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

Public Member Functions

 boss_ahune (Creature *creature)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason) override
 
void JustDied (Unit *) override
 
void DoAction (int32 action) override
 
void ExecuteEvent (uint32 eventId) override
 
void Emerge ()
 
void Submerge ()
 
- 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 ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual 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_ahune()

boss_ahune::boss_ahune ( Creature creature)
inline
182 : BossAI(creature, DATA_AHUNE)
183 {
185 }
@ UNIT_STATE_ROOT
Definition UnitDefines.h:180
Definition ScriptedCreature.h:467
void SetControlled(bool apply, UnitState state, Unit *source=nullptr, bool isFear=false)
Definition Unit.cpp:18086
Creature * me
Definition ScriptedCreature.h:280
@ DATA_AHUNE
Definition the_slave_pens.h:33

References ScriptedAI::me, Unit::SetControlled(), and UNIT_STATE_ROOT.

Member Function Documentation

◆ DoAction()

void boss_ahune::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

223 {
224 if (action == ACTION_AHUNE_RETREAT)
225 {
226 Submerge();
227 events.ScheduleEvent(EVENT_EMERGE, 35s);
228 }
229 }
@ ACTION_AHUNE_RETREAT
Definition boss_ahune.cpp:139
@ EVENT_EMERGE
Definition boss_ahune.cpp:118
events
Definition boss_sartura.cpp:43
void Submerge()
Definition boss_ahune.cpp:273

References ACTION_AHUNE_RETREAT, EVENT_EMERGE, and Submerge().

◆ Emerge()

void boss_ahune::Emerge ( )
inline
258 {
259 if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE))
260 frozenCore->AI()->DoAction(ACTION_AHUNE_RESURFACE);
261
265 DoCastSelf(SPELL_BIRTH, true);
266 DoCastSelf(SPELL_STAND, true);
270 events.ScheduleEvent(EVENT_SYNCH_HEALTH, 3s);
271 }
@ UNIT_STAND_STATE_STAND
Definition UnitDefines.h:32
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
@ ACTION_AHUNE_RESURFACE
Definition boss_ahune.cpp:140
@ SPELL_BIRTH
Definition boss_ahune.cpp:54
@ SPELL_AHUNES_SHIELD
Definition boss_ahune.cpp:45
@ SPELL_AHUNE_SELF_STUN
Definition boss_ahune.cpp:47
@ SPELL_RESURFACE
Definition boss_ahune.cpp:51
@ SPELL_STAY_SUBMERGED
Definition boss_ahune.cpp:46
@ SPELL_STAND
Definition boss_ahune.cpp:53
@ EVENT_SYNCH_HEALTH
Definition boss_ahune.cpp:120
InstanceScript *const instance
Definition ScriptedCreature.h:474
Definition Creature.h:43
Creature * GetCreature(uint32 type)
Definition InstanceScript.cpp:115
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4941
void SetStandState(uint8 state)
Definition Unit.cpp:16778
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
@ DATA_FROZEN_CORE
Definition the_slave_pens.h:36

References ACTION_AHUNE_RESURFACE, DATA_FROZEN_CORE, UnitAI::DoCastSelf(), EVENT_SYNCH_HEALTH, InstanceScript::GetCreature(), BossAI::instance, ScriptedAI::me, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), Unit::SetStandState(), SPELL_AHUNE_SELF_STUN, SPELL_AHUNES_SHIELD, SPELL_BIRTH, SPELL_RESURFACE, SPELL_STAND, SPELL_STAY_SUBMERGED, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_STAND.

Referenced by ExecuteEvent().

◆ EnterEvadeMode()

void boss_ahune::EnterEvadeMode ( EvadeReason  )
inlineoverridevirtual

Reimplemented from CreatureAI.

195 {
196 if (Creature* ahuneBunny = instance->GetCreature(DATA_AHUNE_BUNNY))
197 ahuneBunny->AI()->DoAction(ACTION_STOP_EVENT);
200 }
@ ACTION_STOP_EVENT
Definition boss_ahune.cpp:138
SummonList summons
Definition ScriptedCreature.h:517
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
@ DATA_AHUNE_BUNNY
Definition the_slave_pens.h:35

References ACTION_STOP_EVENT, DATA_AHUNE_BUNNY, SummonList::DespawnAll(), Creature::DespawnOrUnsummon(), InstanceScript::GetCreature(), BossAI::instance, ScriptedAI::me, and BossAI::summons.

◆ ExecuteEvent()

void boss_ahune::ExecuteEvent ( uint32  eventId)
inlineoverridevirtual

Reimplemented from BossAI.

