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

Public Member Functions

 boss_hexlord_malacrass (Creature *creature)
 
void Reset () override
 
void SpawnAdds ()
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void UseAbility ()
 
void ScheduleClassAbility ()
 
void KilledUnit (Unit *victim) override
 
- Public Member Functions inherited from BossAI
 BossAI (Creature *creature, uint32 bossId)
 
 ~BossAI () override
 
bool CanRespawn () override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void JustSummoned (Creature *summon) override
 
void SummonedCreatureDespawn (Creature *summon) override
 
void SummonedCreatureDespawnAll () override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent.
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
void ScheduleEnrageTimer (uint32 spellId, Milliseconds timer, uint8 textId=0)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER) override
 
void JustDied (Unit *) override
 
void JustReachedHome () override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

uint8 _currentClass
 
std::chrono::milliseconds _classAbilityTimer
 
std::chrono::milliseconds _timeUntilNextDrainPower
 
std::vector< uint8_creatureIndex
 

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_hexlord_malacrass()

boss_hexlord_malacrass::boss_hexlord_malacrass ( Creature creature)
inline
235 : BossAI(creature, DATA_HEXLORD)
236 {
238 {
240 });
241 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
Definition ScriptedCreature.h:467
TaskScheduler scheduler
Definition CreatureAI.h:75
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition TaskScheduler.h:197
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
Creature * me
Definition ScriptedCreature.h:280
@ DATA_HEXLORD
Definition zulaman.h:32

References Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ JustEngagedWith()

void boss_hexlord_malacrass::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

279 {
283 {
284 if (Creature* add = summon->ToCreature())
285 add->SetInCombatWithZone();
286 });
287
288 ScheduleTimedEvent(30s, [&]{
291 // Delay Drain Power if it's currently within 10s of being cast
292 // TODO: see what is wrong with GetNextGroupOccurrence as the timers don't seem correct on resets
295 {
296 std::chrono::milliseconds delayTime = 10s - _timeUntilNextDrainPower + 1s;
298 }
299 scheduler.Schedule(10s, [this](TaskContext)
300 {
302 {
303 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 70, true))
304 {
305 siphonTrigger->SetDisplayId(11686);
306 siphonTrigger->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
307 siphonTrigger->AI()->DoCast(target, SPELL_SIPHON_SOUL, true);
308 siphonTrigger->GetMotionMaster()->MoveFollow(me, 0.0f, 0.0f);
309 if (Player* player = target->ToPlayer())
310 _currentClass = player->HasAura(AURA_SHADOW_FORM) ? uint8(ADDITIONAL_CLASS_SPRIEST) : player->getClass();
311
312 ScheduleClassAbility();
313 }
314 }
315 });
316 }, 40s);
317 }
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:48
@ SAY_AGGRO
Definition boss_hexlord.cpp:28
@ NPC_TEMP_TRIGGER
Definition boss_hexlord.cpp:38
@ GROUP_CLASS_ABILITY
Definition boss_hexlord.cpp:138
@ GROUP_DRAIN_POWER
Definition boss_hexlord.cpp:139
@ SPELL_SPIRIT_BOLTS
Definition boss_hexlord.cpp:52
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition ScriptedCreature.h:503
SummonList summons
Definition ScriptedCreature.h:517
Definition Creature.h:43
Creature * ToCreature()
Definition Object.h:205
void DoForAllSummons(std::function< void(WorldObject *)> exec)
Definition ScriptedCreature.h:140
Definition TaskScheduler.h:421
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition TaskScheduler.h:232
Milliseconds GetNextGroupOccurrence(group_t const group) const
Definition TaskScheduler.cpp:127
TaskScheduler & DelayGroup(group_t const group, std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks of a group with the given duration.
Definition TaskScheduler.h:303
TaskScheduler & CancelGroup(group_t const group)
Definition TaskScheduler.cpp:53
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:392
Definition Object.h:410
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 GetPosition(float &x, float &y) const
Definition Position.h:126
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition ScriptedCreature.cpp:321
std::chrono::milliseconds _timeUntilNextDrainPower
Definition boss_hexlord.cpp:371

References _timeUntilNextDrainPower, TaskScheduler::CancelGroup(), TaskScheduler::DelayGroup(), UnitAI::DoCastSelf(), SummonList::DoForAllSummons(), TaskScheduler::GetNextGroupOccurrence(), Position::GetPosition(), GROUP_CLASS_ABILITY, GROUP_DRAIN_POWER, BossAI::JustEngagedWith(), ScriptedAI::me, NPC_TEMP_TRIGGER, SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), SPELL_SPIRIT_BOLTS, WorldObject::SummonCreature(), BossAI::summons, TEMPSUMMON_TIMED_DESPAWN, and Object::ToCreature().

◆ KilledUnit()

void boss_hexlord_malacrass::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

361 {
362 BossAI::KilledUnit(victim);
363 if (urand(0, 1))
365 else
367 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ SAY_KILL_TWO
Definition boss_hexlord.cpp:30
@ SAY_KILL_ONE
Definition boss_hexlord.cpp:29
virtual void KilledUnit(Unit *)
Definition CreatureAI.h:131

References CreatureAI::KilledUnit(), SAY_KILL_ONE, SAY_KILL_TWO, and urand().

