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boss_prince_keleseth_icc::boss_prince_kelesethAI Struct Reference
Inheritance diagram for boss_prince_keleseth_icc::boss_prince_kelesethAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_prince_kelesethAI (Creature *creature)
 
void InitializeAI () override
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *who) override
 
void JustDied (Unit *) override
 
void JustRespawned () override
 
void JustReachedHome () override
 
void JustSummoned (Creature *summon) override
 
void DamageTaken (Unit *attacker, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void DamageDealt (Unit *target, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage to any victim (before damage apply)
 
void KilledUnit (Unit *victim) override
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void DoAction (int32 action) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason why) 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 bool CanRespawn ()
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void 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 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 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
 
SummonList summons
 
InstanceScriptinstance
 
bool _isEmpowered
 
bool _evading
 
bool _canDie
 
- 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_prince_kelesethAI()

boss_prince_keleseth_icc::boss_prince_kelesethAI::boss_prince_kelesethAI ( Creature creature)
inline
194 : ScriptedAI(creature), summons(creature), instance(creature->GetInstanceScript())
195 {
196 if (!instance)
197 {
198 me->IsAIEnabled = false;
200 }
201 _canDie = true;
202 }
@ UNIT_STATE_EVADE
Definition UnitDefines.h:191
void AddUnitState(uint32 f)
Definition Unit.h:706
bool IsAIEnabled
Definition Unit.h:2012
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
Creature * me
Definition ScriptedCreature.h:280
InstanceScript * instance
Definition boss_blood_prince_council.cpp:224
SummonList summons
Definition boss_blood_prince_council.cpp:223
bool _canDie
Definition boss_blood_prince_council.cpp:227

References _canDie, Unit::AddUnitState(), instance, Unit::IsAIEnabled, ScriptedAI::me, and UNIT_STATE_EVADE.

Member Function Documentation

◆ AttackStart()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from UnitAI.

283 {
285 }
void AttackStartCaster(Unit *victim, float dist)
Definition UnitAI.cpp:33

References UnitAI::AttackStartCaster().

◆ DamageDealt()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::DamageDealt ( Unit ,
uint32 ,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Called at any Damage to any victim (before damage apply)

Reimplemented from UnitAI.

346 {
347 if (!target->IsPlayer())
348 return;
349
350 if (damage > RAID_MODE<uint32>(23000, 25000, 23000, 25000))
352 }
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
@ DATA_ORB_WHISPERER_ACHIEVEMENT
Definition icecrown_citadel.h:109

References DATA_ORB_WHISPERER_ACHIEVEMENT, instance, Object::IsPlayer(), and ZoneScript::SetData().

◆ DamageTaken()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::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.

336 {
337 if (!_isEmpowered)
338 {
339 if (attacker)
340 me->AddThreat(attacker, float(damage));
341 damage = 0;
342 }
343 }
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition Unit.cpp:14705
bool _isEmpowered
Definition boss_blood_prince_council.cpp:225

References _isEmpowered, Unit::AddThreat(), and ScriptedAI::me.

◆ DoAction()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

367 {
368 switch (action)
369 {
370 case ACTION_STAND_UP:
373 me->SetImmuneToAll(false);
377 me->ForceValuesUpdateAtIndex(UNIT_NPC_FLAGS); // was in sniff. don't ask why
380 me->SetHealth(1);
381 break;
386 _isEmpowered = true;
387 break;
389 _isEmpowered = false;
392 break;
393 default:
394 break;
395 }
396 }
@ UNIT_DYNFLAG_DEAD
Definition SharedDefines.h:3126
@ UNIT_FLAG2_FEIGN_DEATH
Definition UnitDefines.h:289
@ UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT
Definition UnitDefines.h:279
@ UNIT_FLAG_NOT_SELECTABLE
Definition UnitDefines.h:275
#define WORLD_TRIGGER
Definition Unit.h:37
@ REACT_AGGRESSIVE
Definition Unit.h:550
@ UNIT_NPC_FLAGS
Definition UpdateFields.h:139
@ ACTION_CAST_INVOCATION
Definition boss_blood_prince_council.cpp:142
@ ACTION_STAND_UP
Definition boss_blood_prince_council.cpp:141
@ ACTION_REMOVE_INVOCATION
Definition boss_blood_prince_council.cpp:143
@ SPELL_INVOCATION_OF_BLOOD_KELESETH
Definition boss_blood_prince_council.cpp:65
@ SPELL_INVOCATION_VISUAL_ACTIVE
Definition boss_blood_prince_council.cpp:64
@ SAY_KELESETH_INVOCATION
Definition boss_blood_prince_council.cpp:34
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
void AddEvent(BasicEvent *Event, uint64 e_time, bool set_addtime=true)
Definition EventProcessor.h:103
uint64 CalculateTime(uint64 t_offset) const
Definition EventProcessor.cpp:159
virtual void RemoveDynamicFlag(uint32 flag)
Definition Object.h:124
void ForceValuesUpdateAtIndex(uint32)
Definition Object.cpp:2078
Definition boss_blood_prince_council.cpp:154
void DespawnEntry(uint32 entry)
Definition ScriptedCreature.cpp:54
void SetHealth(uint32 val)
Definition Unit.cpp:15530
void RemoveUnitFlag2(UnitFlags2 flags)
Definition Unit.h:726
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
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition Unit.cpp:4941
void SetImmuneToAll(bool apply, bool keepCombat=false)
Definition Unit.h:883
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:720
EventProcessor m_Events
Definition Object.h:639
Talk
Definition hyjal.cpp:82
void DoAction(int32 action) override
Definition boss_blood_prince_council.cpp:366

