AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
boss_leotheras_the_blind Struct Reference
Inheritance diagram for boss_leotheras_the_blind:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_leotheras_the_blind (Creature *creature)
 
void Reset () override
 
void DoAction (int32 actionId) override
 
void ElfTime ()
 
void MoveToTargetIfOutOfRange (Unit *target)
 
void DemonTime ()
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
- 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
 
- 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)
 
 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

bool _recentlySpoken
 

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_leotheras_the_blind()

boss_leotheras_the_blind::boss_leotheras_the_blind ( Creature creature)
inline
78: BossAI(creature, DATA_LEOTHERAS_THE_BLIND) { }
@ DATA_LEOTHERAS_THE_BLIND
Definition: serpent_shrine.h:31
Definition: ScriptedCreature.h:457

Member Function Documentation

◆ DemonTime()

void boss_leotheras_the_blind::DemonTime ( )
inline
187 {
191 me->LoadEquipment(0, true);
193
195 scheduler.Schedule(1s, GROUP_DEMON, [this](TaskContext context)
196 {
198 context.Repeat(1s);
199 }).Schedule(24250ms, GROUP_DEMON, [this](TaskContext)
200 {
203 }).Schedule(60s, [this](TaskContext)
204 {
206 me->LoadEquipment();
210 ElfTime();
211 });
212 }
@ SPELLVALUE_MAX_TARGETS
Definition: SpellDefines.h:118
@ SPELL_METAMORPHOSIS
Definition: boss_leotheras_the_blind.cpp:53
@ SPELL_WHIRLWIND
Definition: boss_leotheras_the_blind.cpp:46
@ SPELL_INSIDIOUS_WHISPER
Definition: boss_leotheras_the_blind.cpp:52
Talk
Definition: boss_leotheras_the_blind.cpp:30
@ SAY_INNER_DEMONS
Definition: boss_leotheras_the_blind.cpp:33
@ GROUP_COMBAT
Definition: boss_leotheras_the_blind.cpp:72
@ GROUP_DEMON
Definition: boss_leotheras_the_blind.cpp:73
TaskScheduler & Schedule(std::chrono::duration< _Rep, _Period > const &time, task_handler_t const &task)
Definition: TaskScheduler.h:229
TaskScheduler & CancelGroup(group_t const group)
Definition: TaskScheduler.cpp:53
Definition: TaskScheduler.h:415
TaskContext & Repeat(std::chrono::duration< _Rep, _Period > const &duration)
Definition: TaskScheduler.h:485
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
TaskScheduler scheduler
Definition: CreatureAI.h:76
void DoResetThreatList()
Definition: ScriptedCreature.cpp:436
Creature * me
Definition: ScriptedCreature.h:280
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1793
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid=0, bool withInstant=true, bool bySelf=false)
Definition: Unit.cpp:4111
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
SpellCastResult CastCustomSpell(Unit *victim, uint32 spellId, int32 const *bp0, int32 const *bp1, int32 const *bp2, bool triggered, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1225
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, uint8 reqEffMask=0, AuraRemoveMode removeMode=AURA_REMOVE_BY_DEFAULT)
Definition: Unit.cpp:4891
Unit * GetVictim() const
Definition: Unit.h:789
void MoveChase(Unit *target, std::optional< ChaseRange > dist={}, std::optional< ChaseAngle > angle={})
Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:313
void MoveToTargetIfOutOfRange(Unit *target)
Definition: boss_leotheras_the_blind.cpp:173
void ElfTime()
Definition: boss_leotheras_the_blind.cpp:157

References TaskScheduler::CancelGroup(), Unit::CastCustomSpell(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), ElfTime(), Unit::GetMotionMaster(), Unit::GetVictim(), GROUP_COMBAT, GROUP_DEMON, Unit::InterruptNonMeleeSpells(), Creature::LoadEquipment(), ScriptedAI::me, MotionMaster::MoveChase(), MoveToTargetIfOutOfRange(), Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_INNER_DEMONS, TaskScheduler::Schedule(), CreatureAI::scheduler, SPELL_INSIDIOUS_WHISPER, SPELL_METAMORPHOSIS, SPELL_WHIRLWIND, and SPELLVALUE_MAX_TARGETS.

Referenced by ElfTime().

◆ DoAction()

void boss_leotheras_the_blind::DoAction ( int32  actionId)
inlineoverridevirtual

Reimplemented from UnitAI.