232 {
233 switch (eventId)
234 {
236 DoCastSelf(SPELL_BIRTH, true);
237 DoCastSelf(SPELL_STAND, true);
240 me->SetStandState(UNIT_STAND_STATE_STAND); // Likely needs to be moved to SPELL_STAND script, forced temporarily
241 break;
242 case EVENT_EMERGE:
243 Emerge();
244 break;
246 if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE))
247 DoCast(frozenCore, SPELL_SYNCH_HEALTH, true);
248 else
250 events.Repeat(3s);
251 break;
252 default:
253 break;
254 }
255 }
@ SPELL_SUICIDE
Definition boss_ahune.cpp:96
@ SPELL_SYNCH_HEALTH
Definition boss_ahune.cpp:44
@ SPELL_AHUNE_SPANKY_HANDS
Definition boss_ahune.cpp:49
@ EVENT_INITIAL_EMERGE
Definition boss_ahune.cpp:119
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
void Emerge()
Definition boss_ahune.cpp:257

References DATA_FROZEN_CORE, UnitAI::DoCast(), UnitAI::DoCastSelf(), Emerge(), EVENT_EMERGE, EVENT_INITIAL_EMERGE, EVENT_SYNCH_HEALTH, InstanceScript::GetCreature(), BossAI::instance, ScriptedAI::me, Unit::SetStandState(), SPELL_AHUNE_SPANKY_HANDS, SPELL_AHUNES_SHIELD, SPELL_BIRTH, SPELL_STAND, SPELL_SUICIDE, SPELL_SYNCH_HEALTH, and UNIT_STAND_STATE_STAND.

◆ JustDied()

void boss_ahune::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

203 {
205
206 if (Creature* ahuneBunny = instance->GetCreature(DATA_AHUNE_BUNNY))
207 Unit::Kill(me, ahuneBunny);
208 if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE))
209 Unit::Kill(me, frozenCore);
210
211 Map::PlayerList const& players = me->GetMap()->GetPlayers();
212 if (!players.IsEmpty())
213 {
214 if (Group* group = players.begin()->GetSource()->GetGroup())
215 if (group->isLFGGroup())
216 sLFGMgr->FinishDungeon(group->GetGUID(), 286, me->GetMap());
217 }
218
219 _JustDied();
220 }
#define sLFGMgr
Definition LFGMgr.h:641
@ SPELL_AHUNE_ACHIEVEMENT
Definition boss_ahune.cpp:48
void _JustDied()
Definition ScriptedCreature.cpp:644
Definition Group.h:169
void DoCastSpellOnPlayers(uint32 spell)
Definition InstanceScript.cpp:694
bool IsEmpty() const
Definition LinkedList.h:97
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
PlayerList const & GetPlayers() const
Definition Map.h:333
Group * GetGroup()
Definition Player.h:2476
FROM * GetSource() const
Definition Reference.h:97
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
Map * GetMap() const
Definition Object.h:536

References BossAI::_JustDied(), MapRefMgr::begin(), DATA_AHUNE_BUNNY, DATA_FROZEN_CORE, InstanceScript::DoCastSpellOnPlayers(), InstanceScript::GetCreature(), Player::GetGroup(), WorldObject::GetMap(), Map::GetPlayers(), Reference< TO, FROM >::GetSource(), BossAI::instance, LinkedListHead::IsEmpty(), Unit::Kill(), ScriptedAI::me, sLFGMgr, and SPELL_AHUNE_ACHIEVEMENT.

◆ JustEngagedWith()

void boss_ahune::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

188 {
190 events.ScheduleEvent(EVENT_INITIAL_EMERGE, 4ms);
191 events.ScheduleEvent(EVENT_SYNCH_HEALTH, 3000);
192 }
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503

References EVENT_INITIAL_EMERGE, EVENT_SYNCH_HEALTH, and BossAI::JustEngagedWith().

◆ Submerge()

void boss_ahune::Submerge ( )
inline
274 {
275 if (Creature* frozenCore = instance->GetCreature(DATA_FROZEN_CORE))
276 frozenCore->AI()->DoAction(ACTION_AHUNE_RETREAT);
284 events.Reset();
285 }
@ EMOTE_ONESHOT_SUBMERGE
Definition SharedDefines.h:1969
@ UNIT_STAND_STATE_SUBMERGED
Definition UnitDefines.h:41
@ SPELL_SUBMERGED
Definition boss_ahune.cpp:52
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void HandleEmoteCommand(uint32 emoteId)
Definition Unit.cpp:2011

References ACTION_AHUNE_RETREAT, DATA_FROZEN_CORE, UnitAI::DoCastSelf(), EMOTE_ONESHOT_SUBMERGE, InstanceScript::GetCreature(), Unit::HandleEmoteCommand(), BossAI::instance, ScriptedAI::me, Unit::RemoveAurasDueToSpell(), Unit::SetStandState(), Unit::SetUnitFlag(), SPELL_AHUNE_SELF_STUN, SPELL_AHUNES_SHIELD, SPELL_STAY_SUBMERGED, SPELL_SUBMERGED, UNIT_FLAG_NOT_SELECTABLE, and UNIT_STAND_STATE_SUBMERGED.

Referenced by DoAction().


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