AzerothCore 3.3.5a
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boss_steelbreaker::boss_steelbreakerAI Struct Reference
Inheritance diagram for boss_steelbreaker::boss_steelbreakerAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_steelbreakerAI (Creature *c)
 
void Reset () override
 
void JustReachedHome () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void UpdatePhase ()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *who) override
 
void DoAction (int32 param) override
 
void SpellHit (Unit *, SpellInfo const *spellInfo) 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 EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
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
 

Public Attributes

EventMap events
 
InstanceScriptpInstance
 
uint8 _phase
 
- Public Attributes inherited from ScriptedAI
Creatureme
 

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 ()
 
- 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_steelbreakerAI()

boss_steelbreaker::boss_steelbreakerAI::boss_steelbreakerAI ( Creature c)
inline
208 : ScriptedAI(c)
209 {
211 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
InstanceScript * pInstance
Definition boss_assembly_of_iron.cpp:214

References WorldObject::GetInstanceScript(), and pInstance.

Member Function Documentation

◆ DoAction()

void boss_steelbreaker::boss_steelbreakerAI::DoAction ( int32  param)
inlineoverridevirtual

Reimplemented from UnitAI.

323 {
324 if (param == ACTION_ADD_CHARGE)
326 }
@ ACTION_ADD_CHARGE
Definition boss_assembly_of_iron.cpp:140
@ SPELL_ELECTRICAL_CHARGE
Definition boss_assembly_of_iron.cpp:42
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
Creature * me
Definition ScriptedCreature.h:280

References ACTION_ADD_CHARGE, Unit::CastSpell(), ScriptedAI::me, and SPELL_ELECTRICAL_CHARGE.

◆ JustDied()

void boss_steelbreaker::boss_steelbreakerAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

293 {
294 if (!pInstance)
295 return;
296
298 {
300 me->CastSpell(me, 65195, true); // credit
302 }
303 else
304 {
308 }
309 }
@ DONE
Definition InstanceScript.h:61
bool IsEncounterComplete(InstanceScript *pInstance, Creature *me)
Definition boss_assembly_of_iron.cpp:144
void RestoreAssemblyHealth(ObjectGuid guid1, ObjectGuid guid2, Creature *me)
Definition boss_assembly_of_iron.cpp:185
@ SPELL_SUPERCHARGE
Definition boss_assembly_of_iron.cpp:30
@ SAY_STEELBREAKER_ENCOUNTER_DEFEATED
Definition boss_assembly_of_iron.cpp:117
@ SAY_STEELBREAKER_DEATH
Definition boss_assembly_of_iron.cpp:116
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
Talk
Definition hyjal.cpp:82
@ DATA_MOLGEIM
Definition ulduar.h:86
@ DATA_BRUNDIR
Definition ulduar.h:87
@ TYPE_ASSEMBLY
Definition ulduar.h:36

References Unit::CastSpell(), DATA_BRUNDIR, DATA_MOLGEIM, DONE, InstanceScript::GetGuidData(), IsEncounterComplete(), ScriptedAI::me, pInstance, RestoreAssemblyHealth(), SAY_STEELBREAKER_DEATH, SAY_STEELBREAKER_ENCOUNTER_DEFEATED, ZoneScript::SetData(), SPELL_SUPERCHARGE, and TYPE_ASSEMBLY.

◆ JustEngagedWith()

void boss_steelbreaker::boss_steelbreakerAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

