AzerothCore 3.3.5a
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boss_lord_valthalak::boss_lord_valthalakAI Struct Reference
Inheritance diagram for boss_lord_valthalak::boss_lord_valthalakAI:
BossAI ScriptedAI CreatureAI UnitAI

Public Member Functions

 boss_lord_valthalakAI (Creature *creature)
 
void Reset () override
 
void IsSummonedBy (WorldObject *) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void JustDied (Unit *killer) override
 
void StartTalking (uint32 talkGroupId, uint32 timer)
 
void StartFighting ()
 
void DamageTaken (Unit *, uint32 &damage, 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...
 
- 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

bool frenzy40
 
bool frenzy15
 

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_lord_valthalakAI()

boss_lord_valthalak::boss_lord_valthalakAI::boss_lord_valthalakAI ( Creature creature)
inline
59: BossAI(creature, DATA_LORD_VALTHALAK) { }
@ DATA_LORD_VALTHALAK
Definition: blackrock_spire.h:45
Definition: ScriptedCreature.h:467

Member Function Documentation

◆ DamageTaken()

void boss_lord_valthalak::boss_lord_valthalakAI::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 BossAI.

118 {
119 if (!frenzy40 && me->HealthBelowPctDamaged(40, damage))
120 {
121 frenzy40 = true;
123
125
127 }
128
129 if (!frenzy15 && me->HealthBelowPctDamaged(15, damage))
130 {
131 frenzy15 = true;
132
133 events.ScheduleEvent(EVENT_SHADOW_BOLT_VOLLEY, 12s, 19s, 0, EVENT_PHASE_FIGHT);
134
136 }
137 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:53
events
Definition: boss_sartura.cpp:43
@ TALK_15_HP
Definition: boss_lord_valthalak.cpp:35
@ TALK_40_HP
Definition: boss_lord_valthalak.cpp:34
@ EVENT_PHASE_FIGHT
Definition: boss_lord_valthalak.cpp:49
@ SPELL_FRENZY
Definition: boss_lord_valthalak.cpp:24
@ EVENT_SHADOW_BOLT_VOLLEY
Definition: boss_lord_valthalak.cpp:41
@ EVENT_SUMMON_SPECTRAL_ASSASSIN
Definition: boss_lord_valthalak.cpp:40
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
Creature * me
Definition: ScriptedCreature.h:280
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1038
bool frenzy40
Definition: boss_lord_valthalak.cpp:180
bool frenzy15
Definition: boss_lord_valthalak.cpp:181
void StartTalking(uint32 talkGroupId, uint32 timer)
Definition: boss_lord_valthalak.cpp:95

References UnitAI::DoCast(), EVENT_PHASE_FIGHT, EVENT_SHADOW_BOLT_VOLLEY, EVENT_SUMMON_SPECTRAL_ASSASSIN, frenzy15, frenzy40, Unit::HealthBelowPctDamaged(), IN_MILLISECONDS, ScriptedAI::me, SPELL_FRENZY, StartTalking(), TALK_15_HP, and TALK_40_HP.

◆ IsSummonedBy()

void boss_lord_valthalak::boss_lord_valthalakAI::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

73 {
75 }
@ TALK_SUMMON
Definition: boss_lord_valthalak.cpp:32

References IN_MILLISECONDS, StartTalking(), and TALK_SUMMON.

◆ JustDied()

void boss_lord_valthalak::boss_lord_valthalakAI::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

89 {
90 BossAI::JustDied(killer);
91
93 }
@ DONE
Definition: InstanceScript.h:60
InstanceScript *const instance
Definition: ScriptedCreature.h:474
void JustDied(Unit *) override
Definition: ScriptedCreature.h:499
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52

References DATA_LORD_VALTHALAK, DONE, BossAI::instance, BossAI::JustDied(), and ZoneScript::SetData().

◆ JustEngagedWith()

void boss_lord_valthalak::boss_lord_valthalakAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

78 {
80
82
83 events.SetPhase(EVENT_PHASE_FIGHT);
85 events.ScheduleEvent(EVENT_SHADOW_WRATH, 9s, 18s, 0, EVENT_PHASE_FIGHT);
86 }
Talk
Definition: hyjal.cpp:82
@ TALK_AGGRO
Definition: boss_lord_valthalak.cpp:33
@ EVENT_SHADOW_WRATH
Definition: boss_lord_valthalak.cpp:42
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:497

References EVENT_PHASE_FIGHT, EVENT_SHADOW_WRATH, EVENT_SUMMON_SPECTRAL_ASSASSIN, BossAI::JustEngagedWith(), and TALK_AGGRO.

