illidan_stormrage::ScheduleAbilities ( uint8  phase)
inline
471 {
472 switch (phase)
473 {
474 case PHASE_INITIAL:
475 {
476 ScheduleTimedEvent(25s, 30s, [&] {
478 }, 26s, 35s);
479
480 ScheduleTimedEvent(32s, [&] {
482 }, 32s);
483
484 ScheduleTimedEvent(25s, 30s, [&] {
486 }, 25s, 30s);
487
488 // Custom from SunwellCore?
489 ScheduleTimedEvent(30s, 60s, [&] {
491 }, 30s, 60s);
492 }
493 break;
494 case PHASE_FLYING:
495 {
497
498 scheduler.Schedule(0s, [this](TaskContext context)
499 {
500 // Do not repeat if interrupted (Eye Beam is cast)
501 if (DoCastRandomTarget(SPELL_FIREBALL, 0U, 50000.f, true, false, true) == SPELL_CAST_OK)
502 context.Repeat(2400ms);
503 }).Schedule(25s, 45s, [this](TaskContext /*context*/)
504 {
505 // Eye Blast
510 trigger->GetMotionMaster()->MovePoint(0, eyeBeamPos[beamPosId + MAX_EYE_BEAM_POS], false, true);
511
512 // Reposition
519 }, 20s, GROUP_PHASE_FLYING);
520 });
521 // Check for Phase Transition
522 scheduler.Schedule(5s, [this](TaskContext context) {
523 if (!SelectTargetFromPlayerList(150.0f))
524 {
526 return;
527 }
528
531 {
537 }
538 else
539 context.Repeat(3s);
540 });
541 }
542 break;
543 case PHASE_LANDING:
544 {
546
547 ScheduleTimedEvent(25s, 30s, [&] {
549 }, 26s, 35s);
550
551 ScheduleTimedEvent(32s, [&] {
553 }, 32s);
554
555 ScheduleTimedEvent(25s, 30s, [&] {
557 }, 25s, 30s);
558
559 ScheduleTimedEvent(25s, [&] {
561 }, 24s);
562
563 ScheduleTimedEvent(60s, [&] {
564 if (!_inCutscene)
566 }, 60s);
567 }
568 break;
569 case PHASE_DEMON:
570 {
572
573 ScheduleTimedEvent(30s, [&] {
575 }, 100s);
576
577 ScheduleTimedEvent(1s, 2500ms, [&] {
579 }, 2500ms);
580
581 ScheduleTimedEvent(7s, [&] {
583 }, 19500ms);
584
589 else
592 }, 60s);
593 }
594 break;
595 case PHASE_MAIEV:
596 {
598
599 ScheduleTimedEvent(40s, [&] {
602 }, 100s);
603
604 ScheduleTimedEvent(30s, [&] {
606 DoCast(maiev, SPELL_CAGE_TRAP, true);
607 }, 45s);
608 }
609 break;
610 }
611 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:48
@ SPELL_CAST_OK
Definition SharedDefines.h:1138
@ NPC_FLAME_OF_AZZINOTH
Definition black_temple.h:76
@ SAY_ILLIDAN_FRENZY
Definition boss_illidan.cpp:43
@ SAY_ILLIDAN_EYE_BLAST
Definition boss_illidan.cpp:34
@ SAY_ILLIDAN_TAUNT
Definition boss_illidan.cpp:37
@ SPELL_DRAW_SOUL
Definition boss_illidan.cpp:60
@ SPELL_SHADOW_BLAST
Definition boss_illidan.cpp:85
@ SPELL_SUMMON_SHADOW_DEMON
Definition boss_illidan.cpp:88
@ SPELL_AGONIZING_FLAMES
Definition boss_illidan.cpp:76
@ SPELL_FLAME_CRASH
Definition boss_illidan.cpp:59
@ SPELL_FLAME_BURST
Definition boss_illidan.cpp:86
@ SPELL_CAGE_TRAP
Definition boss_illidan.cpp:98
@ SPELL_FIREBALL
Definition boss_illidan.cpp:71
@ SPELL_PARASITIC_SHADOWFIEND
Definition boss_illidan.cpp:62
const Position airHoverPos[MAX_EYE_BEAM_POS]
Definition boss_illidan.cpp:166
const Position eyeBeamPos[MAX_EYE_BEAM_POS *2]
Definition boss_illidan.cpp:153
Position illidanLand
Definition boss_illidan.cpp:175
phase
Definition boss_skadi.cpp:103
@ EVADE_REASON_NO_HOSTILES
Definition CreatureAI.h:89
bool HasEntry(uint32 entry) const
Definition ScriptedCreature.cpp:93
void RemoveNotExisting()
Definition ScriptedCreature.cpp:82
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
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4161
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:2368
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition ScriptedCreature.cpp:321
Player * SelectTargetFromPlayerList(float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
Definition ScriptedCreature.cpp:571
void CycleBeamPos(uint8 &beamPosId)
Definition boss_illidan.cpp:697
void EnterEvadeMode(EvadeReason why) override
Definition boss_illidan.cpp:625