235 {
236 if (pInstance)
238
239 me->setActive(true);
242 events.ScheduleEvent(EVENT_ENRAGE, 15min);
243 UpdatePhase();
244
245 if (!pInstance)
246 return;
247
249 {
250 switch (boss->GetEntry())
251 {
252 case NPC_STEELBREAKER:
253 boss->AI()->Talk(SAY_STEELBREAKER_AGGRO);
254 break;
255 case NPC_MOLGEIM:
256 boss->AI()->Talk(SAY_MOLGEIM_AGGRO);
257 break;
258 case NPC_BRUNDIR:
259 boss->AI()->Talk(SAY_BRUNDIR_AGGRO);
260 break;
261 }
262 }
263
264 for (uint8 i = 0; i < 3; ++i)
266 if (!boss->IsInCombat())
267 boss->AI()->AttackStart(who);
268 }
std::uint8_t uint8
Definition Define.h:109
@ IN_PROGRESS
Definition InstanceScript.h:59
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
@ EVENT_ENRAGE
Definition boss_assembly_of_iron.cpp:108
#define SPELL_HIGH_VOLTAGE
Definition boss_assembly_of_iron.cpp:72
@ SAY_MOLGEIM_AGGRO
Definition boss_assembly_of_iron.cpp:120
@ SAY_BRUNDIR_AGGRO
Definition boss_assembly_of_iron.cpp:128
@ SAY_STEELBREAKER_AGGRO
Definition boss_assembly_of_iron.cpp:113
events
Definition boss_sartura.cpp:43
Definition Creature.h:43
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition Creature.cpp:2828
void setActive(bool isActiveObject)
Definition Object.cpp:1094
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
void UpdatePhase()
Definition boss_assembly_of_iron.cpp:270
@ DATA_STEELBREAKER
Definition ulduar.h:85
@ NPC_MOLGEIM
Definition ulduar.h:114
@ NPC_BRUNDIR
Definition ulduar.h:115
@ NPC_STEELBREAKER
Definition ulduar.h:113

References Unit::CastSpell(), DATA_STEELBREAKER, EVENT_ENRAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), IN_PROGRESS, ScriptedAI::me, NPC_BRUNDIR, NPC_MOLGEIM, NPC_STEELBREAKER, pInstance, SAY_BRUNDIR_AGGRO, SAY_MOLGEIM_AGGRO, SAY_STEELBREAKER_AGGRO, WorldObject::setActive(), ZoneScript::SetData(), Creature::SetInCombatWithZone(), SPELL_HIGH_VOLTAGE, TYPE_ASSEMBLY, UpdatePhase(), and urand().

◆ JustReachedHome()

void boss_steelbreaker::boss_steelbreakerAI::JustReachedHome ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

229 {
230 me->setActive(false);
232 }
void RemoveAllAuras()
Definition Unit.cpp:5351

References ScriptedAI::me, Unit::RemoveAllAuras(), and WorldObject::setActive().

◆ KilledUnit()

void boss_steelbreaker::boss_steelbreakerAI::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from CreatureAI.

312 {
313 if (!who->IsPlayer())
314 return;
315
316 if (_phase == 3)
318
320 }
@ SAY_STEELBREAKER_SLAY
Definition boss_assembly_of_iron.cpp:114
bool IsPlayer() const
Definition Object.h:200
uint8 _phase
Definition boss_assembly_of_iron.cpp:215

References _phase, Unit::CastSpell(), Object::IsPlayer(), ScriptedAI::me, SAY_STEELBREAKER_SLAY, and SPELL_ELECTRICAL_CHARGE.

◆ Reset()

void boss_steelbreaker::boss_steelbreakerAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

218 {
219 me->SetLootMode(0);
221
222 _phase = 0;
223 events.Reset();
224 if (pInstance)
226 }
@ NOT_STARTED
Definition InstanceScript.h:58
void RespawnAssemblyOfIron(InstanceScript *pInstance, Creature *me)
Definition boss_assembly_of_iron.cpp:167
void SetLootMode(uint16 lootMode)
Definition Creature.h:246

References _phase, ScriptedAI::me, NOT_STARTED, pInstance, RespawnAssemblyOfIron(), ZoneScript::SetData(), Creature::SetLootMode(), and TYPE_ASSEMBLY.

◆ SpellHit()

void boss_steelbreaker::boss_steelbreakerAI::SpellHit ( Unit ,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

329 {
330 if (spellInfo->Id == SPELL_SUPERCHARGE)
331 UpdatePhase();
332 }

References SpellInfo::Id, SPELL_SUPERCHARGE, and UpdatePhase().

