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

Public Member Functions

 boss_the_lurker_below (Creature *creature)
 
void Reset () override
 
void EnterEvadeMode (EvadeReason why) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void DoAction (int32 action) override
 
void AttackStart (Unit *who) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void SummonedCreatureDies (Creature *, Unit *) override
 
void SchedulerPhaseOne (std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
 
void SchedulerPhaseTwo (Milliseconds timer)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- 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 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
 

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_the_lurker_below()

boss_the_lurker_below::boss_the_lurker_below ( Creature creature)
inline
72: BossAI(creature, DATA_THE_LURKER_BELOW) { }
Definition ScriptedCreature.h:467
@ DATA_THE_LURKER_BELOW
Definition serpent_shrine.h:30

Member Function Documentation

◆ AttackStart()

void boss_the_lurker_below::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

121 {
122 if (who && me->GetReactState() == REACT_AGGRESSIVE)
123 {
124 me->Attack(who, true);
125 }
126 }
@ REACT_AGGRESSIVE
Definition Unit.h:550
ReactStates GetReactState() const
Definition Creature.h:96
bool Attack(Unit *victim, bool meleeAttack)
Definition Unit.cpp:10313
Creature * me
Definition ScriptedCreature.h:280

References Unit::Attack(), Creature::GetReactState(), ScriptedAI::me, and REACT_AGGRESSIVE.

◆ DamageTaken()

void boss_the_lurker_below::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.

95 {
96 if (damage >= me->GetHealth())
97 {
98 // Liquid state around his area is working awkwardly and doesn't consider him to be swimming
99 // Therefore he falls to the bottom of the lake when he dies, because he is "flying" in his pool
100 // Removing this prevents him from dropping to the bottom of the lake
101 // There is also a visual issue currently causing him to drop to the bottom of the lake but his body not update clientside
102 // So it looks as if he was floating but he has in fact dropped to the bottom of the lake, and thus becomes unlootable
103 me->SetDisableGravity(false);
104 }
105 }
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
uint32 GetHealth() const
Definition Unit.h:1038

References Unit::GetHealth(), ScriptedAI::me, and Creature::SetDisableGravity().

◆ DoAction()

void boss_the_lurker_below::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

108 {
109 if (action == ACTION_START_EVENT)
110 {
117 }
118 }
@ UNIT_STAND_STATE_SUBMERGED
Definition UnitDefines.h:41
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ BASE_ATTACK
Definition Unit.h:209
@ ACTION_START_EVENT
Definition boss_lurker_below.cpp:44
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void setAttackTimer(WeaponAttackType type, int32 time)
Definition Unit.h:844
void SetStandState(uint8 state)
Definition Unit.cpp:16778
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720

References ACTION_START_EVENT, BASE_ATTACK, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Unit::setAttackTimer(), Creature::SetInCombatWithZone(), Creature::SetReactState(), Unit::SetStandState(), UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_STAND, and UNIT_STAND_STATE_SUBMERGED.

◆ EnterEvadeMode()

void boss_the_lurker_below::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

83 {
86 {
87 pool->Respawn();
88 pool->SetRespawnTime(10);
89 pool->SaveRespawnTime(10);
90 }
91 me->DespawnOrUnsummon(2000);
92 }
InstanceScript *const instance
Definition ScriptedCreature.h:474
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition ScriptedCreature.h:504
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
Definition GameObject.h:120
GameObject * GetGameObject(uint32 type)
Definition InstanceScript.cpp:120
@ DATA_STRANGE_POOL
Definition serpent_shrine.h:41

References DATA_STRANGE_POOL, Creature::DespawnOrUnsummon(), BossAI::EnterEvadeMode(), InstanceScript::GetGameObject(), BossAI::instance, and ScriptedAI::me.

◆ JustEngagedWith()

void boss_the_lurker_below::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

129 {
131
132 SchedulerPhaseOne(38800ms, 91000ms);
133 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
void SchedulerPhaseOne(std::chrono::milliseconds spoutTimer, std::chrono::milliseconds p2Timer)
Definition boss_lurker_below.cpp:143

References BossAI::JustEngagedWith(), and SchedulerPhaseOne().

