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

Public Member Functions

 boss_akilzon (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *who) override
 
void SetWeather (uint32 weather, float grade)
 
void HandleStormSequence ()
 
void DoAction (int32 actionId) override
 
void SummonEagles ()
 
- 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) More...
 
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() More...
 
void ScheduleHealthCheckEvent (uint32 healthPct, std::function< void()> exec)
 Executes a function once the creature reaches the defined health point percent. More...
 
void ScheduleHealthCheckEvent (std::initializer_list< uint8 > healthPct, std::function< void()> exec)
 
virtual void ExecuteEvent (uint32)
 
virtual void ScheduleTasks ()
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
virtual void JustReachedHome ()
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
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

ObjectGuid _birdGUIDs [8]
 
ObjectGuid _targetGUID
 
ObjectGuid _cycloneGUID
 
bool _isRaining
 

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_akilzon()

boss_akilzon::boss_akilzon ( Creature creature)
inline
66: BossAI(creature, DATA_AKILZON), _isRaining(false) { }
@ DATA_AKILZON
Definition: zulaman.h:29
Definition: ScriptedCreature.h:467
bool _isRaining
Definition: boss_akilzon.cpp:231

Member Function Documentation

◆ DoAction()

void boss_akilzon::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

181 {
182 if (actionId == ACTION_STORM_EXPIRE)
183 {
186 SummonEagles();
187 }, 5s);
188
190
192 _isRaining = false;
193 }
194 }
@ ACTION_STORM_EXPIRE
Definition: boss_akilzon.cpp:57
@ GROUP_STATIC_DISRUPTION
Definition: boss_akilzon.cpp:59
@ WEATHER_STATE_FINE
Definition: Weather.h:46
void AddEventAtOffset(BasicEvent *event, Milliseconds offset)
Definition: EventProcessor.h:107
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 scheduler
Definition: CreatureAI.h:75
Creature * me
Definition: ScriptedCreature.h:280
EventProcessor m_Events
Definition: Object.h:642
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4129
void SetWeather(uint32 weather, float grade)
Definition: boss_akilzon.cpp:168
void SummonEagles()
Definition: boss_akilzon.cpp:196

References _isRaining, ACTION_STORM_EXPIRE, EventProcessor::AddEventAtOffset(), TaskScheduler::DelayGroup(), GROUP_STATIC_DISRUPTION, Unit::InterruptNonMeleeSpells(), WorldObject::m_Events, ScriptedAI::me, CreatureAI::scheduler, SetWeather(), SummonEagles(), and WEATHER_STATE_FINE.

◆ HandleStormSequence()

void boss_akilzon::HandleStormSequence ( )
inline
174 {
177 }, 1s);
178 }
void HandleStormSequence()
Definition: boss_akilzon.cpp:173

References EventProcessor::AddEventAtOffset(), HandleStormSequence(), WorldObject::m_Events, and ScriptedAI::me.

Referenced by HandleStormSequence(), and JustEngagedWith().

◆ JustDied()

void boss_akilzon::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from BossAI.

156 {
158 _JustDied();
159 me->m_Events.KillAllEvents(false);
160 }
Talk
Definition: hyjal.cpp:82
@ SAY_DEATH
Definition: boss_akilzon.cpp:52
void KillAllEvents(bool force)
Definition: EventProcessor.cpp:82
void _JustDied()
Definition: ScriptedCreature.cpp:643

References BossAI::_JustDied(), EventProcessor::KillAllEvents(), WorldObject::m_Events, ScriptedAI::me, and SAY_DEATH.

◆ JustEngagedWith()

