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

Public Member Functions

 boss_halazzi (Creature *creature)
 
void Reset () override
 
void JustSummoned (Creature *summon) override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged. More...
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply) More...
 
void SpellHit (Unit *, SpellInfo const *spell) override
 
void AttackStart (Unit *who) override
 
void EnterPhase (PhaseHalazzi nextPhase)
 
void KilledUnit (Unit *victim) override
 
void JustDied (Unit *killer) override
 
- 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

uint32 _lynxFormHealth
 
uint32 _humanFormHealth
 
uint32 _healthPortion
 
uint8 _transformCount
 
uint32 _healthCheckPercentage
 
PhaseHalazzi _phase
 

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_halazzi()

boss_halazzi::boss_halazzi ( Creature creature)
inline
79 : BossAI(creature, DATA_HALAZZIEVENT)
80 {
82 {
84 });
85 }
@ UNIT_STATE_CASTING
Definition: UnitDefines.h:164
@ DATA_HALAZZIEVENT
Definition: zulaman.h:32
TaskScheduler & SetValidator(P &&predicate)
Sets a validator which is asked if tasks are allowed to be executed.
Definition: TaskScheduler.h:194
TaskScheduler scheduler
Definition: CreatureAI.h:76
Creature * me
Definition: ScriptedCreature.h:280
Definition: ScriptedCreature.h:457
bool HasUnitState(const uint32 f) const
Definition: Unit.h:673

References Unit::HasUnitState(), ScriptedAI::me, CreatureAI::scheduler, TaskScheduler::SetValidator(), and UNIT_STATE_CASTING.

Member Function Documentation

◆ AttackStart()

void boss_halazzi::AttackStart ( Unit who)
inlineoverridevirtual

Reimplemented from ScriptedAI.

161 {
162 if (_phase != PHASE_MERGE)
163 {
165 }
166 }
@ PHASE_MERGE
Definition: boss_halazzi.cpp:56
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
PhaseHalazzi _phase
Definition: boss_halazzi.cpp:282

References _phase, UnitAI::AttackStart(), and PHASE_MERGE.

◆ DamageTaken()

void boss_halazzi::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.

119 {
120 if (damage >= me->GetHealth() && _phase != PHASE_ENRAGE)
121 {
122 damage = 0;
123 }
124 else
125 {
127 {
130 {
132 }
133 }
134 else if (_phase == PHASE_HUMAN)
135 {
137 {
138 if (!HealthAbovePct(20) || !lynx->HealthAbovePct(20))
139 {
141 }
142 }
143 else
144 {
145 //should not really happen
147 }
148 }
149 }
150 }
@ DATA_SPIRIT_LYNX
Definition: zulaman.h:35
@ PHASE_SPLIT
Definition: boss_halazzi.cpp:54
@ PHASE_ENRAGE
Definition: boss_halazzi.cpp:57
@ PHASE_HUMAN
Definition: boss_halazzi.cpp:55
@ PHASE_LYNX
Definition: boss_halazzi.cpp:53
bool HealthAbovePct(uint32 pct) const
Definition: ScriptedCreature.h:365
InstanceScript *const instance
Definition: ScriptedCreature.h:464
void EnterEvadeMode(EvadeReason why=EVADE_REASON_OTHER) override
Definition: ScriptedCreature.h:488
Definition: Creature.h:46
uint32 GetHealth() const
Definition: Unit.h:869
Creature * GetCreature(uint32 type)
Definition: InstanceScript.cpp:100
uint32 _healthCheckPercentage
Definition: boss_halazzi.cpp:281
void EnterPhase(PhaseHalazzi nextPhase)
Definition: boss_halazzi.cpp:168
uint8 _transformCount
Definition: boss_halazzi.cpp:280

References _healthCheckPercentage, _phase, _transformCount, DATA_SPIRIT_LYNX, BossAI::EnterEvadeMode(), EnterPhase(), InstanceScript::GetCreature(), Unit::GetHealth(), ScriptedAI::HealthAbovePct(), BossAI::instance, ScriptedAI::me, PHASE_ENRAGE, PHASE_HUMAN, PHASE_LYNX, PHASE_MERGE, and PHASE_SPLIT.