132 {
133 if (actionId == ACTION_CHECK_SPELLBINDERS)
134 {
135 if (CreatureGroup* formation = me->GetFormation())
136 {
137 if (!formation->IsAnyMemberAlive(true))
138 {
140 me->LoadEquipment();
145
146 scheduler.Schedule(10min, [this](TaskContext)
147 {
149 });
150
151 ElfTime();
152 }
153 }
154 }
155 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_STAND_STATE_STAND
Definition: UnitDefines.h:32
@ ACTION_CHECK_SPELLBINDERS
Definition: boss_leotheras_the_blind.cpp:67
@ SPELL_BERSERK
Definition: boss_leotheras_the_blind.cpp:45
@ SAY_AGGRO
Definition: boss_leotheras_the_blind.cpp:31
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806
CreatureGroup const * GetFormation() const
Definition: Creature.h:354
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:97
Definition: CreatureGroups.h:89
void RemoveAllAuras()
Definition: Unit.cpp:5290
void SetStandState(uint8 state)
Definition: Unit.cpp:16682

References ACTION_CHECK_SPELLBINDERS, UnitAI::DoCastSelf(), ElfTime(), Creature::GetFormation(), Creature::LoadEquipment(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveAllAuras(), SAY_AGGRO, TaskScheduler::Schedule(), CreatureAI::scheduler, Creature::SetInCombatWithZone(), Creature::SetReactState(), Unit::SetStandState(), SPELL_BERSERK, and UNIT_STAND_STATE_STAND.

◆ ElfTime()

void boss_leotheras_the_blind::ElfTime ( )
inline
158 {
161 scheduler.Schedule(25050ms, 32550ms, GROUP_COMBAT, [this](TaskContext context)
162 {
164 context.Repeat(30250ms, 34900ms);
165 }).Schedule(60350ms, GROUP_DEMON, [this](TaskContext)
166 {
169 DemonTime();
170 });
171 }
@ SAY_SWITCH_TO_DEMON
Definition: boss_leotheras_the_blind.cpp:32
void DemonTime()
Definition: boss_leotheras_the_blind.cpp:186

References DemonTime(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), GROUP_COMBAT, GROUP_DEMON, Unit::InterruptNonMeleeSpells(), ScriptedAI::me, TaskContext::Repeat(), SAY_SWITCH_TO_DEMON, TaskScheduler::Schedule(), CreatureAI::scheduler, and SPELL_WHIRLWIND.

Referenced by DemonTime(), and DoAction().

◆ MoveToTargetIfOutOfRange()

void boss_leotheras_the_blind::MoveToTargetIfOutOfRange ( Unit target)
inline
174 {
175 if (me->GetDistance2d(target) > 40.0f)
176 {
177 me->GetMotionMaster()->MoveChase(target, 5.0f, 0);
178 me->AddThreat(target, 0.0f);
179 }
180 else
181 {
183 }
184 }
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
void AddThreat(Unit *victim, float fThreat, SpellSchoolMask schoolMask=SPELL_SCHOOL_MASK_NORMAL, SpellInfo const *threatSpell=nullptr)
Definition: Unit.cpp:14608
void Clear(bool reset=true)
Definition: MotionMaster.h:165

References Unit::AddThreat(), MotionMaster::Clear(), WorldObject::GetDistance2d(), Unit::GetMotionMaster(), ScriptedAI::me, and MotionMaster::MoveChase().

Referenced by DemonTime().

◆ Reset()

void boss_leotheras_the_blind::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

