AzerothCore 3.3.5a
OpenSource WoW Emulator
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boss_julianne Struct Reference
Inheritance diagram for boss_julianne:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_julianne (Creature *creature)
 
void Reset () override
 
void DoAction (int32 action) override
 
void ScheduleCombat ()
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void JustReachedHome () override
 
void SpellHit (Unit *, SpellInfo const *Spell) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void EnterEvadeMode (EvadeReason reason) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *victim) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 bool CanRespawn ()
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
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 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

InstanceScriptinstance
 
uint32 phase
 
bool isFakingDeath
 
bool summonedRomulo
 
TaskScheduler _scheduler
 

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 ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ boss_julianne()

boss_julianne::boss_julianne ( Creature creature)
inline
911 : ScriptedAI(creature)
912 {
913 instance = creature->GetInstanceScript();
914 isFakingDeath = false;
915 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
bool isFakingDeath
Definition bosses_opera.cpp:1121
InstanceScript * instance
Definition bosses_opera.cpp:1119

References WorldObject::GetInstanceScript(), instance, and isFakingDeath.

Member Function Documentation

◆ DamageTaken()

void boss_julianne::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.

1044 {
1045 if (damage < me->GetHealth())
1046 {
1047 return;
1048 }
1049
1050 damage = me->GetHealth() - 1;
1051
1052 if (phase == PHASE_JULIANNE)
1053 {
1054 me->ClearTarget();
1055
1056 if (isFakingDeath)
1057 {
1058 return;
1059 }
1060
1063
1064 me->GetMotionMaster()->Clear();
1065
1066 isFakingDeath = true;
1067 return;
1068 }
1069
1070 if (phase == PHASE_BOTH && !isFakingDeath)
1071 {
1073 isFakingDeath = true;
1075 }
1076 }
phase
Definition boss_skadi.cpp:103
@ SPELL_DRINK_POISON
Definition bosses_opera.cpp:843
@ PHASE_BOTH
Definition bosses_opera.cpp:862
@ PHASE_JULIANNE
Definition bosses_opera.cpp:860
void PretendToDie(Creature *creature)
Definition bosses_opera.cpp:880
void ClearTarget()
Definition Creature.h:383
virtual void DoAction(int32)
Definition InstanceScript.h:274
void Clear(bool reset=true)
Definition MotionMaster.h:167
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4161
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
uint32 GetHealth() const
Definition Unit.h:1038
@ ACTION_SCHEDULE_RAJ_CHECK
Definition karazhan.h:207
Creature * me
Definition ScriptedCreature.h:280

References ACTION_SCHEDULE_RAJ_CHECK, MotionMaster::Clear(), Creature::ClearTarget(), InstanceScript::DoAction(), UnitAI::DoCast(), Unit::GetHealth(), Unit::GetMotionMaster(), instance, Unit::InterruptNonMeleeSpells(), isFakingDeath, ScriptedAI::me, PHASE_BOTH, PHASE_JULIANNE, PretendToDie(), and SPELL_DRINK_POISON.

◆ DoAction()

void boss_julianne::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

943 {
944 switch (action)
945 {
947 isFakingDeath = false;
948 break;
951 break;
954 {
956 {
957 Talk(SAY_JULIANNE_RESURRECT);
958 Resurrect(romulo);
959 romulo->AI()->DoAction(ACTION_FAKING_DEATH);
960 romulo->AI()->Talk(SAY_ROMULO_RESURRECT);
961 }
962 }, 1s);
963 break;
966 isFakingDeath = false;
967 Resurrect(me);
969 break;
972 break;
973 }
974 }
@ ACTION_COMBAT_SCHEDULE
Definition bosses_opera.cpp:874
@ ACTION_FAKING_DEATH
Definition bosses_opera.cpp:873
@ ACTION_CANCEL_COMBAT
Definition bosses_opera.cpp:877
void Resurrect(Creature *target)
Definition bosses_opera.cpp:892
@ GROUP_COMBAT
Definition bosses_opera.cpp:867
Definition Creature.h:43
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition Creature.h:414
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition EventProcessor.h:107
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
TaskScheduler & CancelGroup(group_t const group)
Definition TaskScheduler.cpp:53
EventProcessor m_Events
Definition Object.h:639
@ ACTION_DO_RESURRECT
Definition karazhan.h:209
@ ACTION_RESS_ROMULO
Definition karazhan.h:210
@ DATA_ROMULO
Definition karazhan.h:70
TaskScheduler _scheduler
Definition bosses_opera.cpp:1123
void ScheduleCombat()
Definition bosses_opera.cpp:976