◆ EnterPhase()

void boss_halazzi::EnterPhase ( PhaseHalazzi  nextPhase)
inline
169 {
170 switch (nextPhase)
171 {
172 case PHASE_LYNX:
173 case PHASE_ENRAGE:
174 if (_phase == PHASE_MERGE)
175 {
179 }
184 scheduler.Schedule(16s, GROUP_LYNX, [this](TaskContext context)
185 {
187 context.Repeat(10s, 15s);
188 }).Schedule(20s, GROUP_LYNX, [this](TaskContext context)
189 {
192 context.Repeat(30s);
193 });
194 break;
195 case PHASE_SPLIT:
198 break;
199 case PHASE_HUMAN:
205 scheduler.Schedule(10s, GROUP_HUMAN, [this](TaskContext context)
206 {
207 if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
208 {
209 if (target->IsNonMeleeSpellCast(false))
210 {
211 DoCast(target, SPELL_EARTHSHOCK);
212 }
213 else
214 {
215 DoCast(target, SPELL_FLAMESHOCK);
216 }
217 }
218 context.Repeat(10s, 15s);
219 }).Schedule(12s, GROUP_HUMAN, [this](TaskContext context)
220 {
222 context.Repeat(20s);
223 });
224 break;
225 case PHASE_MERGE:
227 {
230 lynx->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
231 lynx->GetMotionMaster()->Clear();
232 lynx->GetMotionMaster()->MoveFollow(me, 0, 0);
234 me->GetMotionMaster()->MoveFollow(lynx, 0, 0);
236 scheduler.Schedule(2s, GROUP_MERGE, [this](TaskContext context)
237 {
239 {
240 if (me->IsWithinDistInMap(lynx, 6.0f))
241 {
242 if (_transformCount < 3)
243 {
244 EnterPhase(PHASE_LYNX);
245 }
246 else
247 {
248 EnterPhase(PHASE_ENRAGE);
249 }
250 }
251 }
252 context.Repeat(2s);
253 });
254 }
255 break;
256 default:
257 break;
258 }
259 _phase = nextPhase;
260 }
@ UNIT_FLAG_NON_ATTACKABLE
Definition: UnitDefines.h:230
@ SAY_SABER
Definition: boss_halazzi.cpp:64
@ SAY_SPLIT
Definition: boss_halazzi.cpp:65
@ SAY_MERGE
Definition: boss_halazzi.cpp:66
@ SPELL_SABER_LASH
Definition: boss_halazzi.cpp:26
@ SPELL_TRANSFORM_SPLIT2
Definition: boss_halazzi.cpp:31
@ SPELL_TRANSFORM_SPLIT
Definition: boss_halazzi.cpp:30
@ SPELL_SUMMON_TOTEM
Definition: boss_halazzi.cpp:34
@ SPELL_TRANSFORM_MERGE
Definition: boss_halazzi.cpp:32
@ SPELL_SUMMON_LYNX
Definition: boss_halazzi.cpp:33
@ SPELL_FRENZY
Definition: boss_halazzi.cpp:27
@ GROUP_HUMAN
Definition: boss_halazzi.cpp:73
@ GROUP_MERGE
Definition: boss_halazzi.cpp:74
@ GROUP_LYNX
Definition: boss_halazzi.cpp:72
Talk
Definition: hyjal.cpp:82
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 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
void DespawnAll(uint32 delay=0)
Definition: ScriptedCreature.cpp:71
SummonList summons
Definition: ScriptedCreature.h:501
Definition: Unit.h:630
MotionMaster * GetMotionMaster()
Definition: Unit.h:1601
void SetHealth(uint32 val)
Definition: Unit.cpp:15433
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 SetMaxHealth(uint32 val)
Definition: Unit.cpp:15483
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 MoveFollow(Unit *target, float dist, float angle, MovementSlot slot=MOTION_SLOT_ACTIVE, bool inheritWalkState=true)
The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition: MotionMaster.cpp:409
void Clear(bool reset=true)
Definition: MotionMaster.h:165
uint32 _healthPortion
Definition: boss_halazzi.cpp:279
uint32 _humanFormHealth
Definition: boss_halazzi.cpp:278
uint32 _lynxFormHealth
Definition: boss_halazzi.cpp:277

References _healthPortion, _humanFormHealth, _lynxFormHealth, _phase, _transformCount, TaskScheduler::CancelGroup(), MotionMaster::Clear(), DATA_SPIRIT_LYNX, SummonList::DespawnAll(), UnitAI::DoCastSelf(), UnitAI::DoCastVictim(), InstanceScript::GetCreature(), Unit::GetMotionMaster(), Unit::GetVictim(), GROUP_HUMAN, GROUP_LYNX, GROUP_MERGE, BossAI::instance, ScriptedAI::me, MotionMaster::MoveChase(), MotionMaster::MoveFollow(), PHASE_ENRAGE, PHASE_HUMAN, PHASE_LYNX, PHASE_MERGE, PHASE_SPLIT, Unit::RemoveAurasDueToSpell(), TaskContext::Repeat(), SAY_MERGE, SAY_SABER, SAY_SPLIT, TaskScheduler::Schedule(), CreatureAI::scheduler, UnitAI::SelectTarget(), Unit::SetHealth(), Unit::SetMaxHealth(), SPELL_FRENZY, SPELL_SABER_LASH, SPELL_SUMMON_LYNX, SPELL_SUMMON_TOTEM, SPELL_TRANSFORM_MERGE, SPELL_TRANSFORM_SPLIT, SPELL_TRANSFORM_SPLIT2, BossAI::summons, and UNIT_FLAG_NON_ATTACKABLE.