◆ UpdateAI()

void boss_steelbreaker::boss_steelbreakerAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

335 {
336 if (!UpdateVictim())
337 return;
338
339 events.Update(diff);
341 return;
342
343 switch (events.ExecuteEvent())
344 {
347 events.Repeat(15s, 20s);
348 break;
350 if (Unit* pTarget = SelectTarget(SelectTargetMethod::MinDistance, 0, 0, true))
351 me->CastSpell(pTarget, SPELL_STATIC_DISRUPTION, false);
352
353 events.Repeat(20s, 40s);
354 break;
358 events.RepeatEvent(RAID_MODE(61000, 36000));
359 break;
360 case EVENT_ENRAGE:
362 me->CastSpell(me, SPELL_BERSERK, true);
363 break;
364 }
365
367 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
#define SPELL_STATIC_DISRUPTION
Definition boss_assembly_of_iron.cpp:74
@ EVENT_FUSION_PUNCH
Definition boss_assembly_of_iron.cpp:87
@ EVENT_STATIC_DISRUPTION
Definition boss_assembly_of_iron.cpp:88
@ EVENT_OVERWHELMING_POWER
Definition boss_assembly_of_iron.cpp:89
#define SPELL_OVERWHELMING_POWER
Definition boss_assembly_of_iron.cpp:75
@ SPELL_BERSERK
Definition boss_assembly_of_iron.cpp:31
#define SPELL_FUSION_PUNCH
Definition boss_assembly_of_iron.cpp:73
@ SAY_STEELBREAKER_POWER
Definition boss_assembly_of_iron.cpp:115
@ SAY_STEELBREAKER_BERSERK
Definition boss_assembly_of_iron.cpp:118
bool UpdateVictim()
Definition CreatureAI.cpp:280
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
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
Unit * GetVictim() const
Definition Unit.h:862
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
const T & RAID_MODE(const T &normal10, const T &normal25) const
Definition ScriptedCreature.h:404

References Unit::CastSpell(), UnitAI::DoMeleeAttackIfReady(), EVENT_ENRAGE, EVENT_FUSION_PUNCH, EVENT_OVERWHELMING_POWER, EVENT_STATIC_DISRUPTION, Unit::GetVictim(), Unit::HasUnitState(), ScriptedAI::me, MinDistance, ScriptedAI::RAID_MODE(), SAY_STEELBREAKER_BERSERK, SAY_STEELBREAKER_POWER, UnitAI::SelectTarget(), SPELL_BERSERK, SPELL_FUSION_PUNCH, SPELL_OVERWHELMING_POWER, SPELL_STATIC_DISRUPTION, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

◆ UpdatePhase()

void boss_steelbreaker::boss_steelbreakerAI::UpdatePhase ( )
inline
271 {
272 if (_phase >= 3)
273 return;
274
275 ++_phase;
276
277 switch (_phase)
278 {
279 case 1:
280 events.RescheduleEvent(EVENT_FUSION_PUNCH, 15s);
281 break;
282 case 2:
283 events.RescheduleEvent(EVENT_STATIC_DISRUPTION, 20s);
284 break;
285 case 3:
286 me->ResetLootMode();
287 events.RescheduleEvent(EVENT_OVERWHELMING_POWER, 8s);
288 break;
289 }
290 }
void ResetLootMode()
Definition Creature.h:249

References _phase, EVENT_FUSION_PUNCH, EVENT_OVERWHELMING_POWER, EVENT_STATIC_DISRUPTION, ScriptedAI::me, and Creature::ResetLootMode().

Referenced by JustEngagedWith(), and SpellHit().

Member Data Documentation

◆ _phase

uint8 boss_steelbreaker::boss_steelbreakerAI::_phase

Referenced by KilledUnit(), Reset(), and UpdatePhase().

◆ events

EventMap boss_steelbreaker::boss_steelbreakerAI::events

◆ pInstance

InstanceScript* boss_steelbreaker::boss_steelbreakerAI::pInstance

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