◆ Reset()

void boss_hexlord_malacrass::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

244 {
247 _classAbilityTimer = 10000ms;
249 SpawnAdds();
252 {
255 context.Repeat(30s);
256 });
257 });
258 }
@ CLASS_NONE
Definition SharedDefines.h:140
@ SAY_DRAIN_POWER
Definition boss_hexlord.cpp:31
@ SPELL_DRAIN_POWER
Definition boss_hexlord.cpp:53
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
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition TaskScheduler.h:493
std::chrono::milliseconds _classAbilityTimer
Definition boss_hexlord.cpp:370
void SpawnAdds()
Definition boss_hexlord.cpp:260
uint8 _currentClass
Definition boss_hexlord.cpp:369

References _classAbilityTimer, _currentClass, _timeUntilNextDrainPower, CLASS_NONE, UnitAI::DoCastSelf(), GROUP_DRAIN_POWER, TaskContext::Repeat(), BossAI::Reset(), SAY_DRAIN_POWER, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, SpawnAdds(), and SPELL_DRAIN_POWER.

◆ ScheduleClassAbility()

void boss_hexlord_malacrass::ScheduleClassAbility ( )
inline
352 {
354 {
355 UseAbility();
356 context.Repeat(_classAbilityTimer);
357 });
358 }
void UseAbility()
Definition boss_hexlord.cpp:319

References GROUP_CLASS_ABILITY, and TaskContext::Repeat().

◆ SpawnAdds()

void boss_hexlord_malacrass::SpawnAdds ( )
inline
261 {
262 if (_creatureIndex.empty())
263 {
264 for (uint8 i = 0; i < MAX_ADD_COUNT; ++i)
265 {
266 uint8 flip = urand(0, 1);
268 _creatureIndex.push_back(flip);
269 }
270 }
271 else
272 {
273 for (uint8 i = 0; i < MAX_ADD_COUNT; ++i)
275 }
276 }
std::uint8_t uint8
Definition Define.h:109
@ TEMPSUMMON_DEAD_DESPAWN
Definition Object.h:52
const Position AddPosition[4]
Definition boss_hexlord.cpp:117
static uint32 AddEntrySets[4][2]
Definition boss_hexlord.cpp:125
@ MAX_ADD_COUNT
Definition boss_hexlord.cpp:135
std::vector< uint8 > _creatureIndex
Definition boss_hexlord.cpp:372

References _creatureIndex, AddEntrySets, AddPosition, MAX_ADD_COUNT, ScriptedAI::me, WorldObject::SummonCreature(), TEMPSUMMON_DEAD_DESPAWN, and urand().

Referenced by Reset().

◆ UseAbility()

void boss_hexlord_malacrass::UseAbility ( )
inline
320 {
321 uint8 random = urand(0, 2);
322 Unit* target = nullptr;
323 switch (PlayerAbility[_currentClass][random].target)
324 {
326 target = me;
327 break;
329 target = me->GetVictim();
330 break;
332 default:
333 target = SelectTarget(SelectTargetMethod::Random, 0, 100, true);
334 break;
336 target = DoSelectLowestHpFriendly(50, 0);
337 break;
339 {
340 std::list<Creature*> templist = DoFindFriendlyMissingBuff(50, PlayerAbility[_currentClass][random].spell);
341 if (!templist.empty())
342 target = *(templist.begin());
343 }
344 break;
345 }
346 if (target)
347 DoCast(target, PlayerAbility[_currentClass][random].spell, false);
349 }
static PlayerAbilityStruct PlayerAbility[13][3]
Definition boss_hexlord.cpp:159
@ ABILITY_TARGET_HEAL
Definition boss_hexlord.cpp:147
@ ABILITY_TARGET_VICTIM
Definition boss_hexlord.cpp:145
@ ABILITY_TARGET_ENEMY
Definition boss_hexlord.cpp:146
@ ABILITY_TARGET_SELF
Definition boss_hexlord.cpp:144
@ ABILITY_TARGET_BUFF
Definition boss_hexlord.cpp:148
Unit * SelectTarget(SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
Definition UnitAI.cpp:110
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
Definition Unit.h:636
Unit * GetVictim() const
Definition Unit.h:862
std::chrono::milliseconds cooldown
Definition boss_hexlord.cpp:156
Unit * DoSelectLowestHpFriendly(float range, uint32 minHPDiff=1)
Definition ScriptedCreature.cpp:489
std::list< Creature * > DoFindFriendlyMissingBuff(float range, uint32 spellId)
Definition ScriptedCreature.cpp:508

References ABILITY_TARGET_BUFF, ABILITY_TARGET_ENEMY, ABILITY_TARGET_HEAL, ABILITY_TARGET_SELF, ABILITY_TARGET_VICTIM, PlayerAbilityStruct::cooldown, Unit::GetVictim(), PlayerAbility, Random, and urand().

Member Data Documentation

◆ _classAbilityTimer

std::chrono::milliseconds boss_hexlord_malacrass::_classAbilityTimer
private

Referenced by Reset().

◆ _creatureIndex

std::vector<uint8> boss_hexlord_malacrass::_creatureIndex
private

Referenced by SpawnAdds().

◆ _currentClass

uint8 boss_hexlord_malacrass::_currentClass
private

Referenced by Reset().

◆ _timeUntilNextDrainPower

std::chrono::milliseconds boss_hexlord_malacrass::_timeUntilNextDrainPower
private

Referenced by JustEngagedWith(), and Reset().


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