Referenced by DamageTaken(), JustEngagedWith(), Reset(), and SpellHit().

◆ JustDied()

void boss_halazzi::JustDied ( Unit killer)
inlineoverridevirtual

Reimplemented from BossAI.

272 {
273 BossAI::JustDied(killer);
275 }
@ SAY_DEATH
Definition: boss_halazzi.cpp:67
void JustDied(Unit *) override
Definition: ScriptedCreature.h:489

References BossAI::JustDied(), and SAY_DEATH.

◆ JustEngagedWith()

void boss_halazzi::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from BossAI.

108 {
111 ScheduleUniqueTimedEvent(10min, [&]
112 {
114 }, EVENT_BERSERK);
116 }
@ SAY_AGGRO
Definition: boss_halazzi.cpp:62
@ SPELL_BERSERK
Definition: boss_halazzi.cpp:35
@ EVENT_BERSERK
Definition: boss_halazzi.cpp:42
void ScheduleUniqueTimedEvent(Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
Definition: ScriptedCreature.h:362
void JustEngagedWith(Unit *) override
Called for reaction when initially engaged.
Definition: ScriptedCreature.h:487

References UnitAI::DoCastSelf(), EnterPhase(), EVENT_BERSERK, BossAI::JustEngagedWith(), PHASE_LYNX, SAY_AGGRO, ScriptedAI::ScheduleUniqueTimedEvent(), and SPELL_BERSERK.

◆ JustSummoned()

void boss_halazzi::JustSummoned ( Creature summon)
inlineoverridevirtual

Reimplemented from BossAI.

101 {
102 BossAI::JustSummoned(summon);
103 summon->Attack(me->GetVictim(), false);
104 summon->SetInCombatWithZone();
105 }
void JustSummoned(Creature *summon) override
Definition: ScriptedCreature.cpp:674
void SetInCombatWithZone()
Set in combat all units in the dungeon/raid. Affect only units with IsAIEnabled.
Definition: Creature.cpp:2806
bool Attack(Unit *victim, bool meleeAttack)
Definition: Unit.cpp:10234

References Unit::Attack(), Unit::GetVictim(), BossAI::JustSummoned(), ScriptedAI::me, and Creature::SetInCombatWithZone().

◆ KilledUnit()

void boss_halazzi::KilledUnit ( Unit victim)
inlineoverridevirtual

Reimplemented from ScriptedAI.

263 {
264 BossAI::KilledUnit(victim);
265 if (victim->IsPlayer())
266 {
267 Talk(SAY_KILL);
268 }
269 }
@ SAY_KILL
Definition: boss_halazzi.cpp:63
virtual void KilledUnit(Unit *)
Definition: CreatureAI.h:130
bool IsPlayer() const
Definition: Object.h:197

References Object::IsPlayer(), CreatureAI::KilledUnit(), and SAY_KILL.

◆ Reset()

void boss_halazzi::Reset ( )
inlineoverridevirtual

Reimplemented from BossAI.

88 {
95 _humanFormHealth = (me->GetMaxHealth())/0.66666666;
98 }
@ SPELL_DUAL_WIELD
Definition: boss_halazzi.cpp:25
@ PHASE_NONE
Definition: boss_halazzi.cpp:52
void Reset() override
Definition: ScriptedCreature.h:486
uint32 GetMaxHealth() const
Definition: Unit.h:870

References _healthCheckPercentage, _healthPortion, _humanFormHealth, _lynxFormHealth, _phase, _transformCount, UnitAI::DoCastSelf(), EnterPhase(), Unit::GetMaxHealth(), ScriptedAI::me, PHASE_LYNX, PHASE_NONE, BossAI::Reset(), and SPELL_DUAL_WIELD.

◆ SpellHit()

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

Reimplemented from ScriptedAI.

153 {
154 if (spell->Id == SPELL_TRANSFORM_SPLIT2)
155 {
157 }
158 }

References EnterPhase(), SpellInfo::Id, PHASE_HUMAN, and SPELL_TRANSFORM_SPLIT2.

Member Data Documentation

◆ _healthCheckPercentage

uint32 boss_halazzi::_healthCheckPercentage
private

Referenced by DamageTaken(), and Reset().

◆ _healthPortion

uint32 boss_halazzi::_healthPortion
private

Referenced by EnterPhase(), and Reset().

◆ _humanFormHealth

uint32 boss_halazzi::_humanFormHealth
private

Referenced by EnterPhase(), and Reset().

◆ _lynxFormHealth

uint32 boss_halazzi::_lynxFormHealth
private

Referenced by EnterPhase(), and Reset().

◆ _phase

PhaseHalazzi boss_halazzi::_phase
private

◆ _transformCount

uint8 boss_halazzi::_transformCount
private

Referenced by DamageTaken(), EnterPhase(), and Reset().