◆ Reset()

void boss_the_lurker_below::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

75 {
80 }
@ REACT_PASSIVE
Definition Unit.h:548
void Reset() override
Definition ScriptedCreature.h:502
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719

References ScriptedAI::me, REACT_PASSIVE, BossAI::Reset(), Creature::SetReactState(), Unit::SetStandState(), Unit::SetUnitFlag(), UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

◆ SchedulerPhaseOne()

void boss_the_lurker_below::SchedulerPhaseOne ( std::chrono::milliseconds  spoutTimer,
std::chrono::milliseconds  p2Timer 
)
inline
144 {
145 scheduler.Schedule(10900ms, GROUP_GEYSER, [this](TaskContext context)
146 {
148 context.Repeat(10200ms, 54900ms);
149 }).Schedule(18150ms, GROUP_WHIRL, [this](TaskContext context)
150 {
152 context.Repeat(34150ms, 68550ms);
153 }).Schedule(spoutTimer, [this](TaskContext context)
154 {
159 me->SetTarget();
162 scheduler.Schedule(3s, [this](TaskContext)
163 {
166 });
167 context.Repeat(60s);
168 }).Schedule(p2Timer, [this](TaskContext)
169 {
170 //phase2
176 for (uint8 i = 0; i < MAX_SUMMONS; ++i)
177 {
178 //needs sniffed spell probably
179 me->SummonCreature(i < 6 ? NPC_COILFANG_AMBUSHER : NPC_COILFANG_GUARDIAN, positions[i].GetPositionX(), positions[i].GetPositionY(), positions[i].GetPositionZ(), positions[i].GetAngle(me), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 10000);
180 }
182 });
183 }
static First const & RAND(First const &first, Second const &second, Rest const &... rest)
Definition CreatureAIImpl.h:25
std::uint8_t uint8
Definition Define.h:109
@ TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT
Definition Object.h:49
@ TRIGGERED_IGNORE_SET_FACING
Will ignore interruptible aura's at cast.
Definition SpellDefines.h:143
@ NPC_COILFANG_GUARDIAN
Definition boss_lurker_below.cpp:47
@ MAX_SUMMONS
Definition boss_lurker_below.cpp:45
@ EMOTE_TAKE_BREATH
Definition boss_lurker_below.cpp:43
@ NPC_COILFANG_AMBUSHER
Definition boss_lurker_below.cpp:48
const Position positions[MAX_SUMMONS]
Definition boss_lurker_below.cpp:57
@ SPELL_CLEAR_ALL_DEBUFFS
Definition boss_lurker_below.cpp:37
@ SPELL_SPOUT_VISUAL
Definition boss_lurker_below.cpp:32
@ SPELL_SPOUT_PERIODIC_1
Definition boss_lurker_below.cpp:33
@ SPELL_SPOUT_PERIODIC_2
Definition boss_lurker_below.cpp:34
@ SPELL_SUBMERGE_VISUAL
Definition boss_lurker_below.cpp:38
@ SPELL_WHIRL
Definition boss_lurker_below.cpp:30
@ SPELL_GEYSER
Definition boss_lurker_below.cpp:31
@ GROUP_GEYSER
Definition boss_lurker_below.cpp:54
@ GROUP_WHIRL
Definition boss_lurker_below.cpp:53
TaskScheduler scheduler
Definition CreatureAI.h:75
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition Creature.cpp:3562
Definition TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
TaskScheduler & CancelAll()
Definition TaskScheduler.cpp:45
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
TaskScheduler & RescheduleGroup(group_t const group, std::chrono::duration< _Rep, _Period > const &duration)
Reschedule all tasks of a group with the given duration.
Definition TaskScheduler.h:352
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
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4161
void SetFacingToObject(WorldObject *object)
Definition Unit.cpp:20591
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1178
Unit * GetVictim() const
Definition Unit.h:862
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
Talk
Definition hyjal.cpp:82
void SchedulerPhaseTwo(Milliseconds timer)
Definition boss_lurker_below.cpp:185