References _isEmpowered, ACTION_CAST_INVOCATION, ACTION_REMOVE_INVOCATION, ACTION_STAND_UP, EventProcessor::AddEvent(), EventProcessor::CalculateTime(), Unit::CastSpell(), SummonList::DespawnEntry(), DoAction(), Object::ForceValuesUpdateAtIndex(), WorldObject::m_Events, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Object::RemoveDynamicFlag(), Unit::RemoveUnitFlag(), Unit::RemoveUnitFlag2(), SAY_KELESETH_INVOCATION, Unit::SetHealth(), Unit::SetImmuneToAll(), Creature::SetReactState(), SPELL_INVOCATION_OF_BLOOD_KELESETH, SPELL_INVOCATION_VISUAL_ACTIVE, summons, UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, UNIT_FLAG_NOT_SELECTABLE, UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT, UNIT_NPC_FLAGS, and WORLD_TRIGGER.

Referenced by DoAction(), EnterEvadeMode(), JustEngagedWith(), JustReachedHome(), and SpellHit().

◆ EnterEvadeMode()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::EnterEvadeMode ( EvadeReason  why)
inlineoverridevirtual

Reimplemented from CreatureAI.

425 {
426 if (_evading)
427 return;
428 _canDie = false;
431 _evading = true;
433 taldaram->AI()->EnterEvadeMode();
435 valanar->AI()->EnterEvadeMode();
437 _evading = false;
438 }
virtual void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER)
Definition CreatureAI.cpp:208
Definition Creature.h:43
ObjectGuid GetGuidData(uint32 type) const override
Definition InstanceScript.cpp:110
uint32 GetMaxHealth() const
Definition Unit.h:1039
@ DATA_PRINCE_TALDARAM_GUID
Definition icecrown_citadel.h:111
@ DATA_PRINCE_VALANAR_GUID
Definition icecrown_citadel.h:112
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:210
bool _evading
Definition boss_blood_prince_council.cpp:226

References _canDie, _evading, ACTION_REMOVE_INVOCATION, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::EnterEvadeMode(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), instance, ScriptedAI::me, and Unit::SetHealth().

Referenced by JustEngagedWith().

◆ InitializeAI()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::InitializeAI ( )
inlineoverridevirtual

Reimplemented from UnitAI.

205 {
207 if (me->IsAlive())
208 {
210 {
211 c->SetObjectScale(1.75f);
212 c->CastSpell(c, SPELL_FEIGN_DEATH, true);
213 }
214
217 me->SetImmuneToAll(true);
219 }
220 }
@ REACT_PASSIVE
Definition Unit.h:548
@ SPELL_FEIGN_DEATH
Definition boss_blood_prince_council.cpp:62
void GetHomePosition(float &x, float &y, float &z, float &ori) const
Definition Creature.h:342
virtual void SetDynamicFlag(uint32 flag)
Definition Object.h:123
virtual void InitializeAI()
Definition UnitAI.h:204
void SetUnitFlag2(UnitFlags2 flags)
Definition Unit.h:725
bool IsAlive() const
Definition Unit.h:1707
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

References Creature::GetHomePosition(), UnitAI::InitializeAI(), Unit::IsAlive(), ScriptedAI::me, REACT_PASSIVE, Object::SetDynamicFlag(), Unit::SetImmuneToAll(), Creature::SetReactState(), Unit::SetUnitFlag2(), SPELL_FEIGN_DEATH, WorldObject::SummonCreature(), UNIT_DYNFLAG_DEAD, UNIT_FLAG2_FEIGN_DEATH, and WORLD_TRIGGER.