void boss_akilzon::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

82 {
84
85 scheduler.Schedule(10s, 20s, GROUP_STATIC_DISRUPTION, [this](TaskContext context)
86 {
87 Unit* target = SelectTarget(SelectTargetMethod::Random, 1);
88 if (!target)
89 target = me->GetVictim();
90 if (target)
91 {
92 _targetGUID = target->GetGUID();
93 DoCast(target, SPELL_STATIC_DISRUPTION, false);
95 }
96
97 context.Repeat(10s, 18s);
98 });
99
100 ScheduleTimedEvent(20s, 30s, [&] {
103 }, 20s, 30s);
104
105 ScheduleTimedEvent(10s, 20s, [&] {
107 }, 12s, 17s);
108
110 {
111 Unit* target = SelectTarget(SelectTargetMethod::Random, 0, 50, true);
112 if (!target)
113 {
115 return;
116 }
117 target->CastSpell(target, SPELL_ELECTRICAL_STORM_AREA, true); // cloud visual
118 DoCast(target, SPELL_ELECTRICAL_STORM); // storm cyclon + visual
119
120 float x, y, z;
121 target->GetPosition(x, y, z);
122 target->GetMotionMaster()->MoveJump(x, y, target->GetPositionZ() + 16.0f, 1.0f, 1.0f);
123
126 }, 3s);
127
129 if (!_isRaining)
130 {
132 _isRaining = true;
133 }
134 }, Seconds(urand(47, 52)));
135
136 context.Repeat();
137 });
138
139 ScheduleTimedEvent(47s, 52s, [&] {
140 if (!_isRaining)
141 {
143 _isRaining = true;
144 }
145 }, 47s, 52s);
146
150 }, 10min);
151
153 }
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition: Duration.h:30
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
@ SAY_AGGRO
Definition: boss_akilzon.cpp:47
@ SAY_ENRAGE
Definition: boss_akilzon.cpp:50
@ GROUP_ELECTRICAL_STORM
Definition: boss_akilzon.cpp:58
@ SPELL_STATIC_DISRUPTION
Definition: boss_akilzon.cpp:32
@ SPELL_GUST_OF_WIND
Definition: boss_akilzon.cpp:35
@ SPELL_CALL_LIGHTNING
Definition: boss_akilzon.cpp:34
@ SPELL_ELECTRICAL_STORM
Definition: boss_akilzon.cpp:36
@ SPELL_BERSERK
Definition: boss_akilzon.cpp:38
@ SPELL_ELECTRICAL_STORM_AREA
Definition: boss_akilzon.cpp:37
@ WEATHER_STATE_HEAVY_RAIN
Definition: Weather.h:50
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:232
Milliseconds GetNextGroupOcurrence(group_t const group) const
Definition: TaskScheduler.cpp:127
Definition: TaskScheduler.h:421
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:493
SpellCastResult DoCastRandomTarget(uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
Cast the spell on a random unit from the threat list.
Definition: UnitAI.cpp:259
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
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
void ScheduleTimedEvent(Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
Definition: ScriptedCreature.cpp:321
void _JustEngagedWith()
Definition: ScriptedCreature.cpp:656
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:498
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
float GetPositionZ() const
Definition: Position.h:118
void GetPosition(float &x, float &y) const
Definition: Position.h:121
Definition: Unit.h:630
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
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:1167
Unit * GetVictim() const
Definition: Unit.h:853
void SetInFront(WorldObject const *target)
Definition: Unit.cpp:20521
void MoveJump(Position const &pos, float speedXY, float speedZ, uint32 id=0)
Definition: MotionMaster.h:229
ObjectGuid _targetGUID
Definition: boss_akilzon.cpp:229

References _isRaining, BossAI::_JustEngagedWith(), _targetGUID, EventProcessor::AddEventAtOffset(), Unit::CastSpell(), UnitAI::DoCast(), UnitAI::DoCastRandomTarget(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), BossAI::EnterEvadeMode(), Object::GetGUID(), Unit::GetMotionMaster(), TaskScheduler::GetNextGroupOcurrence(), Position::GetPosition(), Position::GetPositionZ(), Unit::GetVictim(), GROUP_ELECTRICAL_STORM, GROUP_STATIC_DISRUPTION, HandleStormSequence(), WorldObject::m_Events, ScriptedAI::me, MotionMaster::MoveJump(), TaskContext::Repeat(), SAY_AGGRO, SAY_ENRAGE, TaskScheduler::Schedule(), CreatureAI::scheduler, ScriptedAI::ScheduleTimedEvent(), UnitAI::SelectTarget(), Unit::SetInFront(), SetWeather(), SPELL_BERSERK, SPELL_CALL_LIGHTNING, SPELL_ELECTRICAL_STORM, SPELL_ELECTRICAL_STORM_AREA, SPELL_GUST_OF_WIND, SPELL_STATIC_DISRUPTION, urand(), and WEATHER_STATE_HEAVY_RAIN.