References _scheduler, ACTION_CANCEL_COMBAT, ACTION_COMBAT_SCHEDULE, ACTION_DO_RESURRECT, ACTION_FAKING_DEATH, ACTION_RESS_ROMULO, EventProcessor::AddEventAtOffset(), TaskScheduler::CancelGroup(), DATA_ROMULO, InstanceScript::GetCreature(), GROUP_COMBAT, instance, isFakingDeath, WorldObject::m_Events, ScriptedAI::me, PHASE_BOTH, Creature::ResumeChasingVictim(), Resurrect(), and ScheduleCombat().

◆ EnterEvadeMode()

void boss_julianne::EnterEvadeMode ( EvadeReason  reason)
inlineoverridevirtual

Reimplemented from CreatureAI.

1079 {
1081
1083 {
1086 }
1087 }
@ FAIL
Definition InstanceScript.h:60
@ UNIT_FLAG_NON_ATTACKABLE
Definition UnitDefines.h:251
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:208
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
virtual bool SetBossState(uint32 id, EncounterState state)
Definition InstanceScript.cpp:385
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:718
@ DATA_OPERA_PERFORMANCE
Definition karazhan.h:34

References DATA_OPERA_PERFORMANCE, Creature::DespawnOrUnsummon(), CreatureAI::EnterEvadeMode(), FAIL, Unit::HasUnitFlag(), instance, ScriptedAI::me, InstanceScript::SetBossState(), and UNIT_FLAG_NON_ATTACKABLE.

◆ JustDied()

void boss_julianne::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

1090 {
1092
1094 }
@ DONE
Definition InstanceScript.h:61
@ SAY_JULIANNE_DEATH02
Definition bosses_opera.cpp:829
Talk
Definition hyjal.cpp:82

References DATA_OPERA_PERFORMANCE, DONE, instance, SAY_JULIANNE_DEATH02, and InstanceScript::SetBossState().

◆ JustEngagedWith()

void boss_julianne::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

1011 {
1013 }

References ScheduleCombat().

◆ JustReachedHome()

void boss_julianne::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

1016 {
1018 }

References Creature::DespawnOrUnsummon(), and ScriptedAI::me.

◆ KilledUnit()

void boss_julianne::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

1097 {
1098 if (victim != me)
1099 {
1101 }
1102 }
@ SAY_JULIANNE_SLAY
Definition bosses_opera.cpp:831

References ScriptedAI::me, and SAY_JULIANNE_SLAY.

◆ Reset()

void boss_julianne::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

918 {
920
921 if (isFakingDeath)
922 {
923 Resurrect(me);
924 isFakingDeath = false;
925 }
926
927 summonedRomulo = false;
928 me->SetImmuneToPC(true);
929
931 {
933 }).Schedule(10s, [this](TaskContext)
934 {
937 me->SetImmuneToPC(false);
939 });
940 }
@ SAY_JULIANNE_ENTER
Definition bosses_opera.cpp:827
@ SAY_JULIANNE_AGGRO
Definition bosses_opera.cpp:826
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
Definition TaskScheduler.h:421
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
void SetImmuneToPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13653
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
bool summonedRomulo
Definition bosses_opera.cpp:1122

References _scheduler, isFakingDeath, ScriptedAI::me, PHASE_JULIANNE, Unit::RemoveUnitFlag(), Resurrect(), SAY_JULIANNE_AGGRO, SAY_JULIANNE_ENTER, TaskScheduler::Schedule(), Unit::SetImmuneToPC(), Creature::SetInCombatWithZone(), summonedRomulo, and UNIT_FLAG_NON_ATTACKABLE.