◆ JustDied()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

288 {
289 events.Reset();
292
293 if (!_canDie)
294 {
295 me->RemoveCorpse(false);
296 me->SetRespawnTime(10);
300 me->GetMotionMaster()->Clear(false);
303 return;
304 }
305
308 if (taldaram->IsAlive())
309 Unit::Kill(taldaram, taldaram);
311 if (valanar->IsAlive())
312 Unit::Kill(valanar, valanar);
313 }
@ ENCOUNTER_FRAME_DISENGAGE
Definition InstanceScript.h:47
@ SAY_KELESETH_DEATH
Definition boss_blood_prince_council.cpp:39
Position const homePos
Definition boss_chromaggus.cpp:71
events
Definition boss_sartura.cpp:43
void SaveRespawnTime() override
Definition Creature.cpp:2622
void SetRespawnTime(uint32 respawn)
Definition Creature.cpp:3792
void RemoveCorpse(bool setSpawnTime=true, bool skipVisibility=false)
Definition Creature.cpp:403
void SendEncounterUnit(uint32 type, Unit *unit=nullptr, uint8 param1=0, uint8 param2=0)
Definition InstanceScript.cpp:757
void MoveIdle()
Definition MotionMaster.cpp:232
void Clear(bool reset=true)
Definition MotionMaster.h:167
void DespawnAll(uint32 delay=0)
Definition ScriptedCreature.cpp:71
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
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport=false)
Definition Unit.cpp:20077
void StopMovingOnCurrentPos()
Definition Unit.cpp:16741
Definition Position.h:27

References _canDie, MotionMaster::Clear(), DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, SummonList::DespawnAll(), ENCOUNTER_FRAME_DISENGAGE, ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Creature::GetHomePosition(), Unit::GetMotionMaster(), homePos, instance, Unit::Kill(), ScriptedAI::me, MotionMaster::MoveIdle(), Creature::RemoveCorpse(), Creature::SaveRespawnTime(), SAY_KELESETH_DEATH, InstanceScript::SendEncounterUnit(), Creature::SetRespawnTime(), Unit::StopMovingOnCurrentPos(), summons, and Unit::UpdatePosition().

◆ JustEngagedWith()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

240 {
241 bool valid = true;
243 if (!keleseth->IsAlive() || keleseth->IsInEvadeMode())
244 valid = false;
246 if (!taldaram->IsAlive() || taldaram->IsInEvadeMode())
247 valid = false;
249 if (!valanar->IsAlive() || valanar->IsInEvadeMode())
250 valid = false;
251 if (!valid)
252 {
254 return;
255 }
256
258 me->setActive(true);
260 if (!me->hasLootRecipient())
261 me->SetLootRecipient(who);
265
267 if (!taldaram->IsInEvadeMode())
268 taldaram->SetInCombatWithZone();
270 if (!valanar->IsInEvadeMode())
271 valanar->SetInCombatWithZone();
272
275 events.Reset();
276 events.ScheduleEvent(EVENT_BERSERK, 10min);
277 events.ScheduleEvent(EVENT_SHADOW_RESONANCE, 10s, 15s);
278 if (IsHeroic())
280 }
@ ENCOUNTER_FRAME_ENGAGE
Definition InstanceScript.h:46
@ BASE_ATTACK
Definition Unit.h:209
@ SPELL_SHADOW_PRISON
Definition boss_blood_prince_council.cpp:70
@ EVENT_SHADOW_RESONANCE
Definition boss_blood_prince_council.cpp:126
@ EVENT_BERSERK
Definition boss_blood_prince_council.cpp:123
@ EVADE_REASON_OTHER
Definition CreatureAI.h:93
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition CreatureAI.cpp:106
void SetLootRecipient(Unit *unit, bool withGroup=true)
Definition Creature.cpp:1326
bool hasLootRecipient() const
Definition Creature.h:235
void LowerPlayerDamageReq(uint32 unDamage, bool damagedByPlayer=true)
Definition Creature.cpp:3823
Map * instance
Definition InstanceScript.h:149
Creature * GetCreature(ObjectGuid const guid)
Definition Map.cpp:2498
Aura * AddAura(uint32 spellId, Unit *target)
Definition Unit.cpp:18915
void resetAttackTimer(WeaponAttackType type=BASE_ATTACK)
Definition Unit.cpp:642
void setActive(bool isActiveObject)
Definition Object.cpp:1094
@ DATA_PRINCE_KELESETH_GUID
Definition icecrown_citadel.h:110
bool IsHeroic() const
Definition ScriptedCreature.h:379
void EnterEvadeMode(EvadeReason why) override
Definition boss_blood_prince_council.cpp:424