◆ KilledUnit()

void boss_akilzon::KilledUnit ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

163 {
164 if (who->IsPlayer())
165 Talk(SAY_KILL);
166 }
@ SAY_KILL
Definition: boss_akilzon.cpp:51
bool IsPlayer() const
Definition: Object.h:200

References Object::IsPlayer(), and SAY_KILL.

◆ Reset()

void boss_akilzon::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

69 {
70 _Reset();
71
74 _isRaining = false;
75
77
79 }
void _Reset()
Definition: ScriptedCreature.cpp:624
void Clear()
Definition: ObjectGuid.h:138
ObjectGuid _cycloneGUID
Definition: boss_akilzon.cpp:230

References _cycloneGUID, _isRaining, BossAI::_Reset(), _targetGUID, ObjectGuid::Clear(), EventProcessor::KillAllEvents(), WorldObject::m_Events, ScriptedAI::me, SetWeather(), and WEATHER_STATE_FINE.

◆ SetWeather()

void boss_akilzon::SetWeather ( uint32  weather,
float  grade 
)
inline
169 {
170 me->GetMap()->SetZoneWeather(me->GetZoneId(), WeatherState(weather), grade);
171 }
WeatherState
Definition: Weather.h:45
Map * GetMap() const
Definition: Object.h:536
uint32 GetZoneId() const
Definition: Object.cpp:3157
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade)
Definition: Map.cpp:3782

References WorldObject::GetMap(), WorldObject::GetZoneId(), ScriptedAI::me, and Map::SetZoneWeather().

Referenced by DoAction(), JustEngagedWith(), and Reset().

◆ SummonEagles()

void boss_akilzon::SummonEagles ( )
inline
197 {
199
200 float x, y, z;
201 me->GetPosition(x, y, z);
202
203 for (uint8 i = 0; i < 8; ++i)
204 {
206 if (!bird) //they despawned on die
207 {
208 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
209 {
210 x = target->GetPositionX() + irand(-10, 10);
211 y = target->GetPositionY() + irand(-10, 10);
212 z = target->GetPositionZ() + urand(16, 20);
213 if (z > 95)
214 z = 95.0f - urand(0, 5);
215 }
216 ;
217 if (Creature* creature = me->SummonCreature(NPC_SOARING_EAGLE, x, y, z, 0, TEMPSUMMON_CORPSE_DESPAWN, 0))
218 {
219 creature->AddThreat(me->GetVictim(), 1.0f);
220 creature->AI()->AttackStart(me->GetVictim());
221 _birdGUIDs[i] = creature->GetGUID();
222 }
223 }
224 }
225 }
int32 irand(int32 min, int32 max)
Definition: Random.cpp:37
std::uint8_t uint8
Definition: Define.h:109
@ SAY_SUMMON
Definition: boss_akilzon.cpp:48
constexpr auto NPC_SOARING_EAGLE
Definition: boss_akilzon.cpp:62
@ TEMPSUMMON_CORPSE_DESPAWN
Definition: Object.h:50
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:199
Definition: Creature.h:43
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:2366
ObjectGuid _birdGUIDs[8]
Definition: boss_akilzon.cpp:228

References _birdGUIDs, Position::GetPosition(), ObjectAccessor::GetUnit(), Unit::GetVictim(), irand(), ScriptedAI::me, NPC_SOARING_EAGLE, SAY_SUMMON, UnitAI::SelectTarget(), WorldObject::SummonCreature(), TEMPSUMMON_CORPSE_DESPAWN, and urand().

Referenced by DoAction().

Member Data Documentation

◆ _birdGUIDs

ObjectGuid boss_akilzon::_birdGUIDs[8]
private

Referenced by SummonEagles().

◆ _cycloneGUID

ObjectGuid boss_akilzon::_cycloneGUID
private

Referenced by Reset().

◆ _isRaining

bool boss_akilzon::_isRaining
private

Referenced by DoAction(), JustEngagedWith(), and Reset().

◆ _targetGUID

ObjectGuid boss_akilzon::_targetGUID
private

Referenced by JustEngagedWith(), and Reset().