References _inCutscene, ACTION_ILLIDAN_DEMON_TRANSFORM, ACTION_ILLIDAN_DEMON_TRANSFORM_BACK, EventProcessor::AddEventAtOffset(), airHoverPos, beamPosId, TaskScheduler::CancelAll(), EventProcessor::CancelEventGroup(), CycleBeamPos(), DoAction(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), ScriptedAI::DoResetThreatList(), EnterEvadeMode(), CreatureAI::EVADE_REASON_NO_HOSTILES, eyeBeamPos, Position::GetAngle(), SummonList::GetCreatureWithEntry(), Unit::GetMotionMaster(), GROUP_PHASE_FLYING, SummonList::HasEntry(), illidanLand, Unit::InterruptNonMeleeSpells(), WorldObject::m_Events, MAX_EYE_BEAM_POS, ScriptedAI::me, MotionMaster::MovePoint(), NPC_FLAME_OF_AZZINOTH, NPC_ILLIDAN_DB_TARGET, NPC_MAIEV_SHADOWSONG, PHASE_DEMON, PHASE_FLYING, PHASE_INITIAL, PHASE_LANDING, PHASE_MAIEV, POINT_ILLIDAN_HOVER, POINT_ILLIDAN_LAND, SummonList::RemoveNotExisting(), TaskContext::Repeat(), roomCenter, SAY_ILLIDAN_EYE_BLAST, SAY_ILLIDAN_FRENZY, SAY_ILLIDAN_TAUNT, TaskScheduler::Schedule(), ScheduleAbilities(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), ScriptedAI::SelectTargetFromPlayerList(), Unit::SetControlled(), Unit::SetFacingTo(), SPELL_AGONIZING_FLAMES, SPELL_CAGE_TRAP, SPELL_CAST_OK, SPELL_DRAW_SOUL, SPELL_FIREBALL, SPELL_FLAME_BURST, SPELL_FLAME_CRASH, SPELL_FRENZY, SPELL_PARASITIC_SHADOWFIEND, SPELL_SHADOW_BLAST, SPELL_SUMMON_SHADOW_DEMON, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and UNIT_STATE_ROOT.

Referenced by DoAction(), JustEngagedWith(), MovementInform(), and ScheduleAbilities().

Member Data Documentation

◆ _canTalk

bool boss_illidan_stormrage::_canTalk
private

Referenced by KilledUnit(), and Reset().

◆ _dying

bool boss_illidan_stormrage::_dying
private

Referenced by DamageTaken(), DoAction(), and Reset().

◆ _inCutscene

bool boss_illidan_stormrage::_inCutscene
private

◆ beamPosId

uint8 boss_illidan_stormrage::beamPosId
private

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