References TaskScheduler::CancelAll(), Unit::CastSpell(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), EMOTE_TAKE_BREATH, Position::GetAngle(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Unit::GetVictim(), GROUP_GEYSER, GROUP_WHIRL, Unit::InterruptNonMeleeSpells(), MAX_SUMMONS, ScriptedAI::me, NPC_COILFANG_AMBUSHER, NPC_COILFANG_GUARDIAN, positions, RAND(), REACT_PASSIVE, TaskContext::Repeat(), TaskScheduler::RescheduleGroup(), TaskScheduler::Schedule(), CreatureAI::scheduler, SchedulerPhaseTwo(), Unit::SetFacingToObject(), Creature::SetReactState(), Unit::SetStandState(), Creature::SetTarget(), Unit::SetUnitFlag(), SPELL_CLEAR_ALL_DEBUFFS, SPELL_GEYSER, SPELL_SPOUT_PERIODIC_1, SPELL_SPOUT_PERIODIC_2, SPELL_SPOUT_VISUAL, SPELL_SUBMERGE_VISUAL, SPELL_WHIRL, WorldObject::SummonCreature(), TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, TRIGGERED_IGNORE_SET_FACING, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

Referenced by JustEngagedWith(), and SchedulerPhaseTwo().

◆ SchedulerPhaseTwo()

◆ SummonedCreatureDies()

void boss_the_lurker_below::SummonedCreatureDies ( Creature ,
Unit  
)
inlineoverridevirtual

Reimplemented from CreatureAI.

136 {
138 {
140 }
141 }
SummonList summons
Definition ScriptedCreature.h:517
bool IsAnyCreatureAlive() const
Definition ScriptedCreature.cpp:144
bool HasUnitFlag(UnitFlags flags) const
Definition Unit.h:718

References Unit::HasUnitFlag(), SummonList::IsAnyCreatureAlive(), ScriptedAI::me, SchedulerPhaseTwo(), BossAI::summons, and UNIT_FLAG_NOT_SELECTABLE.

◆ UpdateAI()

void boss_the_lurker_below::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

199 {
200 if (!UpdateVictim())
201 return;
202
203 scheduler.Update(diff);
204
206 return;
207
208 Unit* target = nullptr;
210 {
211 target = me->GetVictim();
212 }
213 else
214 {
216 for (ThreatReference const* ref : t_list)
217 {
218 if (Unit* threatTarget = ObjectAccessor::GetUnit(*me, ref->getUnitGuid()))
219 {
220 if (me->IsWithinMeleeRange(threatTarget))
221 {
222 target = threatTarget;
223 break;
224 }
225 }
226 }
227 }
228 if (target)
229 {
230 me->AttackerStateUpdate(target);
231 }
232 else if ((target = SelectTarget(SelectTargetMethod::Random, 0)))
233 {
234 me->CastSpell(target, SPELL_WATER_BOLT, false);
235 }
237 }
@ SPELL_WATER_BOLT
Definition boss_lurker_below.cpp:29
bool UpdateVictim()
Definition CreatureAI.cpp:280
Definition ThreatMgr.h:48
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition TaskScheduler.cpp:27
std::list< HostileReference * > StorageType
Definition ThreatMgr.h:147
ThreatContainer::StorageType const & GetThreatList() const
Definition ThreatMgr.h:273
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
Definition Unit.h:636
bool IsWithinMeleeRange(Unit const *obj, float dist=0.f) const
Definition Unit.cpp:664
uint8 getStandState() const
Definition Unit.h:1695
void AttackerStateUpdate(Unit *victim, WeaponAttackType attType=BASE_ATTACK, bool extra=false, bool ignoreCasting=false)
Definition Unit.cpp:2576
ThreatMgr & GetThreatMgr()
Definition Unit.h:912
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition Unit.h:847
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:642
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition ObjectAccessor.cpp:199

References Unit::AttackerStateUpdate(), Unit::CastSpell(), Creature::GetReactState(), Unit::getStandState(), ThreatMgr::GetThreatList(), Unit::GetThreatMgr(), ObjectAccessor::GetUnit(), Unit::GetVictim(), Unit::isAttackReady(), Unit::IsWithinMeleeRange(), ScriptedAI::me, Random, REACT_AGGRESSIVE, Unit::resetAttackTimer(), CreatureAI::scheduler, UnitAI::SelectTarget(), SPELL_WATER_BOLT, UNIT_STAND_STATE_STAND, TaskScheduler::Update(), and CreatureAI::UpdateVictim().


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