81 {
86 _recentlySpoken = false;
87
90
92 {
93 //is currently in metamorphosis
94 me->LoadEquipment();
95 me->RemoveAurasDueToSpell(SPELL_METAMORPHOSIS);
96 scheduler.RescheduleGroup(GROUP_COMBAT, 10s);
97 }
98
100 me->ClearTarget();
103 scheduler.DelayAll(10s);
104
108 me->StopMoving();
110
111 scheduler.Schedule(4s, [this](TaskContext)
112 {
114 }).Schedule(6s, [this](TaskContext)
115 {
121
122 if (me->GetVictim())
123 {
126 }
127 });
128 });
129 }
@ REACT_PASSIVE
Definition: Unit.h:548
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
@ SPELL_DUAL_WIELD
Definition: boss_leotheras_the_blind.cpp:42
@ SPELL_CLEAR_CONSUMING_MADNESS
Definition: boss_leotheras_the_blind.cpp:58
@ SPELL_SUMMON_SHADOW_OF_LEOTHERAS
Definition: boss_leotheras_the_blind.cpp:47
@ SAY_FINAL_FORM
Definition: boss_leotheras_the_blind.cpp:36
Talk
Definition: hyjal.cpp:82
TaskScheduler & DelayAll(std::chrono::duration< _Rep, _Period > const &duration)
Delays all tasks with the given duration.
Definition: TaskScheduler.h:280
void ScheduleHealthCheckEvent(uint32 healthPct, std::function< void()> exec)
Executes a function once the creature reaches the defined health point percent.
Definition: ScriptedCreature.cpp:744
void Reset() override
Definition: ScriptedCreature.h:486
void ClearTarget()
Definition: Creature.h:378
void SetTarget(ObjectGuid guid=ObjectGuid::Empty) override
Definition: Creature.cpp:3532
void ResumeChasingVictim()
Helper to resume chasing current victim.
Definition: Creature.h:409
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109
void StopMoving()
Definition: Unit.cpp:16606
uint32 GetDisplayId() const
Definition: Unit.h:1507
uint32 GetNativeDisplayId() const
Definition: Unit.h:1509
void SendMeleeAttackStart(Unit *victim, Player *sendTo=nullptr)
Definition: Unit.cpp:3045
void SendMeleeAttackStop(Unit *victim=nullptr)
Send to the client SMSG_ATTACKSTOP but doesn't clear UNIT_STATE_MELEE_ATTACKING on server side or int...
Definition: Unit.cpp:3061
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:684
bool _recentlySpoken
Definition: boss_leotheras_the_blind.cpp:244

References _recentlySpoken, TaskScheduler::CancelGroup(), MotionMaster::Clear(), Creature::ClearTarget(), TaskScheduler::DelayAll(), UnitAI::DoCastSelf(), ScriptedAI::DoResetThreatList(), Unit::GetDisplayId(), Object::GetGUID(), Unit::GetMotionMaster(), Unit::GetNativeDisplayId(), Unit::GetVictim(), GROUP_DEMON, ScriptedAI::me, REACT_AGGRESSIVE, REACT_PASSIVE, Unit::RemoveAurasDueToSpell(), Unit::RemoveUnitFlag(), BossAI::Reset(), Creature::ResumeChasingVictim(), SAY_FINAL_FORM, TaskScheduler::Schedule(), BossAI::ScheduleHealthCheckEvent(), CreatureAI::scheduler, Unit::SendMeleeAttackStart(), Unit::SendMeleeAttackStop(), Creature::SetReactState(), Unit::SetStandState(), Creature::SetTarget(), Unit::SetUnitFlag(), SPELL_CLEAR_CONSUMING_MADNESS, SPELL_DUAL_WIELD, SPELL_SUMMON_SHADOW_OF_LEOTHERAS, SPELL_WHIRLWIND, Unit::StopMoving(), UNIT_FLAG_NOT_SELECTABLE, UNIT_STAND_STATE_KNEEL, and UNIT_STAND_STATE_STAND.

◆ UpdateAI()

void boss_leotheras_the_blind::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

215 {
216 if (!UpdateVictim())
217 return;
218
219 scheduler.Update(diff);
221 return;
222
224 {
226 {
228 }
229 }
230 else if (me->isAttackReady(BASE_ATTACK))
231 {
233 {
234 // Auto-attacks if there are no valid targets to cast his spell on f.e pet taunted.
236 }
237 else
238 {
240 }
241 }
242 }
@ BASE_ATTACK
Definition: Unit.h:209
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ SPELL_CHAOS_BLAST
Definition: boss_leotheras_the_blind.cpp:50
@ SPELL_CAST_OK
Definition: SharedDefines.h:1138
TaskScheduler & Update(success_t const &callback=EmptyCallback)
Definition: TaskScheduler.cpp:27
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
bool UpdateVictim()
Definition: CreatureAI.cpp:269
ReactStates GetReactState() const
Definition: Creature.h:98
void setAttackTimer(WeaponAttackType type, int32 time)
Definition: Unit.h:763
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673
bool isAttackReady(WeaponAttackType type=BASE_ATTACK) const
Definition: Unit.h:766

References BASE_ATTACK, UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), Unit::GetDisplayId(), Unit::GetNativeDisplayId(), Creature::GetReactState(), Unit::HasUnitState(), Unit::isAttackReady(), ScriptedAI::me, REACT_PASSIVE, CreatureAI::scheduler, Unit::setAttackTimer(), SPELL_CAST_OK, SPELL_CHAOS_BLAST, UNIT_STATE_CASTING, TaskScheduler::Update(), and CreatureAI::UpdateVictim().

Member Data Documentation

◆ _recentlySpoken

bool boss_leotheras_the_blind::_recentlySpoken
private

Referenced by Reset().