◆ Reset()

void boss_lord_valthalak::boss_lord_valthalakAI::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

62 {
64
67
68 frenzy40 = false;
69 frenzy15 = false;
70 }
@ REACT_AGGRESSIVE
Definition: Unit.h:550
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ UNIT_FLAG_NOT_SELECTABLE
Definition: UnitDefines.h:254
void Reset() override
Definition: ScriptedCreature.h:496
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition: Creature.h:94
void RemoveUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:714

References frenzy15, frenzy40, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), BossAI::Reset(), Creature::SetReactState(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

◆ StartFighting()

void boss_lord_valthalak::boss_lord_valthalakAI::StartFighting ( )
inline
108 {
109 events.SetPhase(EVENT_PHASE_FIGHT);
110
113
115 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:106

References CreatureAI::DoZoneInCombat(), EVENT_PHASE_FIGHT, ScriptedAI::me, REACT_AGGRESSIVE, Unit::RemoveUnitFlag(), Creature::SetReactState(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by UpdateAI().

◆ StartTalking()

void boss_lord_valthalak::boss_lord_valthalakAI::StartTalking ( uint32  talkGroupId,
uint32  timer 
)
inline
96 {
99 me->AttackStop();
100
101 Talk(talkGroupId);
102
103 events.SetPhase(EVENT_PHASE_TALK);
104 events.ScheduleEvent(EVENT_FIGHT, timer, 0, EVENT_PHASE_TALK);
105 }
@ EVENT_PHASE_TALK
Definition: boss_lord_valthalak.cpp:48
@ EVENT_FIGHT
Definition: boss_lord_valthalak.cpp:43
@ REACT_PASSIVE
Definition: Unit.h:548
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:713
bool AttackStop()
Force the unit to stop attacking. This will clear UNIT_STATE_MELEE_ATTACKING, Interrupt current spell...
Definition: Unit.cpp:10403

References Unit::AttackStop(), EVENT_FIGHT, EVENT_PHASE_TALK, ScriptedAI::me, REACT_PASSIVE, Creature::SetReactState(), Unit::SetUnitFlag(), UNIT_FLAG_NON_ATTACKABLE, and UNIT_FLAG_NOT_SELECTABLE.

Referenced by DamageTaken(), and IsSummonedBy().

◆ UpdateAI()

void boss_lord_valthalak::boss_lord_valthalakAI::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from BossAI.

140 {
141 if (!UpdateVictim() && !events.IsInPhase(EVENT_PHASE_TALK))
142 {
143 return;
144 }
145
146 events.Update(diff);
147
149 {
150 return;
151 }
152
153 while (uint32 eventId = events.ExecuteEvent())
154 {
155 switch (eventId)
156 {
157 case EVENT_FIGHT:
159 break;
162 events.ScheduleEvent(EVENT_SUMMON_SPECTRAL_ASSASSIN, 30s, 35s, 0, EVENT_PHASE_FIGHT);
163 break;
166 events.ScheduleEvent(EVENT_SHADOW_BOLT_VOLLEY, 4s, 6s, 0, EVENT_PHASE_FIGHT);
167 break;
170 events.ScheduleEvent(EVENT_SHADOW_WRATH, 19s, 24s, 0, EVENT_PHASE_FIGHT);
171 break;
172 default:
173 break;
174 }
175 }
176
178 }
std::uint32_t uint32
Definition: Define.h:107
@ SPELL_SHADOW_BOLT_VOLLEY
Definition: boss_lord_valthalak.cpp:26
@ SPELL_SHADOW_WRATH
Definition: boss_lord_valthalak.cpp:27
@ SPELL_SUMMON_SPECTRAL_ASSASSIN
Definition: boss_lord_valthalak.cpp:25
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
void DoMeleeAttackIfReady()
Definition: UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition: UnitAI.cpp:240
bool UpdateVictim()
Definition: CreatureAI.cpp:280
bool HasUnitState(const uint32 f) const
Definition: Unit.h:701
void StartFighting()
Definition: boss_lord_valthalak.cpp:107

References UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), EVENT_FIGHT, EVENT_PHASE_FIGHT, EVENT_PHASE_TALK, EVENT_SHADOW_BOLT_VOLLEY, EVENT_SHADOW_WRATH, EVENT_SUMMON_SPECTRAL_ASSASSIN, Unit::HasUnitState(), ScriptedAI::me, SPELL_SHADOW_BOLT_VOLLEY, SPELL_SHADOW_WRATH, SPELL_SUMMON_SPECTRAL_ASSASSIN, StartFighting(), UNIT_STATE_CASTING, and CreatureAI::UpdateVictim().

Member Data Documentation

◆ frenzy15

bool boss_lord_valthalak::boss_lord_valthalakAI::frenzy15
private

Referenced by DamageTaken(), and Reset().

◆ frenzy40

bool boss_lord_valthalak::boss_lord_valthalakAI::frenzy40
private

Referenced by DamageTaken(), and Reset().