References ACTION_REMOVE_INVOCATION, Unit::AddAura(), BASE_ATTACK, DATA_PRINCE_KELESETH_GUID, DATA_PRINCE_TALDARAM_GUID, DATA_PRINCE_VALANAR_GUID, DoAction(), CreatureAI::DoZoneInCombat(), ENCOUNTER_FRAME_ENGAGE, EnterEvadeMode(), CreatureAI::EVADE_REASON_OTHER, EVENT_BERSERK, EVENT_SHADOW_RESONANCE, Map::GetCreature(), ObjectAccessor::GetCreature(), InstanceScript::GetGuidData(), Unit::GetMaxHealth(), Creature::hasLootRecipient(), InstanceScript::instance, instance, ScriptedAI::IsHeroic(), Creature::LowerPlayerDamageReq(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAurasDueToSpell(), Unit::resetAttackTimer(), InstanceScript::SendEncounterUnit(), WorldObject::setActive(), Creature::SetLootRecipient(), Creature::SetReactState(), SPELL_FEIGN_DEATH, and SPELL_SHADOW_PRISON.

◆ JustReachedHome()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustReachedHome ( )
inlineoverridevirtual

◆ JustRespawned()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustRespawned ( )
inlineoverridevirtual

Reimplemented from CreatureAI.

316 {
319 }
virtual void JustRespawned()
Definition CreatureAI.h:154
void JustReachedHome() override
Definition boss_blood_prince_council.cpp:321

References JustReachedHome(), and CreatureAI::JustRespawned().

◆ JustSummoned()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from CreatureAI.

331 {
332 summons.Summon(summon);
333 }
void Summon(Creature const *summon)
Definition ScriptedCreature.h:88

References SummonList::Summon(), and summons.

◆ KilledUnit()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from CreatureAI.

355 {
356 if (victim->IsPlayer())
358 }
@ SAY_KELESETH_KILL
Definition boss_blood_prince_council.cpp:37
bool IsPlayer() const
Definition Object.h:200

References Object::IsPlayer(), and SAY_KELESETH_KILL.

◆ Reset()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::Reset ( )
inlineoverridevirtual

◆ SpellHit()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::SpellHit ( Unit ,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

361 {
362 if (spell->Id == 71080 && me->IsInCombat() && !me->IsInEvadeMode())
364 }
bool IsInEvadeMode() const
Definition Creature.h:135
bool IsInCombat() const
Definition Unit.h:893

References ACTION_CAST_INVOCATION, DoAction(), SpellInfo::Id, Unit::IsInCombat(), Creature::IsInEvadeMode(), and ScriptedAI::me.

◆ UpdateAI()

void boss_prince_keleseth_icc::boss_prince_kelesethAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

399 {
400 if (!UpdateVictim())
401 return;
402
403 events.Update(diff);
404
406 return;
407
408 switch (events.ExecuteEvent())
409 {
410 case EVENT_BERSERK:
411 me->CastSpell(me, SPELL_BERSERK, true);
413 break;
417 events.ScheduleEvent(EVENT_SHADOW_RESONANCE, 10s, 15s);
418 break;
419 }
420
422 }
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ SPELL_SHADOW_LANCE
Definition boss_blood_prince_council.cpp:76
@ SPELL_EMPOWERED_SHADOW_LANCE
Definition boss_blood_prince_council.cpp:77
@ SPELL_SHADOW_RESONANCE
Definition boss_blood_prince_council.cpp:75
@ EMOTE_KELESETH_BERSERK
Definition boss_blood_prince_council.cpp:38
@ SAY_KELESETH_SPECIAL
Definition boss_blood_prince_council.cpp:36
#define SPELL_BERSERK
Definition boss_ignis.cpp:40
bool UpdateVictim()
Definition CreatureAI.cpp:280
bool DoSpellAttackIfReady(uint32 spell)
Definition UnitAI.cpp:74
bool HasUnitState(const uint32 f) const
Definition Unit.h:707

References _isEmpowered, Unit::CastSpell(), UnitAI::DoSpellAttackIfReady(), EMOTE_KELESETH_BERSERK, EVENT_BERSERK, EVENT_SHADOW_RESONANCE, Unit::HasUnitState(), ScriptedAI::me, SAY_KELESETH_SPECIAL, SPELL_BERSERK, SPELL_EMPOWERED_SHADOW_LANCE, SPELL_SHADOW_LANCE, SPELL_SHADOW_RESONANCE, UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _canDie

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_canDie

◆ _evading

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_evading

Referenced by EnterEvadeMode(), and Reset().

◆ _isEmpowered

bool boss_prince_keleseth_icc::boss_prince_kelesethAI::_isEmpowered

Referenced by DamageTaken(), DoAction(), Reset(), and UpdateAI().

◆ events

EventMap boss_prince_keleseth_icc::boss_prince_kelesethAI::events

◆ instance

InstanceScript* boss_prince_keleseth_icc::boss_prince_kelesethAI::instance

◆ summons

SummonList boss_prince_keleseth_icc::boss_prince_kelesethAI::summons

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