◆ ScheduleCombat()

void boss_julianne::ScheduleCombat ( )
inline
977 {
978 _scheduler.Schedule(30s, GROUP_COMBAT, [this](TaskContext context)
979 {
981 context.Repeat(30s, 45s);
982 }).Schedule(15s, GROUP_COMBAT, [this](TaskContext context)
983 {
985 context.Repeat(15s, 45s);
986 }).Schedule(5s, GROUP_COMBAT, [this](TaskContext context)
987 {
989 context.Repeat(5s, 30s);
990 }).Schedule(25s, GROUP_COMBAT, [this](TaskContext context)
991 {
992 if (urand(0, 1) && summonedRomulo)
993 {
995 {
996 if (!romulo->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE))
997 {
999 }
1000 }
1001 }
1002 else
1003 {
1005 }
1006 context.Repeat(45s, 60s);
1007 });
1008 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ SPELL_ETERNAL_AFFECTION
Definition bosses_opera.cpp:841
@ SPELL_BLINDING_PASSION
Definition bosses_opera.cpp:839
@ SPELL_POWERFUL_ATTRACTION
Definition bosses_opera.cpp:842
@ SPELL_DEVOTION
Definition bosses_opera.cpp:840
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
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 DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392

References _scheduler, DATA_ROMULO, UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), InstanceScript::GetCreature(), GROUP_COMBAT, instance, ScriptedAI::me, TaskContext::Repeat(), TaskScheduler::Schedule(), SPELL_BLINDING_PASSION, SPELL_DEVOTION, SPELL_ETERNAL_AFFECTION, SPELL_POWERFUL_ATTRACTION, summonedRomulo, UNIT_FLAG_NOT_SELECTABLE, and urand().

Referenced by DoAction(), and JustEngagedWith().

◆ SpellHit()

void boss_julianne::SpellHit ( Unit ,
SpellInfo const *  Spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

1021 {
1022 if (Spell->Id == SPELL_DRINK_POISON)
1023 {
1026 _scheduler.Schedule(2500ms, GROUP_RP, [this](TaskContext)
1027 {
1028 //will do this 2secs after spell hit. this is time to display visual as expected
1032 {
1034 {
1035 romulo->SetInCombatWithZone();
1036 }
1037 summonedRomulo = true;
1038 });
1039 });
1040 }
1041 }
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto HOUR
Definition Common.h:48
@ TEMPSUMMON_TIMED_OR_DEAD_DESPAWN
Definition Object.h:46
@ CREATURE_ROMULO
Definition bosses_opera.cpp:853
@ ROMULO_Y
Definition bosses_opera.cpp:855
@ ROMULO_X
Definition bosses_opera.cpp:854
@ SAY_JULIANNE_DEATH01
Definition bosses_opera.cpp:828
@ PHASE_ROMULO
Definition bosses_opera.cpp:861
@ GROUP_RP
Definition bosses_opera.cpp:868
Definition Spell.h:287
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
float GetPositionZ() const
Definition Position.h:123

References _scheduler, TaskScheduler::CancelGroup(), CREATURE_ROMULO, Position::GetPositionZ(), GROUP_COMBAT, GROUP_RP, HOUR, IN_MILLISECONDS, ScriptedAI::me, PHASE_ROMULO, PretendToDie(), ROMULO_X, ROMULO_Y, SAY_JULIANNE_DEATH01, TaskScheduler::Schedule(), SPELL_DRINK_POISON, WorldObject::SummonCreature(), summonedRomulo, and TEMPSUMMON_TIMED_OR_DEAD_DESPAWN.

◆ UpdateAI()

void boss_julianne::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

1105 {
1106 _scheduler.Update(diff);
1107
1108 if (!UpdateVictim())
1109 {
1110 return;
1111 }
1112
1113 if (!isFakingDeath)
1114 {
1116 }
1117 }
bool UpdateVictim()
Definition CreatureAI.cpp:280
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39

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

Member Data Documentation

◆ _scheduler

TaskScheduler boss_julianne::_scheduler
private

◆ instance

InstanceScript* boss_julianne::instance
private

◆ isFakingDeath

bool boss_julianne::isFakingDeath
private

◆ phase

uint32 boss_julianne::phase
private

◆ summonedRomulo

bool boss_julianne::summonedRomulo
private

Referenced by Reset(), ScheduleCombat(), and SpellHit().


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